Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Widgets vs Cheating

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
4/17/2020 8:15:46 AMunknownrankShaman before revert after revert
Before After
1 All it does is ping where allied nukes and missiles are going and their expected aoe. I got tired of no label pings being used to show where nukes are going then having to figure out how far away I have to be. I also got tired of nonenglish speakers not pinging where they're nuking. 1 All it does is ping where allied nukes and missiles are attack ordered and their expected aoe. I got tired of no label pings being used to show where nukes are going then having to figure out how far away I have to be. I also got tired of nonenglish speakers not pinging where they're nuking.
2 \n 2 \n
3 [img]https://i.imgur.com/1iNezxI.png[/img] 3 [img]https://i.imgur.com/1iNezxI.png[/img]
4 \n 4 \n
5 If this was turned into an opengl thing, it would be a minor QoL improvement IMO. The EMP, Napalm, and Eos display would also improve coordination efforts and battlefield awareness. Sometimes allied EMPs actually stun allied units because someone isn't paying attention or can't pay attention. There is a moderate sized portion of the player base that seems to not speak English or understand enough of it to coordinate or understand "EMP is coming here". An openGL version of this could improve situational awareness and help prevent that frustrating experience of "FUCKING ALLIES EMPD MY STUFF WHILE TRYING TO EMP THE SHIELDBALL!" which is extremely tilting when you have your expensive stuff stunned and have to watch helplessly as the enemy shieldball or whatever that was trying to be stunned end up killing you. I had a few games in living memory where an ally who doesn't speak English fired a nuke that accidentally damaged my forces because they didn't ping where it was going. That's moderately frustrating to me personally. In addition, I feel that silo/nuke becomes more satisfying to use when it shows the area it's about to desolate/ruin. 5 If this was turned into an opengl thing, it would be a minor QoL improvement IMO. The EMP, Napalm, and Eos display would also improve coordination efforts and battlefield awareness. Sometimes allied EMPs actually stun allied units because someone isn't paying attention or can't pay attention. There is a moderate sized portion of the player base that seems to not speak English or understand enough of it to coordinate or understand "EMP is coming here". An openGL version of this could improve situational awareness and help prevent that frustrating experience of "FUCKING ALLIES EMPD MY STUFF WHILE TRYING TO EMP THE SHIELDBALL!" which is extremely tilting when you have your expensive stuff stunned and have to watch helplessly as the enemy shieldball or whatever that was trying to be stunned end up killing you. I had a few games in living memory where an ally who doesn't speak English fired a nuke that accidentally damaged my forces because they didn't ping where it was going. That's moderately frustrating to me personally. In addition, I feel that silo/nuke becomes more satisfying to use when it shows the area it's about to desolate/ruin.
6 \n 6 \n
7 [img]https://i.imgur.com/p3rHbOh.png[/img] 7 [img]https://i.imgur.com/p3rHbOh.png[/img]
8 \n 8 \n
9 Seeing something like this can help coordinate efforts with allied players. This shows that this singu is expected to die, so someone else who may be planning to say bomb the singu or scorpion it would know to cancel that plan. This is a minor QoL thing in team games. 9 Seeing something like this can help coordinate efforts with allied players. This shows that this singu is expected to die, so someone else who may be planning to say bomb the singu or scorpion it would know to cancel that plan. This is a minor QoL thing in team games.
10 \n 10 \n
11 Once I have some more features implemented I'll be releasing it to the public. 11 Once I have some more features implemented I'll be releasing it to the public.