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Date Editor Before After
10/19/2020 10:59:08 PMGBrankPRO_Dregs before revert after revert
10/19/2020 10:47:26 PMGBrankPRO_Dregs before revert after revert
10/19/2020 10:45:07 PMGBrankPRO_Dregs before revert after revert
10/19/2020 10:44:47 PMGBrankPRO_Dregs before revert after revert
Before After
1 @Manored, @TitanShadow12 - You're both putting warnings out as though the problem you're concerned about is real or like the people you're addressing don't already think that way. But no one has proposed that we just thoughtlessly fill slots, and if either of you know my narrative even slightly, you will know that it's anti-factory RPS. Previously, I've tried to approach it from a "more generics" option where we have more turrets, or more structure upgrades. But that's a seperate angle for a seperate thread, if traction ever does find it's way back to that angle after being shut down numerous times before. In the case of this thread, all that has been mentioned so far is what slots are available for units, how to make units, and some potential ideas. 1 @Manored, @TitanShadow12 - You're both putting warnings out as though the problem you're concerned about is real or like the people you're addressing don't already think that way. But no one has proposed that we just thoughtlessly fill slots, and if either of you know my narrative even slightly, you will know that it's anti-factory RPS. Previously, I've tried to approach it from a "more generics" option where we have more turrets, or more structure upgrades. But that's a seperate angle for a seperate thread, if traction ever does find it's way back to that angle after being shut down numerous times before. In the case of this thread, all that has been mentioned so far is what slots are available for units, how to make units, and some potential ideas.
2 \n 2 \n
3 Factory RPS is an issue. One that's far less pronounced in team games, but highly acute when you look at 1v1. To say that you can deal with it by knowing how to counter things presumes that all factories have the correct tools to deal with any other factory, but that's absolutely untrue. A good motivation to be having this discussion in the first place. 3 Factory RPS is an issue. One that's far less pronounced in team games, but highly acute when you look at 1v1. To say that you can deal with it by knowing how to counter things presumes that all factories have the correct tools to deal with any other factory, but that's absolutely untrue. A good motivation to be having this discussion in the first place.
4 \n 4 \n
5 When I made the suggestions that I did in my spoiler section, I left certain sections empty. The implication is that I want my suggestions to be in the right ballpark before I make them, and the implication is that the ideas I DID put down are deliberately there because they've had enough thought put into them to be realistic problem solvers. 5 When I made the suggestions that I did in my spoiler section, I left certain sections empty. The implication is that I want my suggestions to be in the right ballpark before I make them, and the implication is that the ideas I DID put down are deliberately there because they've had enough thought put into them to be realistic problem solvers.
6 \n 6 \n
7 I've had (very recent) experiences, and so has another very highly ranked player I know, with Spiders vs Rovers on maps with large open spaces. It probably goes without saying that the rovers won. In my case, I was spiders and I raided my opponent ridiculously well with fleas, causing damage that any other factory would have used to snowball into victory. However, despite this advantage, a small contingent of protected fencers combined with large spaces to move around completely turned the tides in my opponents favour. Factory RPS that couldn't be mitigated with the current unit roster. 7 I've had (very recent) experiences, and so has another very highly ranked player I know, with Spiders vs Rovers on maps with large open spaces. It probably goes without saying that the rovers won. In my case, I was spiders and I raided my opponent ridiculously well with fleas, causing damage that any other factory would have used to snowball into victory. However, despite this advantage, a small contingent of protected fencers combined with large spaces to move around completely turned the tides in my opponents favour. Factory RPS that couldn't be mitigated with the current unit roster.
8 \n 8 \n
9 Edit: Before the above paragraph gets ripped to shreds whilst I sleep for being only a narrow isolated view, I'm inclined to express the obvious - that it runs equally parallel to the longer term experience of spiders Vs other factories - in particular, cloakbots and tanks. The larger view amounting to a pretty broad picture of what RPS elements overwhelmingly effect them, within the last couple of years.
10 \n
9 So when I suggest a melee spider that can close gaps, or one that can slow the movement of advancing units... It's absolutely coming from a place of factory RPS mitigation. 11 So when I suggest a melee spider that can close gaps, or one that can slow the movement of advancing units... It's absolutely coming from a place of factory RPS mitigation.
10 \n 12 \n
11 Hopefully the angle that I'm coming from allays some of your concerns. 13 Hopefully the angle that I'm coming from allays some of your concerns.
12 \n 14 \n
13 Edit: P.s. None of the above immunizes me against being wrong or my suggestions not panning out, but I promise the intent is in your corner. 15 Edit: P.s. None of the above immunizes me against being wrong or my suggestions not panning out, but I promise the intent is in your corner.