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Date Editor Before After
10/20/2020 10:20:18 AMGBrankPRO_Dregs before revert after revert
10/20/2020 10:15:47 AMGBrankPRO_Dregs before revert after revert
10/20/2020 10:15:21 AMGBrankPRO_Dregs before revert after revert
Before After
1 @TitanShadow12 1 @TitanShadow12
2 \n 2 \n
3 [q]I guess I also don't quite understand the term "factory RPS." Can you explain for me? [/q] 3 [q]I guess I also don't quite understand the term "factory RPS." Can you explain for me? [/q]
4 \n 4 \n
5 Gladly. As mentioned before, it's a little more pronounced in 1v1 where the game is started with a singular factory each. Factory Rock Paper Scissors essentially means that there's a probability that one of the two starting factories having a distinct advantage over the other, for a variety of reasons. Keeping in mind that player skill differences can overcome factory RPS, but all things being equal, one player is going to have a significantly more relaxed time winning. 5 Gladly. As mentioned before, it's a little more pronounced in 1v1 where the game is started with a singular factory each. Factory Rock Paper Scissors essentially means that there's a probability that one of the two starting factories will have a distinct advantage over the other, for a variety of reasons. Keeping in mind that player skill differences can overcome factory RPS, but all things being equal, one player is going to have a significantly more relaxed time winning.
6 \n 6 \n
7 An example of that might be jumpbots vs tanks, with the toolset provided to jumpbots having some inherent qualities that make dealing with tanks a relatively trivial (albeit predictable) affair. 7 An example of that might be jumpbots vs tanks, with the toolset provided to jumpbots having some inherent qualities that make dealing with tanks a relatively trivial (albeit predictable) affair.
8 \n 8 \n
9 The problem is double compounded by the fact that when it comes to factory switching, the disadvantaged player is probably already behind and can barely survive a factory switch, whereas the advantaged player can likely do so with comfort, earlier than the player who actually NEEDS to do so. 9 The problem is double compounded by the fact that when it comes to factory switching, the disadvantaged player is probably already behind and can barely survive a factory switch, whereas the advantaged player can likely do so with comfort, earlier than the player who actually NEEDS to do so.
10 \n 10 \n
11 Ultimately, it sucks getting in the matchmaker queue for however long, to get into a game with an adversary who would normally be a fair challenge, only to have your honest best count for nothing because they counterpicked you - knowingly or not. 11 Ultimately, it sucks getting in the matchmaker queue for however long, to get into a game with an adversary who would normally be a fair challenge, only to have your honest best count for nothing because they counterpicked you - knowingly or not.
12 \n 12 \n
13 I'll re-iterate options that reduce factory RPS: 13 I'll re-iterate options that reduce factory RPS:
14 \n 14 \n
15 * A larger compliment of generic turrets, or turret upgrade states 15 * A larger compliment of generic turrets, or turret upgrade states
16 * Full unit rosters for all factories 16 * Full unit rosters for all factories
17 * Multi-Factory token starts 17 * Multi-Factory token starts
18 * Cheaper factories, 600 metal cost maybe 18 * Cheaper factories, 600 metal cost maybe
19 * Rigorous re-balancing 19 * Rigorous re-balancing
20 * Upgrading your commander (in certain scenarios) 20 * Upgrading your commander (in certain scenarios)
21 * Buffs to commander upgrades 21 * Buffs to commander upgrades
22 * New ability: Low cost factory morphing - It's a facswitch with the downside that you don't have two at the end. 22 * New ability: Low cost factory morphing - It's a facswitch with the downside that you don't have two at the end.
23 * Pick shieldbots all of the time 23 * Pick shieldbots all of the time