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Flying jumpbots

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Date Editor Before After
12/6/2020 8:11:26 PMBRrankManored before revert after revert
Before After
1 Maybe Jack's weapon should be disabled underwater. Its not meant to be an amphibious unit as far as I'm aware. 1 Maybe Jack's weapon should be disabled underwater. Its not meant to be an amphibious unit as far as I'm aware.
2 \n 2 \n
3 Outside of that, locusts and gnats work pretty well as a quick reaction force against nonsense like that. 3 Outside of that, locusts and gnats work pretty well as a quick reaction force against nonsense like that.
4 \n 4 \n
5 Also, big econ buildings/super weapons are worth placing some defenses around them in specific. If you put 2 faradays around a singularity, that's significantly improved protection for just 1/8 the extra cost. 5 Also, big econ buildings/super weapons are worth placing some defenses around them in specific. If you put 2 faradays around a singularity, that's significantly improved protection for just 1/8 the extra cost. And if you put the singularity in a corner or side of the map, 2 faradays can cover all angles of approach.
6 \n 6 \n
7 I haven't tried this, but against flying jacks in specific, putting newtons around everything important may work well. 7 I haven't tried this, but against flying jacks in specific, putting newtons around everything important may work well.
8 \n 8 \n
9 I find that is a good general rule about defense against deep raids: don't try to wall off your base, put the defenses directly around the important stuff. This way the enemy cannot avoid it. 9 I find that is a good general rule about defense against deep raids: don't try to wall off your base, put the defenses directly around the important stuff. This way the enemy cannot avoid it.