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Air v. AA v. Ground balance

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Date Editor Before After
2/10/2022 1:12:49 AMUSrankstrikeshadow before revert after revert
1/23/2022 5:13:03 AMUSrankstrikeshadow before revert after revert
1/23/2022 5:11:28 AMUSrankstrikeshadow before revert after revert
1/22/2022 12:36:49 AMUSrankstrikeshadow before revert after revert
1/18/2022 1:24:58 AMUSrankstrikeshadow before revert after revert
1/17/2022 3:40:55 AMUSrankstrikeshadow before revert after revert
1/17/2022 3:39:23 AMUSrankstrikeshadow before revert after revert
1/17/2022 3:38:48 AMUSrankstrikeshadow before revert after revert
1/17/2022 3:37:42 AMUSrankstrikeshadow before revert after revert
1/17/2022 3:37:23 AMUSrankstrikeshadow before revert after revert
1/17/2022 3:36:48 AMUSrankstrikeshadow before revert after revert
1/17/2022 3:34:51 AMUSrankstrikeshadow before revert after revert
1/17/2022 3:16:42 AMUSrankstrikeshadow before revert after revert
Before After
1 All zero-k units are based on reality to a degree, that is the starting point for all games. It's just a fact like 1+1 = 2. The reason air is so difficult to balance in a game is because it moves in another dimension than ground units and that gives it an inherent advantage. 1 All zero-k units are based on reality to a degree, that is the starting point for all games. It's just a fact like 1+1 = 2. The reason air is so difficult to balance in a game is because it moves in another dimension than ground units and that gives it an inherent advantage.
2 \n 2 \n
3 These statements are quite frustrating, but I predicted them: 3 These statements are quite frustrating, but I predicted them:
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5 "It is, by design, a support factory. The main game in ZK does [must] happen on the ground." 5 "It is, by design, a support factory. The main game in ZK does [must] happen on the ground."
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7 "Air is certainly not useless in 1v1, but I don't want air to be so powerful as to be a mandatory switch. Watch some games with air as a second factory. It isn't just there for the surprise factor." 7 "Air is certainly not useless in 1v1, but I don't want air to be so powerful as to be a mandatory switch. Watch some games with air as a second factory. It isn't just there for the surprise factor."
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9 I've watched games where players use air without surprise in 1v1 and the only reason they have any success is because the other player does not use the cheap counters or the economy already is unbalanced. 9 I've watched games where players use air without surprise in 1v1 and the only reason they have any success is because the other player does not use the cheap counters or the economy already is unbalanced.
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11 I would like to see all factories have some air units while keeping the current air factories as optional support factories. Landing pads are cheap enough or just add a solo pad to every factory. Likho could be added to the strider factory instead of any ground factory. If the idea has any traction, then I will post suggestions for each factory. 11 I would like to see all factories have some air units while keeping the current air factories as optional support factories. After all, every single factory has dedicated AA units, it makes sense to for them all to also have air units. Landing pads are cheap enough or just add a solo pad to every factory. Likho could be added to the strider factory instead of any ground factory. If the idea has any traction, then I will post suggestions for each factory.
12 \n 12 \n
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