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Air v. AA v. Ground balance

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Date Editor Before After
1/25/2022 12:06:18 AMUSrankLawesome9 before revert after revert
Before After
1 Those are some interesting ideas, especially: 1 Those are some interesting ideas, especially:
2 \n 2 \n
3 [q]2. Revenant gets sonar and underwater targeting. Existing weapon already splash to underwater. Why leave one of two air factories completely unable to deal with half of sea?[/q] 3 [q]2. Revenant gets sonar and underwater targeting. Existing weapon already splash to underwater. Why leave one of two air factories completely unable to deal with half of sea?[/q]
4 This makes sense, maybe the missiles would turn into semi-torpedoes that would go a short distance after hitting the surface? 4 This makes sense, maybe the missiles would turn into semi-torpedoes that would go a short distance after hitting the surface?
5 \n 5 \n
6 Also, just a thought, is it desirable for air and land forces to always be mingling with each other's battles, or should they be mostly seperate, and fight their own wars, but they can interfere with each other if they have to? both could be interesting, but both would need work (which might need to be done anyway). 6 Also, just a thought, is it desirable for air and land forces to always be mingling with each other's battles, or should they be mostly seperate, and fight their own wars, but they can interfere with each other if they have to? both could be interesting, but both would need work (which might need to be done anyway).
7 \n 7 \n
8 [q]7. Blastwing gets self range radar jammer. Should allow it to be used to screen after long range AA is built up.[/q] 8 [q]7. Blastwing gets self range radar jammer. Should allow it to be used to screen after long range AA is built up.[/q]
9 This is also a very cool idea, so like you could hide your units a little more but if you get discovered you might end up with your units on fire, a little more risky but tactical and cool. 9 This is also a very cool idea, so like you could hide your units a little more but if you get discovered you might end up with your units on fire, a little more risky but tactical and cool.
10 \n 10 \n
11 [q]8. Strafing airplane as flying Halberd: high hp needed for multiple passes, low effective dps for tough and fast vehicle to balance. Maybe give its weapon napalm effect as a tough/fast anti-cloak/repair option since you can't let it kill much and its not much fun to have its weapon be just plain useless.[/q] 11 [q]8. Strafing airplane as flying Halberd: high hp needed for multiple passes, low effective dps for tough and fast vehicle to balance. Maybe give its weapon napalm effect as a tough/fast anti-cloak/repair option since you can't let it kill much and its not much fun to have its weapon be just plain useless.[/q]
12 This is also a really good idea, the only really high hp air units right now are Likho, which is fast and does strategical high-damage strikes, and krow, which kind of comes and is meant to wipe everything out, so something like this would be cool. 12 This is also a really good idea, the only really high hp air units right now are Likho, which is fast and does strategical high-damage strikes, and krow, which kind of comes and is meant to wipe everything out, so something like this would be cool.
13 \n 13 \n
14 Overall as I said some interesting and cool ideas! I'm not sure how much that would change the situation and what it would change it to, but it sounds like it might be worth the try ( with a mod or something) , it does feel like it could be better, although it is hard to tell what to do and what not to do sometimes. 14 Overall as I said some interesting and cool ideas! I'm not sure how much that would change the situation and what it would change it to, but it sounds like it might be worth the try ( with a mod or something) , it does feel like it could be better, although it is hard to tell what to do and what not to do at times.