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Long ranged commanders

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Date Editor Before After
12/13/2022 11:12:24 PMAUrankAdminAquanim before revert after revert
12/13/2022 11:11:46 PMAUrankAdminAquanim before revert after revert
12/13/2022 11:10:56 PMAUrankAdminAquanim before revert after revert
12/13/2022 11:09:41 PMAUrankAdminAquanim before revert after revert
12/13/2022 10:54:37 PMAUrankAdminAquanim before revert after revert
12/13/2022 10:54:14 PMAUrankAdminAquanim before revert after revert
Before After
1 To be clear, my position at this point is that I don't think I am as convinced of the need for change as GoogleFrog is, but none of the arguments *against* change have impressed me very much either. 1 To be clear, my position at this point is that I don't think I am as convinced of the need for change as GoogleFrog is, but none of the arguments *against* change have impressed me very much either.
2 \n 2 \n
3 [quote]Here is some testing. Against 14 Glaives: 3 [quote]Here is some testing. Against 14 Glaives:
4 A 7x range 1x speed beamlaser commander (2200 cost) survives with about 20% HP. 4 A 7x range 1x speed beamlaser commander (2200 cost) survives with about 20% HP.
5 A Grizzly dies and 8 Glaives survive. 5 A Grizzly dies and 8 Glaives survive.
6 A Cyclops dies and 10 Glaives survive.[/quote] 6 A Cyclops dies and 10 Glaives survive.[/quote]
7 This seems to me like the clearest argument why a change is desirable. 7 This seems to me like the clearest argument why a change is desirable.
8 \n 8 \n
9 [quote] Sometimes I upgrade my commander to play this role. Its bulkier and has a much better ROF then lance; however, it still dies to raid units.[/quote] 9 [quote] Sometimes I upgrade my commander to play this role. Its bulkier and has a much better ROF then lance; however, it still dies to raid units.[/quote]
10 The point is that the commanders we are discussing *don't* die to raiders, at least not easily. If you're using a long range rocket com, I don't think that is the subject of this thread. 10 The point is that the commanders we are discussing *don't* die to raiders, at least not easily. If you're using a long range rocket com, I don't think that is the subject of this thread.
11 \n 11 \n
12 [quote]I don't see how commanders are unique in this. ZK's unit set has several units that suppress a wide range of other units hard. It's very hard to use most early game units when getting shot at by a pair of firewalkers, or having a dante throw its incendiary rocket barrage in your general direction every 20s. Grizzly and cyclops's only major weaknesses to raiders can be fixed by adding 20% cost in cheap riots. Tank factory cries against moderators.[/quote] 12 [quote]I don't see how commanders are unique in this. ZK's unit set has several units that suppress a wide range of other units hard. It's very hard to use most early game units when getting shot at by a pair of firewalkers, or having a dante throw its incendiary rocket barrage in your general direction every 20s. Grizzly and cyclops's only major weaknesses to raiders can be fixed by adding 20% cost in cheap riots. Tank factory cries against moderators.[/quote]
13 All of these units are clunky to use which imposes some pretty important constraints on the player using them. For example, Firewalker and Dante hinder *both* teams' ability to use light units. They are also all available to a player who happens to lose their commander while expanding in the early game. 13 All of these units are clunky to use which imposes some pretty important constraints on the player using them. For example, Firewalker and Dante hinder *both* teams' ability to use light units. They are also all available to a player who happens to lose their commander while expanding in the early game.
14 \n 14 \n
15 [quote]ZK's full of this. The early big unit that dies or gets away, the likho bomb that hits the shield or gets through and kills a bunch of units, the surviving geothermal, the surviving superweapon. Some of them are even blind decisions, like guessing if/where the cloaked lances, ultimatums, widows or skuttles are. 15 [quote]ZK's full of this. The early big unit that dies or gets away, the likho bomb that hits the shield or gets through and kills a bunch of units, the surviving geothermal, the surviving superweapon. Some of them are even blind decisions, like guessing if/where the cloaked lances, ultimatums, widows or skuttles are.
16 \n 16 \n
17 In a way these high impact events create tension and make the game more fun.[/quote] 17 In a way these high impact events create tension and make the game more fun.[/quote]
18 As somebody who opposes morphed commanders much more often than I use them, I don't find the way this typically plays out with commanders very fun. 18 As somebody who opposes morphed commanders much more often than I use them, I don't find the way this typically plays out with commanders very fun. Of course this is a matter of taste.