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Long ranged commanders

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Date Editor Before After
12/19/2022 6:39:52 PMUSrankAneyh before revert after revert
12/19/2022 6:16:51 PMUSrankAneyh before revert after revert
Before After
1 This update seems targeted towards lobpots and aggressive frontline tactics. Who complained about speed and range? This seems like a particular gripe. This stunts early pushes and makes no sense since its a high risk/ high reward playstyle with a commander. Particularly guardian and strike. Sounds like someone was salty and/or doesn't like the idea of offensive commanders which is what strike is. This is a deterrence for commander pushes unless you spend a disproportionate amount of metal to build such a commander that way. Anything besides health and damage is going to hinder you in time, metal, and speed, especially speed. I guess bulky kamikaze damage com or d-com is the way of zero-k now. 1 This update seems targeted towards lobpots and aggressive frontline tactics. Who complained about speed and range? This seems like a particular gripe. This stunts early pushes and makes no sense since its a high risk/ high reward playstyle with a commander. Particularly guardian and strike. Sounds like someone was salty and/or doesn't like the idea of offensive commanders which is what strike is. This is a deterrence for commander pushes unless you spend a disproportionate amount of metal to build such a commander that way. Anything besides health and damage is going to hinder you in time, metal, and speed, especially speed. Nerfing Strike and then trying to 'buff' it is crazy. You have to spend more metal/module and time to get to where strike was previously while other commanders get a direct buff. I understand this is a user friendly update :) . I guess bulky kamikaze damage com or d-com is the way of zero-k now.