Loading...
  OR  Zero-K Name:    Password:   

Post edit history

B1813805 26 on LimeQuat Republic v1.24 (Multiplayer)

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
1/24/2024 10:57:59 PMGBrankdyth68 before revert after revert
Before After
1 The attrition is this game is really quite something. . . Past 16 mins in, over 2/3rds of value built was destroyed. 1 The attrition is this game is really quite something. . . Past 16 mins in, over 3/4s of value built was destroyed.
2 \n 2 \n
3 [spoiler] 3 [spoiler]
4 This game really shouldn't have lasted 60 minutes... 4 This game really shouldn't have lasted 60 minutes...
5 \n 5 \n
6 Effective coordination of silos with nukes would have let West destroy East. Though honestly both sides had a LOT of very juicy silo targets, particularly with the use of Berthas to put shields below the 3500hp threshold. 6 Effective coordination of silos with nukes would have let West destroy East. Though honestly both sides had a LOT of very juicy silo targets, particularly with the use of Berthas to put shields below the 3500hp threshold.
7 \n 7 \n
8 Also, each player consumed a Starlight worth of metal and Singu payback time was 6 minutes even at end of game. 8 Also, each player consumed a Starlight worth of metal and Singu payback time was 6 minutes even at end of game.
9 [/spoiler] 9 [/spoiler]
10 \n 10 \n
11 This game also makes the fact that zk lacks an effective counter to area shields rather obvious. Yes, in theory shields can't indefinitely resist their cost in arti, but in practice non-tremor mobile arti only barely outdamages shields (static arti can't do so at all) while arti-clusters (and particularly Tremor) are juicy targets for shield-penetrating Eos. Eos itself is too expensive to work against spread out shields (ditto Shockley), leaving no cost effective ways of depleting shields. 11 This game also makes the fact that zk lacks an effective counter to area shields rather obvious. Yes, in theory shields can't indefinitely resist their cost in arti, but in practice non-tremor mobile arti only barely outdamages shields (static arti can't do so at all) while arti-clusters (and particularly Tremor) are juicy targets for shield-penetrating Eos. Eos itself is too expensive to work against spread out shields (ditto Shockley), leaving no cost effective ways of depleting shields.