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What are the best uses for knights?

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Date Editor Before After
5/31/2024 10:59:59 AMFIrankAdminAlcur before revert after revert
Before After
1 [quote]Is there some technical reason why lightning guns don't always hit? Or is that intentional? I was playing around with it, and knights can even avoid shots from other knights by turning fast. That definitely adds to frustration.[/quote] 1 [quote]Is there some technical reason why lightning guns don't always hit? Or is that intentional? I was playing around with it, and knights can even avoid shots from other knights by turning fast. That definitely adds to frustration.[/quote]
2 Yes, the Knight was intentionally made inaccurate. 2 Yes, the Knight was intentionally made inaccurate.
3 [quote]I wonder if there is a missed opportunity to have them synergize with their factory better.[/quote] 3 [quote]I wonder if there is a missed opportunity to have them synergize with their factory better.[/quote]
4 What about increasing the damage, emp, reload time and stun time by a sixth so they would have better opportunities to win after being uncloaked? One could even up the latter two less if the unit needs a buff. 4 What about increasing the damage, emp, reload time and stun time by a sixth so they would have better opportunities to win after being uncloaked? One could even up the latter two less if the unit needs a buff.
5 \n
6 Added later through editing: I forgot the stun duration has to be an integer. What if the Knight synergized more with both cloaking and the Imp? Perhaps only the normal damage, stun time and reload time could be upped so that the unit would rely on the Imp to do enough EMP damage and the greater stun time would mean several Knights would be able to maintain a stunlock on the victim more easily after the Imp's explosion.