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My current balance suggestions

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Date Editor Before After
6/3/2026 5:25:00 AMNOrankClearing before revert after revert
6/2/2026 10:33:14 PMNOrankClearing before revert after revert
6/2/2026 5:04:25 PMNOrankClearing before revert after revert
6/2/2026 5:00:04 PMNOrankClearing before revert after revert
6/2/2026 4:59:35 PMNOrankClearing before revert after revert
Before After
1 My experience is that Nimbus ideal usage area right now in team games is that it is multiple Slingers glued onto 1 balloon in the air with a hp bonus, that can easily be moved from front to front. It's practically a moving long range pressure unit that is most reliable at chewing up anti ground statics in particular when it's not zoned, and can put some pressure out vs units and make them not want to push into it without AA, but struggles to confirm kills by itself on movable units that don't want to walk at it or stand still, just like Slinger. Much higher upfront cost, but seems to push about the same as Slingers in metal (varies based on target size) and at the sameish ranges (outranges Stinger due to altitude) and is more oppressive per cost to wide ground units in particular, and is not so dodgeable because of higher projectile speeds. Downside (and upside) is being AA targetable. Forcing AA overcommit and being tanky and ranged enough to survive the appearance of AA on a front, heal up, and shift fronts. It is arguably better per metal early game pressure than swagpies, which is also a "relatively hard to punish" air unit. 1 My experience is that Nimbus ideal usage area right now in team games is that it is multiple Slingers glued onto 1 balloon in the air with a hp bonus, that can easily be moved from front to front. It's practically a moving long range pressure unit that is most reliable at chewing up anti ground statics in particular when it's not zoned, and can put some pressure out vs units and make them not want to push into it without AA, but struggles to confirm kills by itself on movable units that don't want to walk at it or stand still, just like Slinger. Much higher upfront cost, but seems to push about the same as Slingers in metal (varies based on target size) and at the sameish ranges (outranges Stinger due to altitude) and is more oppressive per cost to wide ground units in particular, and is not so dodgeable because of higher projectile speeds. Downside (and upside) is being AA targetable. Forcing AA overcommit and being tanky and ranged enough to survive the appearance of AA on a front, heal up, and shift fronts. It is arguably better per metal early game pressure than swagpies, which is also a "relatively hard to punish" air unit.
2 \n 2 \n
3 Just like with Slingers, you generally don't want to spam make the unit if you want to be cost optimal. If enemies mostly react with static AA but push beyond it somewhere, you can slow down and complicate their attack by swapping to the lane. The biggest weakness is the upfront cost. With Slings, you can make a few and a-move 1-2 Slings at multiple places including behind fronts you're not looking at and help them a lot. With Nimbus, you're forced into all that metal being in one place, and it takes time to push out. 3 Just like with Slingers, you generally don't want to spam make the unit if you want to be cost optimal. If enemies mostly react with static AA but push beyond it somewhere, you can slow down and complicate their attack by swapping to the lane. The biggest weakness is the upfront cost. With Slings, you can make a few and a-move 1-2 Slings at multiple places including behind fronts you're not looking at and help them a lot. With Nimbus, you're forced into all that metal being in one place, and it takes time to push out.
4 \n 4 \n
5 If one wanted to make it more effective as what it currently is while it's still the same kind of unit, but have some more counterplay to balance, split it into 2. Half cost, half DPS, half health. Faster to get one out the door, one can pressure a lane to force AA response and make cost faster, but easier to punish, harder to get back and heal up. Easier to rotate between lanes and healing. Airsling. 5 If one wanted to make it more effective as what it currently is while it's still the same kind of unit, but have its counters be stronger against it to balance, split it into 2. Half cost, half DPS, half health. Faster to get one out the door, one can pressure a lane to force AA response and make cost faster, but easier to punish, harder to get back and heal up. Easier to rotate between lanes and healing. Airsling.
6 \n 6 \n
7 But perhaps annoying? 7 But perhaps annoying?
8 \n 8 \n
9 Too good? Reduce its hp further and/or increase cost. Too annoying? Delete or rework, as it is the kind of unit it is. 9 Too good? Reduce its hp further and/or increase cost. Too annoying? Delete or rework, as it is the kind of unit it is.