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Missing unit roles

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Date Editor Before After
7/3/2012 7:24:54 PMUSrank[GBC]1v0ry_k1ng before revert after revert
7/3/2012 7:23:35 PMUSrank[GBC]1v0ry_k1ng before revert after revert
7/3/2012 7:22:41 PMUSrank[GBC]1v0ry_k1ng before revert after revert
Before After
1 [b]Hypothesis: while some missing unit roles can make a factory interesting, lacking anti-air and anti-heavy makes a factory frustrating to use. [/b] 1 [b]Hypothesis: while some missing unit roles can make a factory interesting, lacking anti-air and either heavy or anti-heavy makes a factory frustrating to use. [/b]
2 \n 2 \n
3 I think light vehicles need AA, shieldbots need better AA and both need an anti-heavy. 3 I think light vehicles need AA, shieldbots need better AA and both need an anti-heavy.
4 Infact, I think that [b]any factory that does not have a heavy should have anti-heavy[/b] - and [b]every[/b] factory should have dedicated anti-air, no exceptions. 4 Infact, I think that [b]any factory that does not have a heavy should have anti-heavy[/b] - and [b]every[/b] factory should have dedicated anti-air, no exceptions.
5 \n 5 \n
6 why? 6 why?
7 \n 7 \n
8 Because dying to rock paper scissors is [b]incredibly frustrating[/b]. Playing light vehicles in an enviroment where air and gunships are likely to intercept you is nail-rippingly frustrating, because your units are grossly inefficent at countering no matter how well you use them. 8 Because dying to rock paper scissors is [b]incredibly frustrating[/b]. Playing light vehicles in an enviroment where air and gunships are likely to intercept you is nail-rippingly frustrating, because your units are grossly inefficent at countering no matter how well you use them.
9 \n 9 \n
10 Losing huge numbers of units to eternally retreating and repairing heavies is equally frustrating. And in both these situations, if you lack the tools, even a skilled player is largely boned. In a close, competetive game tech switch is rarely an option until the pressure eases, and by then you might be dead. 10 Losing huge numbers of units to eternally retreating and repairing heavies is equally frustrating. And in both these situations, if you lack the tools, even a skilled player is largely boned. In a close, competetive game tech switch is rarely an option until the pressure eases, and by then you might be dead.
11 \n 11 \n
12 Light veh need AA. Shieldbots need better AA. Light veh, cloakies and shield would all benefit from a more concrete anti-heavy that isn't simply 'make skirmisher, since skirmishers in 90% of situations do not counter heavies in an enviroment where fragile skirmishers are likely to get vaporised by napalm or squashed peicemeal and otherwise fail to pursue a retreating heavy on half health. 12 Light veh need AA. Shieldbots need better AA. Light veh, cloakies and shield would all benefit from a more concrete anti-heavy that isn't simply 'make skirmisher, since skirmishers in 90% of situations do not counter heavies in an enviroment where fragile skirmishers are likely to get vaporised by napalm or squashed peicemeal and otherwise fail to pursue a retreating heavy on half health.
13 \n 13 \n
14 Discuss. 14 Discuss.
15 \n 15 \n
16 \n 16 \n