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Aircraft maintenance check

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Date Editor Before After
8/15/2012 7:02:08 PMCArankPxtl before revert after revert
8/15/2012 7:01:17 PMCArankPxtl before revert after revert
Before After
1 Exactly. Fundamentally, having a whole lab being countered by a very specific class of units destroys the "lab-as-faction" paradigm of ZK. To regain the complexity of AA play, you'd probably have to make *half* the combat units in each lab into flex-AA (making dedicated AA into an optional feature) and start hammering down some "classes" of AA units beyond anti-bomber/anti-gunship... which is even worse because it separates AA counters even further into "unit to fight Lab X/unit to fight lab Y". 1 Exactly. Fundamentally, having a whole lab being countered by a very specific class of units destroys the "lab-as-faction" paradigm of ZK. To regain the complexity of AA play, you'd probably have to make *half* the combat units in each lab into flex-AA (making dedicated AA into an optional feature) and start hammering down some "classes" of AA units beyond anti-bomber/anti-gunship... which is even worse because it separates AA counters even further into "unit to fight Lab X/unit to fight lab Y".
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3 But either way, bringing back more complicated interactions would require completely reworking the entire air game and *seriously* screwing up the balance on a dozen classic ZK units to give them flex-AA abilities. And in some case you might have to do the BA-Panther "unrelated AA weapon bolted onto land unit" thing. 3 But either way, bringing back more complicated interactions would require completely reworking the entire air game and *seriously* screwing up the balance on a dozen classic ZK units to give them flex-AA abilities. And in some case you might have to do the BA-Panther "unrelated AA weapon bolted onto land unit" thing.
4 \n
5 It stinks that air/gunships are the Super Special Labs, but I don't know there's anything for it.