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[Suggestion] Overdrive system based on attack damage (in metal)

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Date Editor Before After
1/13/2013 11:23:10 AMGBrankKyubey before revert after revert
1/13/2013 11:15:25 AMGBrankKyubey before revert after revert
1/13/2013 11:15:06 AMGBrankKyubey before revert after revert
1/13/2013 11:14:29 AMGBrankKyubey before revert after revert
Before After
1 =.= NO YOU NOOBS 1 =.= NO YOU NOOBS
2 air player makes verry little damage 2 air player makes verry little damage
3 often even really good air players end up at the bottom of the pile in terms of damage 3 often even really good air players end up at the bottom of the pile in terms of damage
4 but they have the most influence on the game because they kill strategic targets 4 but they have the most influence on the game because they kill strategic targets
5 and save your ass with emp when you are about to be fucked 5 and save your ass with emp when you are about to be fucked
6 under this system air players dont work... 6 under this system air players dont work...
7 \n 7 \n
8 wariors are extremly cost effective units(in terms of metal return) there are a few otheres... but the point is those are the only units people will use 8 wariors are extremly cost effective units(in terms of metal return) there are a few otheres... but the point is those are the only units people will use
9 there wont be any point for venom spam, spies, moderators, the whole gunshit plant, and a whole lot of other labs(due to poor levels of efficinency, while high strategic value) 9 there wont be any point for venom spam, spies, moderators, the whole gunshit plant, and a whole lot of other labs(due to poor levels of efficinency, while high strategic value)
10 \n 10 \n
11 the problem with this system is that metal efficiency dose not win games 11 the problem with this system is that metal efficiency dose not win games
12 to win games you need strategy 12 to win games you need strategy
13 and somtimes strategy is rushing singus and dets 13 and somtimes strategy is rushing singus and dets
14 or rushing the enemy base suicidaly at the right moment to let your teamates win the game 14 or rushing the enemy base suicidaly at the right moment to let your teamates win the game
15 or playing air and bombing the enemy eco(never cost effective) 15 or playing air and bombing the enemy eco(never cost effective)
16 or using stelth units(also rarely cost effective) 16 or using stelth units(also rarely cost effective)
17 or in otherwords causing damage to the production line, killing metal production and cons, and shuting down the enemy team 17 or in otherwords causing damage to the production line, killing metal production and cons, and shuting down the enemy team
18 or GOD FORBID! scouting, and figuring out where the enemy team is weak and what to attack 18 or GOD FORBID! scouting, and figuring out where the enemy team is weak and what to attack
19 \n
20 \n
21 what your system esencialy proposes it to give metal to tactics players, instead od strategists
22 this is a falacy because in long games, where there is large amounts of od, STRATEGY beat TACTICS evry single time (because the strategist has 10 singu and the tactics has 0