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commander torpedo module

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Date Editor Before After
7/19/2013 5:16:56 AMEErankAdminAnarchid before revert after revert
7/19/2013 5:14:56 AMEErankAdminAnarchid before revert after revert
Before After
1 [quote]A problem is that starting torp comm is a liability before you scout factory, because he may be hovers- as is starting with a torpedo launcher defensive structure.[/quote] 1 [quote]A problem is that starting torp comm is a liability before you scout factory, because he may be hovers- as is starting with a torpedo launcher defensive structure.[/quote]
2 The problem is that whatever is your first move at sea, it is blind rps. You need torps to defend vs duck, and you need surface weapons to defend vs hovers - while you don't really get any time to scout for it, because both initial threats can even arrive before urchin is finished, were you to start it right after basic eco. 2 The problem is that whatever is your first move at sea, it is blind rps. You need torps to defend vs duck, and you need surface weapons to defend vs hovers - while you don't really get any time to scout for it, because both initial threats can arrive even before urchin is finished, were you to start it right after basic eco.
3 \n 3 \n
4 Starting comm on shore won't stop the duck rush from destroying your factory and eco, too. 4 Starting comm on shore won't stop the duck rush from destroying your factory and eco, too.
5 \n 5 \n
6 The totally new weapon doesn't have to be used just by commanders, but giving it to a buildable units brings it much deeper into serious balancing territory. If anything, i'd give hovers a flex-antisub unit ( either new, or upgrade existing) and then strip their torp immunity. 6 The totally new weapon doesn't have to be used just by commanders, but giving it to a buildable unit brings it much deeper into serious balancing territory. If anything, i'd give hovers a flex-antisub unit ( either new, or upgrade existing) and then strip their torp immunity.