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Felon range nerf might improve shieldball dynamics

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Date Editor Before After
3/26/2014 5:14:55 PMEErank[ISP]Lauri before revert after revert
Before After
1 They tend to trade favourably. That isn't necessarily enough. You can pool up some rockos before you show your hand. A very soft counter like rogue won't prevent you from potentially taking a lot of damage from such a simple switch. 1 Rogues tend to trade favourably. That isn't necessarily enough. You can pool up some rockos before you show your hand. A very soft counter like rogue won't prevent you from potentially taking a lot of damage from such a simple switch.
2 \n 2 \n
3 Maybe I'm being overly cautions, after all shields still have the mighty roach. Still, I would very much rather see the zeus move in as the primary pre-stiletto/sharpshooter unit to deal with a felonball rather than rocko. The problem that zeus faces here is that it can't run felons down like ravagers or reapers. It can't really kill felons due to that, but if it's HP would be enough to drain shield more than now, zeus would be a valid option in combination with units that can chase and finish off the shieldless felon. 3 Maybe I'm being overly cautions, after all shields still have the mighty roach. Still, I would very much rather see the zeus move in as the primary pre-stiletto/sharpshooter unit to deal with a felonball rather than rocko. The problem that zeus faces here is that it can't run felons down like ravagers or reapers. It can't really kill felons due to that, but if it's HP would be enough to drain shield more than now, zeus would be a valid option in combination with units that can chase and finish off the shieldless felon.
4 \n 4 \n