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[quote] There was nothing wrong with leaving it alone. I don't know why it had to be changed at all. [/quote]
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[quote] There was nothing wrong with leaving it alone. I don't know why it had to be changed at all. [/quote]
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In the end it comes down to how silly it looks when your economy has no game-world representation.
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In the end it comes down to how silly it looks when your economy has no game-world representation.
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You see a solar, and you can shoot it knowing it gives +2 to enemy.
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You see a solar, and you can shoot it knowing it gives +2 to enemy.
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You see a commander and you can only guess if it's an uber skirmisher, or a walking rezzing fusion.
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You see a commander and you can only guess if it's an uber skirmisher, or a walking rezzing fusion.
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With raised default incomes in previous stable, people (like randy and klon) had those abominable +14e commanders, to the extent that during first 3-4 minutes their bases had almost no energy buildings whatsoever.
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With raised default incomes in previous stable, people (like randy and klon) had those abominable +14e commanders, to the extent that during first 3-4 minutes their bases had almost no energy buildings whatsoever.
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And that's boring to look at.
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And that's boring to look at.
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[quote] Im all for commander specialization but nerfing them? They were waste of metal as it was before nerf :([/quote]
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Jumpy+regen+range+ecell was not particularly cost-ineffective. In fact it was quite good.
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Such things provoke the revertman.
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