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"Skirmisher" discussion

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Date Editor Before After
9/15/2015 12:22:36 PMCArankPxtl before revert after revert
9/15/2015 12:21:50 PMCArankPxtl before revert after revert
Before After
1 For Wolverine: shorten range so it's pure skirm, not skirm/arty. Increase firing-delay on mines so fast raiders and scouts can run through minefields. If this makes it UP, buff damage-output. 1 For Wolverine: shorten range so it's pure skirm, not skirm/arty. Increase firing-delay on mines so fast raiders and scouts can run through minefields. If this makes it UP, buff damage-output.
2 \n 2 \n
3 For Scalpel: remove blast-radius, increase alpha, decrease missile flight-fuel. Then it's more feasible for fast units to draw their fire away and leave them vulnerable. 3 For Scalpel: remove blast-radius, increase alpha, decrease missile flight-fuel. Then it's more feasible for fast units to draw their fire away and leave them vulnerable.
4 \n 4 \n
5 Buoy: slower projectile. . . Maybe turret speed? But that could mill its ability to kite. . . But it's so slow it can barely kite anyways. Perhaps it should deploy on land as it does in water? Then it could have a very slow bad-vs-raiders turret. 5 Buoy: slower projectile. . . Maybe turret speed? But that could kill its ability to kite. . . But it's so slow it can barely kite anyways. Perhaps it should deploy on land as it does in water, like a slasher? Then it could have a very slow bad-vs-raiders turret.