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Using Tremors as assaults

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Date Editor Before After
1/30/2017 3:21:54 PMEErankAdminAnarchid before revert after revert
1/30/2017 3:21:40 PMEErankAdminAnarchid before revert after revert
1/30/2017 3:21:14 PMEErankAdminAnarchid before revert after revert
1/30/2017 3:21:02 PMEErankAdminAnarchid before revert after revert
1/30/2017 3:20:38 PMEErankAdminAnarchid before revert after revert
1/30/2017 3:19:18 PMEErankAdminAnarchid before revert after revert
1/30/2017 3:17:10 PMEErankAdminAnarchid before revert after revert
1/30/2017 3:16:38 PMEErankAdminAnarchid before revert after revert
1/30/2017 3:16:15 PMEErankAdminAnarchid before revert after revert
1/30/2017 3:15:25 PMEErankAdminAnarchid before revert after revert
1/30/2017 3:14:50 PMEErankAdminAnarchid before revert after revert
Before After
1 Siege tanks are possible to control. Perhaps "immobilize while shooting" is just a deploy mode, or movement makes it interrupt whatever it is doing without resetting reload (so you can't stop barrage right after impacting target and simply start a fresh one without delay). 1 Siege tanks are possible to control. Perhaps "immobilize while shooting" is just a deploy mode, or movement makes it interrupt whatever it is doing without resetting reload (so you can't stop barrage right after impacting target and simply start a fresh one without delay).
2 \n 2 \n
3 I can't see how this would make Tremor intrinsically overpowered. Especially given that Catapult and Firewalker exist. 3 I can't see how this would make Tremor intrinsically overpowered. Especially given that Catapult and Firewalker exist.
4 \n 4 \n
5 This is not a strategy suggestion. This is a unit mechanic suggestion that guarantees all of the following: the specific target of the unit's weapon being hit at least once; the target area being saturated; no point in saturation area being hit twice; reliable shape of smoothing for tank passability. 5 This is not a strategy suggestion. This is a unit mechanic suggestion that guarantees all of the following: the specific target of the unit's weapon being hit at least once; the target area being saturated; no point in saturation area being hit twice; reliable shape of smoothing for tank passability.
6 \n 6 \n
7 Killing tanks with flamethrowers was historically proven ineffective. 7 Killing tanks by stabbing them with swords was historically proven ineffective.