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Using Tremors as assaults

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Date Editor Before After
1/30/2017 7:14:34 PMNZrankhedgehogs before revert after revert
Before After
1 EMP, first artillery to do so. Stun 1.5 sec,600EMP damage 1 EMP, first artillery to do so. Stun 1.5 sec,600EMP damage
2 Reduce spread to make it more accurate, around 40% more accuracy so some shots can still miss 2 Reduce spread to make it more accurate, around 40% more accuracy so some shots can still miss
3 \n 3 \n
4 This will be the best way for HT fac to deal with swarms besides Banisher, an artillery which keeps them stunlocked and makes them defenseless against an already strong group. 4 This will be the best way for HT fac to deal with swarms besides Banisher, an artillery which keeps them stunlocked and makes them defenseless against an already strong group.
5 \n 5 \n
6 \n 6 \n
7 #@Anarchid 7 @Anarchid
8 \n 8 \n
9 Creeping barrage is possible, but just like WW1, you can hit your own troops with it, which means I can't rush Panthers unto the breach, or anything fast considering the fact that Tremor has a slow turret turn speed. 9 Creeping barrage is possible, but just like WW1, you can hit your own troops with it, which means I can't rush Panthers unto the breach, or anything fast considering the fact that Tremor has a slow turret turn speed.
10 \n
11 To be hit by one of those shells should be almost guranteed to insta kill a Scorcher, then has almost 2x Leveller AOE to make it more effective.
12 But the biggest problem really is friendly fire, if one shell lands on a squad of Scorhers, then their all dead in one hit