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Cyclops even more op

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Date Editor Before After
9/14/2018 9:07:40 PMEErankAdminAnarchid before revert after revert
9/14/2018 8:56:31 PMEErankAdminAnarchid before revert after revert
9/14/2018 8:56:15 PMEErankAdminAnarchid before revert after revert
9/14/2018 8:55:49 PMEErankAdminAnarchid before revert after revert
9/14/2018 8:55:33 PMEErankAdminAnarchid before revert after revert
Before After
1 Factories cost 800. They costed 1000 very briefly before Steam release iirc. For most of ZK's history they costed 600. 1 Factories cost 800. They costed 1000 very briefly before Steam release iirc. For most of ZK's history they costed 600.
2 \n 2 \n
3 Facswitching to pre-nerf Cyclops was a bit of a meta-meta thing when it worked. Upon encountering a non-tank player in high-level 1v1, a Cyclops-aware opponent playing tanks themselves would quickly realise that all they had to do to win was to make a Cyclops, so they would conduct less aggression and focus on defense. 3 Facswitching to pre-nerf Cyclops was a bit of a meta-meta thing when it worked. Upon encountering a non-tank player in high-level 1v1, a Cyclops-aware opponent playing tanks themselves would quickly realise that all they had to do to win was to make a Cyclops, so they would conduct less aggression and focus on defense.
4 \n 4 \n
5 This provided weaker economy - especially as welders aren't cheap - against an opponent disregarding static defenses and going for heavy, raider-covered, but otherwise naked expansion. The combination of those factors would conspire to allow the non-tank player to actually pay 800 extra metal for their first Cyclops, which would also be unexpected by the tank player. 5 This provided weaker economy - especially as welders aren't cheap - against an opponent disregarding static defenses and going for heavy, raider-covered, but otherwise naked expansion. The combination of those factors would conspire to allow the non-tank ( which means Rover, because other factories don't have Dart) player to actually pay 800 extra metal for their first Cyclops, which would also be unexpected by the tank player.
6 \n 6 \n
7 Alternatively, if the tank player went for heavy tank-raider build, Cyclops would be the most economical thing to get rid of it, because Cyclops used to counter all other tanks. 7 Alternatively, if the tank player went for heavy tank-raider build, Cyclops would be the most economical thing to get rid of it, because Cyclops used to counter all other tanks.