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Bertha

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Date Editor Before After
10/25/2018 1:24:00 PMUSrankShaman before revert after revert
10/25/2018 8:35:36 AMUSrankShaman before revert after revert
Before After
1 Last I checked [url=http://zero-k.info/mediawiki/index.php?title=Merlin]Catapult[/url] is not greater than [url=http://zero-k.info/mediawiki/index.php?title=Dante]dante's[/url] cost. It is on EQUAL ground as dante. Let's take a look at things that are _greater_ than dante's cost: 1 Last I checked [url=http://zero-k.info/mediawiki/index.php?title=Merlin]Catapult[/url] is not greater than [url=http://zero-k.info/mediawiki/index.php?title=Dante]dante's[/url] cost. It is on EQUAL ground as dante. Let's take a look at things that are _greater_ than dante's cost:
2 \n 2 \n
3 Funnelweb [4500m]: Gets shut down by 800m of shieldbots. Poor attritioner. Requires 3 or 4 (13.5k-18k) to start to become a threat. 3 Funnelweb [4500m]: Gets shut down by 800m of shieldbots. Poor attritioner. Requires 3 or 4 (13.5k-18k) to start to become a threat.
4 Bantha [10k]: Dies to catapults, 2 ultis, poor close range attack, dies to almost any other normal unit in equal or less cost. Scales better than funnel or Detriment though. Similar pricetag as nuke+1 launch, doesn't provide as much utility as a nuke or normal units. 4 Bantha [10k]: Dies to catapults, 2 ultis, poor close range attack, dies to almost any other normal unit in equal or less cost. Scales better than funnel or Detriment though. Similar pricetag as nuke+1 launch, doesn't provide as much utility as a nuke or normal units.
5 Detriment [24k]: Price tag puts it 6-16k shy of actual game enders, which provide a leap in terms of utility. Dies to normal units, even fleas. Massive metal waste. 5 Detriment [24k]: Price tag puts it 6-16k shy of actual game enders, which provide a leap in terms of utility. Dies to normal units, even fleas. Massive metal waste.
6 \n 6 \n
7 -- Non Striders -- 7 -- Non Striders --
8 \n 8 \n
9 Bertha [5k]: Good attritioner over time on larger maps. Funnelweb should provide same amount of utility as a bertha as it's around the same cost. 9 Bertha [5k]: Good attritioner over time on larger maps. Funnelweb should provide same amount of utility as a bertha as it's around the same cost.
10 Nuke [8k +3.24k/missile]: Potential game ender. Forces enemy to build expensive vulnerable anti-nukes or die. 10 Nuke [8k +3.24k/missile]: Potential game ender. Forces enemy to build expensive vulnerable anti-nukes or die.
11 Singularity Reactor [4k]: Provides a massive 225 energy income, pushing your overdrive to at least 200%. Pays for itself in minutes. 11 Singularity Reactor [4k]: Provides a massive 225 energy income, pushing your overdrive up quite a bit. Pays for itself in minutes.
12 Zenith [30k]: Cheapest game ender tier thing. Ends the game over time, if constructed. 12 Zenith [30k]: Cheapest game ender tier thing. Ends the game over time, if constructed.
13 Starlight [40k]: Most expensive unit in the game. Carves through all but the most porcy of bases. 13 Starlight [40k]: Most expensive unit in the game. Carves through all but the most porcy of bases.
14 DRP [35k]: Long range artillery game ender. Fucks you up in multicolored fun. 14 DRP [35k]: Long range artillery game ender. Fucks you up in multicolored fun.
15 \n 15 \n
16 \n 16 \n
17 Funnelweb is getting reworked, so it doesn't really count right now. So why would you ever make a antha over 2 berthas, 1 nuke, almost 3 singus? 17 Funnelweb is getting reworked, so it doesn't really count right now. So why would you ever make a antha over 2 berthas, 1 nuke, almost 3 singus?
18 \n 18 \n
19 \n 19 \n
20 IMO the best way to nerf berthas would be to increase the price tag to 6.5-7k or so and/or reduce the height range modifier. 20 IMO the best way to nerf berthas would be to increase the price tag to 6.5-7k or so and/or reduce the height range modifier.