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Lobster usability

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Date Editor Before After
8/12/2020 3:04:13 AMUSrankBerder before revert after revert
8/12/2020 2:30:04 AMUSrankBerder before revert after revert
8/12/2020 2:28:56 AMUSrankBerder before revert after revert
Before After
1 There's a difference between "wasting some Lance shots" and "unexpectedly and confusingly throwing your valuable army at the enemy." It's much worse than useless. If someone hasn't worked out they need d to make the lobster work, how much less likely are they to work out why the lobster is suiciding their own units? It took me until today, with a careful look at a replay and some testing in single player mode, to figure out what was causing the lobster to seemingly randomly throw units. Other d-abilities don't automatically trigger when a targeted enemy is in range. 1 There's a difference between "wasting some Lance shots" and "unexpectedly and confusingly throwing your valuable army at the enemy." It's much worse than useless. If someone hasn't worked out they need d to make the lobster work, how much less likely are they to work out why the lobster is suiciding their own units? It took me until today, with a careful look at a replay and some testing in single player mode, to figure out what was causing the lobster to seemingly randomly throw units. Other d-abilities don't automatically trigger when a targeted enemy is in range.
2 \n
3 edit: Thinking of a way to make it more discoverable, why not make the d button in the interface flash (glowing smoothly on and off) whenever an ability is available to be used, that the user hasn't ever used yet? They'd quickly get the picture. Instead of "hasn't ever used yet," perhaps "hasn't used more than 3 times in the last month" would be better because it would remind them if they forget.