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Krow

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12 years ago
wolas/jasper/fireman still make krow in a very high percentage of big games
In almost every case, the krows reach silver star EXP levels easily. They are effective VS all units and very difficult to kill, usually surviving til the end or not dying until the team is about to lose.

I propose a cost increase, so they appear slightly later and take longer to pay for themselves.. somthing in the region of +10% (500m)
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And with nerfed flakkers there will be even more krows!

And simpe as it is I just suck with units which belongs to zk philosophy -> small and many lol.
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quote:
somthing in the region of +10% (500m)

Still puts it cheaper than bertha. Now a little price increace and moving it to strider hub - thus adding another 700 tag on the rush - would do it better imo.
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12 years ago
as discussed before...

-krow is too powerfull/hit and run works with this thick armour at that speed.
--->>>give it "cooldown" paralyze of 10-15sec after dgunning? or 5sec paralyze and 50%speed penalty(like from slow beam)

-move to STRIDER HUB (no discussion if gunship lab needs anti heavy, krow is anti-all DEFINITIVELY, and therefore a clear thing for strider hub) and think of an alternative for gunshit hub (BD is anti heavy?)
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12 years ago
TBH the real problem is it's laser blasters. they are effective vs ALL unit types, including fighters, fast raiders, heavies..
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12 years ago
ya but laser range < range of jethro/vandal/flak/archangel/...
and then its still too fast
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12 years ago
is this issue going to be addressed in some way?
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12 years ago
Again, another heavy unit that is too versatile. It's lasers hit everything, and its d-gun weapon demolishes heavy units and swarns alike. It's lasers mean it is strong skirming at range, while its d-gun means it's strong getting close. It needs a role and a counter- Beyond just 'Spam equal value of AA at every point on the map'.

I'm not saying it should be easy to kill, I like it's hit and run nature, the fact you can repair it, the fact the gunship factory has something that isn't a glass cannon. But with such survivability, it needs to do its damage slowly over time with many successful attack runs and repair missions: Not a single trip flying over a mech or lvl4 comm, bombing it to crap, and instantly making cost.

If that was all it did, like a flying reusable skuttle, fine, but it also eats shield balls and raiders and skirms and massed assaults.
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12 years ago
fix it fix it fix it fix it fix it fix it fix it fix it

fix it fix it fix it fix it
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The rest of the dev team doesn't support me, so bug Google, Licho and KR. Personally I'd change its activable weapon to 3 downwards lasers (Starlight style, with enough AoE to cover the whole underside of the Krow) so that its DPS is more consistent, the problem right now is just the huge projectile spam (Like if you sat directly on top of the Barrel of a Tremor, you'd take every single shot).
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12 years ago
I dinnae say I object

Laser idea sounds good (make it trace a cool pattern), although I'd also be fine with just reducing bomb count.
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12 years ago
the bombs are crazygood, but its the lasers that make the Krow so flexible.
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12 years ago
Give it 3 ravager-like weapons so it wont be able to hit fast moving targets.
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12 years ago
Maybe give it 3 downward EMGs so it can't hit air?
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12 years ago
I prefer the laser option because it makes it more unique and removes the need for the lasers. Range nerf = AA does better.
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Skasi
The only reason why Krow is very powerful early on is the lack of additional requirements that have to be met. Most expensive units need assistance, either in the form of units (scouts, aa, riots) or in the form of buildings (radars, energy sources, grids). Need for unit support would make Krow unable to fulfill its expensive-high-mobility role, so that's a no go.

Now, a better way of making units less rushable and more mid-late-game than increasing their one-time cost is to add a steady cost, similar to that of cloaking units and Anni/DDM's grid requirement.

Here's some Neonstorming:

* A stockpiling dgun with a maximum stock of 1.
* Decreased HP:cost ratio so repairing drains more energy - energy is more expensive in early games.
* Energy cost to fly. Very very experimental.

I think cloning other games/tv and adding downward lasers would be boring.
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12 years ago
Krow needs some support (scouts). If you don't scout well enough and the other team does, you march your Krow straight into heavy AA. (AA hardcounters Krow, because 2-3k in metal kills a Krow, and you get a lot of reclaim)
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12 years ago
Skasi, thats wrong.. its good because it is effective VS everything, and can perform both anti-heavy and anti-swarm
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12 years ago
And (limited) AA. It shoots down fighters pretty well.
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Skasi
I know that its good against anything. Hence:
quote:
Need for unit support would make Krow unable to fulfill its expensive-high-mobility role, so that's a no go.


That is why it needs a different sort of weaknesses.
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