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More units in Zero-K

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Date Editor Before After
9/7/2015 3:46:37 PMAUrankAdminSaktoth before revert after revert
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1 [quote]Shieldfac has the advantage that as themes go not all of its units have to have shields ( so Bandit and Rogue get away with being largely generic) . Dirtbag is only very tenuously related to the shield theme but works so well in terms of gameplay with the rest of the fac that it's fine. Racketeer works fairly well in tandem with shields kind of. Roach doesn't really fit with shields much at all but it has to go somewhere and the mirror relationship with Cloakyfac gets it over the line. [/quote] Bandit and Rogue actually suit the factory perfectly. Bandit has extra range, allowing it to hide under shields. Rogue has an arc, allowing it to shoot over Thugs and obstacles. Dirtbag is verymuch a shield unit: It's a meatshield, Rogues can shoot over it and Outlaws right through it, dead or alive. Roach itself is great for hiding under shields ( Sadly, hiding it in a cloakfield seems more common, but that is precisely how I imagined them used) , and if you don't remember the glory days of roach/dirtbag raiding, it let you skip bandits and take out llts, comms and whole bases by hiding your roaches behind dirtbags. You can actually play a roach-dirtbag-rogue composition and never use any shields or bandits, but roach-dirtbag is only barely viable at best as a primary raider/riot/assault compo, and it's hard to compete with thuglaw bandit for reliability. 1 [quote]Shieldfac has the advantage that as themes go not all of its units have to have shields ( so Bandit and Rogue get away with being largely generic) . Dirtbag is only very tenuously related to the shield theme but works so well in terms of gameplay with the rest of the fac that it's fine. Racketeer works fairly well in tandem with shields kind of. Roach doesn't really fit with shields much at all but it has to go somewhere and the mirror relationship with Cloakyfac gets it over the line. [/quote] Bandit and Rogue actually suit the factory perfectly. Bandit has extra range, allowing it to hide under shields. Rogue has an arc, allowing it to shoot over Thugs and obstacles. Dirtbag is verymuch a shield unit: It's a meatshield, Rogues can shoot over it and Outlaws right through it, dead or alive. Roach itself is great for hiding under shields ( I imagined them hiding under shields lategame in precisely the way people use them under cloakfields now: Sadly the cloakfield is just better for this) , and if you don't remember the glory days of roach/dirtbag raiding, it let you skip bandits and take out llts, comms and whole bases by hiding your roaches behind dirtbags. You can actually play a roach-dirtbag-rogue composition and never use any shields or bandits, but roach-dirtbag is only barely viable at best as a primary raider/riot/assault compo, and it's hard to compete with thuglaw bandit for reliability.
2 \n
3 Frankly, I'm not happy unless every factory has more than one composition like this: You can start Dart into Slashers into leveler/slasher push, adding Imapler for heavy turrets, and totally skip Scorchers and Ravagers in Veh if you like. In fact this was standard vs hovers when Daggers wrecked Scorchers and slashers were OP and mandatory vs them. The huge number of Slashers you needed to defend yourself made Ravagers unnecessary when it came time to push their defenses.
2 \n 4 \n
3 @Pxtl prettymuch nailed it. 5 @Pxtl prettymuch nailed it on factory identity.
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5 Hover is speed and precision weapons (little AoE and even their arty and skirm is accurate). Halberd is the exception but it's virtually melee. It's meant to take the Arm vehicle role, and serve as a full, fleshed out second Flatmap factory with a focus on speed over HP. 7 Hover is speed and precision weapons (little AoE and even their arty and skirm is accurate). Halberd is the exception but it's virtually melee. It's meant to take the Arm vehicle role, and serve as a full, fleshed out second Flatmap factory with a focus on speed over HP.
6 \n 8 \n
7 Amph is meant to be slow speed, high weight, snowbally comps ( Think Duck, Bouy, Brizzly) , so that for pure-land maps, they're most viable on 8x8 and lower. They're very range focused, thus the Archer as their riot to keep units at bay. This is why they have the teleporter for larger maps, because they need it the most ( Instead, they tend to use gunship transports: So the design is working, but inter-factory, which is fine) . Ultimately though high weight and slow made Duck too bad, but I still think that unit needs more beating with the design stick until Archer is used. 9 Amph is meant to be slow speed, high weight, snowbally comps ( Think Duck, Bouy, Brizzly, they all stack up and snowball) , so that for pure-land maps, the speed makes them most viable on 8x8 and lower. They're very range focused, thus the Archer as their riot to keep units at bay. This is why they have the teleporter for larger maps, because they need it the most ( Instead, they tend to use gunship transports: So the design is working, but inter-factory, which is fine) . Ultimately though high weight and slow made Duck too bad, but I still think that unit needs more beating with the design stick until Archer is used.
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9 Spider was meant to be focused on EMP, intel, and hit-and-fade attacks, but Spy is IMO not what it should be. Cloak is NOT one of it's features, that's cloakfac! I wanted spy to burrow like flea instead ( static cloak) , but it was hard to achieve the units goals then and it was at the time the exemplar anti-heavy. Zeus and Tick were both slated for this factory as EMP options, but tick overlaps with Venom and Cloak needed heavy units. Fleas achieve the hit and run and intel goals, as do Recluse. Recluse used to be the powerhouse of the factory, and the goal was to hit from range and retreat behind a barrier, either of terrain or a wall of EMP from Venoms. It's also meant to control territory from perches, beyond just being able to move across terrain it's meant to also be able to take advantage of sitting on perches, which the Crabe exemplifies and the Hermit and Recluse embody somewhat too. 11 Spider was meant to be focused on EMP, intel, and hit-and-fade attacks, but Spy is IMO not what it should be. Cloak is NOT one of it's features, that's cloakfac! I wanted spy to burrow like flea instead ( static cloak) , but it was hard to achieve the units goals then and it was at the time the exemplar anti-heavy. Zeus and Tick were both slated for this factory as EMP options, but tick overlaps with Venom and Cloak needed heavy units. Fleas achieve the hit and run and intel goals, as do Recluse. Recluse used to be the powerhouse of the factory, and the goal was to hit from range and retreat behind a barrier, either of terrain or a wall of EMP from Venoms. They were THE skirmisher factory. It's also meant to control territory from mountains, beyond just being able to move across terrain it's meant to also be able to take advantage of sitting on perches, which the Crabe exemplifies and the Hermit and Recluse embody somewhat too.