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Hovercraft balance

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Date Editor Before After
12/13/2015 6:55:32 PMSkasi before revert after revert
12/13/2015 6:53:45 PMSkasi before revert after revert
12/13/2015 6:53:27 PMSkasi before revert after revert
12/13/2015 6:52:46 PMSkasi before revert after revert
12/13/2015 6:51:43 PMSkasi before revert after revert
Before After
1 [quote] They're already a "weak pick" on all-land maps, at least from games I have seen. [/quote] 1 [quote] They're already a "weak pick" on all-land maps, at least from games I have seen. [/quote]
2 Saw a CCR team game today with 3 hover fac plops, 2 lveh facs and 1 tank fac. @B389250 Could've just been a funny coincidence of course. 2 Saw a CCR team game today with 3 hover fac plops, 2 lveh facs and 1 tank fac. @B389250 Could've just been a funny coincidence of course.
3 \n 3 \n
4 Anyway, I guess so many players preferring mixed-map factories to be just as good as pure land factories on pure land maps explains why sea balance has been in such a weird/bad state for over a year. People just fail to grasp Balancing 101. Luckily hovers don't dominate pure land maps yet, at least not in high skill games, but looking at this thread really leaves me worried that this will change soon. 4 Anyway, I guess so many players preferring mixed-map factories to be just as good as pure land factories on pure land maps explains why sea balance has been in such a weird/bad state for over a year. People just fail to grasp Balancing 101. Luckily hovers don't dominate pure land maps just yet, at least not in high skill games, but looking at this thread and ZK's past balance changes ( amphs and jumpfacs needing to be at least as viable as kbots on any map) really leaves me worried that this will soon change.