1 |
many units on ZK have mechanics that make them snowball harder than normal, which makes them really oppressive in groups, especially if they have local advantage in cost: harpy, moderator, dominatrix, buoy
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1 |
many units on ZK have mechanics that make them snowball harder than normal, which makes them really oppressive in groups, especially if they have local advantage in cost: harpy, moderator, dominatrix, buoy
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2 |
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2 |
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3 |
fortunately, many of these are also counterable by just making longer ranged skirmishers and killing them while avoiding their shots
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3 |
fortunately, many of these are also counterable by just making longer ranged skirmishers and killing them while avoiding their shots
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4 |
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4 |
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5 |
blitzes are shorter ranged than riots, but they're so fast and have enough HP to absorb some burst that their enemies can't avoid trading shots.
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5 |
blitzes are shorter ranged than riots, but they're so fast and have enough HP to absorb some burst that their enemies can't avoid trading shots.
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6 |
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6 |
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7 |
I'm
not
sure
if
they're
OP
on
"raw
cost
effectiveness"
as
they're
dps/cost
is
much
lower
than
other
raiders,
it's
just
that
the
game
doesn't
provide
enough
counters
to
them.
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7 |
I'm
not
sure
if
they're
OP
on
"raw
cost
effectiveness"
as
their
dps/cost
is
much
lower
than
other
raiders,
it's
just
that
the
game
doesn't
provide
enough
counters
to
them.
|
8 |
\n
|
8 |
\n
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9 |
The counters that rely on good defenses + advancing group of slow units are at risk of getting thunderbirded and overrun anyway, but that's a problem with thunderbird, not blitz.
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9 |
The counters that rely on good defenses + advancing group of slow units are at risk of getting thunderbirded and overrun anyway, but that's a problem with thunderbird, not blitz.
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