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B691248 21 on Adamantine Mountain 2 (Multiplayer)

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Date Editor Before After
3/4/2019 7:08:39 AMRUrankFirepluk before revert after revert
3/4/2019 7:08:09 AMRUrankFirepluk before revert after revert
Before After
1 Ha, people probably are enjoying this games more - now you can actually make units in those insanely large clusters... (thx to increased com income) 1 Ha, people probably are enjoying this games more - now you can actually make units in those insanely large clusters... (thx to increased com income)
2 \n 2 \n
3 But it's treating the problem that should have never existed in the first place, honestly. 16v16 is just not meant to be, especially on large ass maps. Late game will always be unacceptably laggy for many players 3 But it's treating the problem that should have never existed in the first place, honestly. 16v16 is just not meant to be, especially on large ass maps. Late game will always be unacceptably laggy for many players
4 \n 4 \n
5 Though it can be fun playing large cluster games on small maps, I'd say way more fun with this increased base income from coms. 5 Though it can be fun playing large cluster games on small maps, I'd say way more fun with this increased base income from coms.
6 It's the same as with metal mult of 2x with one noticeable different - u can counter this metal mult in game, by killing their coms. So at the very least if you rollback to +4/+4 or to +6/+6 I'd like to see a modoption, something like !setoptions comincomemult=2 6 It's the same as with metal mult of 2x with one noticeable difference - u can affect this metal mult in game, by killing their coms. So at the very least if you rollback to +4/+4 or to +6/+6 I'd like to see a modoption, something like !setoptions comincomemult=2