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End the bullshit TMNL clan abusing kick

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Date Editor Before After
4/5/2019 2:20:18 PMAUrankAdminAquanim before revert after revert
4/5/2019 2:18:15 PMAUrankAdminAquanim before revert after revert
Before After
1 Spoilering some tactical comments because I think they're a little off-topic. 1 Spoilering some tactical comments because I think they're a little off-topic.
2 [spoiler] 2 [spoiler]
3 [quote]And I've seen nukes within the first 10-15 minutes of games, especially from certain players, so why would an anti nuke in first 10 minutes even remotely be a kick-able offense?[/quote] 3 [quote]And I've seen nukes within the first 10-15 minutes of games, especially from certain players, so why would an anti nuke in first 10 minutes even remotely be a kick-able offense?[/quote]
4 I think good play would be to wait to build the antinuke until either your team scouts the nuke silo or observes that one or more enemy players don't appear to be doing much. A very early nuke rush *should* be reasonably detectable, and building an unused antinuke and wasting that metal so early in the game is very bad for the team as a whole. 4 I think good play would be to wait to build the antinuke until either your team scouts the nuke silo or observes that one or more enemy players don't appear to be doing much. A very early nuke rush *should* be reasonably detectable, and building an unused antinuke and wasting that metal so early in the game is very bad for the team as a whole.
5 \n 5 \n
6 I think if your team had asked that you stop building the antinuke in this situation (especially if they said they did not believe a nuke was coming soon) and you had continued to build it, you would have been in the wrong, although even then the kick seems like overkill. Given that no such request occurred, the kick seems definitely unwarranted. 6 I think if your team had asked that you stop building the antinuke in this situation (especially if they said they did not believe a nuke was coming soon) and you had continued to build it, you would have been in the wrong, although even then the kick seems like overkill. Given that no such request occurred, the kick seems definitely unwarranted.
7 \n 7 \n
8 [quote]And how would you, specifically, with a gun ship fac, create an impenetrable wall around an anti so that a widow had exactly 0% chance of getting in to stun it? Keep in mind, it has to be a 0% chance of the widow possibly getting in, because that's exactly what a box of LLT's does. I'm interested in knowing, because I've seen too many instances where even llt's spaced 1 apart has allowed a widow to get in and stun before dying.[/quote] 8 [quote]And how would you, specifically, with a gun ship fac, create an impenetrable wall around an anti so that a widow had exactly 0% chance of getting in to stun it? Keep in mind, it has to be a 0% chance of the widow possibly getting in, because that's exactly what a box of LLT's does. I'm interested in knowing, because I've seen too many instances where even llt's spaced 1 apart has allowed a widow to get in and stun before dying.[/quote]
9 My preferred solution would be to ask my teammate to send 20 fleas or some such on circle guard. Not everything must be done by one player alone. 9 My preferred solution would be to ask my teammate to send 20 fleas or some such on circle guard. Not everything must be done by one player alone. Certainly a more rigorous defence than that can wait until an enemy nuke is actually confirmed. The possibility of losing the game to an unscouted nuke if you get Widowed is less than the possibility of losing because you spent 3k on an anti against no enemy nuke, or the possibility that because you spent so much metal on lotuses instead of army the enemy team got in range to Shockley your anti.
10 [/spoiler] 10 [/spoiler]