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Balanced K

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Date Editor Before After
10/16/2019 11:04:48 AMDErankkatastrophe before revert after revert
10/16/2019 11:00:50 AMDErankkatastrophe before revert after revert
Before After
1 thats why they make the bottom of my list. 1 thats why they make the bottom of my list.
2 \n 2 \n
3 - snipers cost energy and, more imprtant, have no AoE. Massing them up puts a serious strain on your economy. + their range is not too high. 3 - snipers cost energy and, more imprtant, have no AoE. Massing them up puts a serious strain on your economy. + their range is not too high.
4 \n 4 \n
5 - shields are the same, but i still think their link is too stron and the funnelweb-shields have too much hp. but they are not gamebreaking nor are they somehow unnecessary. 5 - shields are the same, but i still think their link is too stron and the funnelweb-shields have too much hp. but they are not gamebreaking nor are they somehow unnecessary.
6 \n 6 \n
7 - cloaked roaches are easy to counter and can blow themself up if something happens. and they are quite an investment + they are suicide-units. 7 - cloaked roaches are easy to counter and can blow themself up if something happens. and they are quite an investment + they are suicide-units.
8 \n 8 \n
9 \n 9 \n
10 the real cancer are all things that have AoE + long range. aka emissary, tremor, bertha, cerberus and to a bit lesser degree firewalker. firewalker has several downsides, it often prevent you from pushing as well, it doesn´t do that much damage and it is really clunky. but it forces longer range stuff as an answer as swarming is easily countered as well with placeholder/pyros/some amount of moderators/ puppies, juggle, so almost everything else in the jumper-fac. 10 the real cancer are all things that have AoE + long range. aka emissary, tremor, bertha, cerberus and to a bit lesser degree firewalker. firewalker has several downsides, it often prevent you from pushing as well, it doesn´t do that much damage and it is really clunky. but it forces longer range stuff as an answer as swarming is easily countered as well with placeholder/pyros/some amount of moderators/ puppies, juggle, so almost everything else in the jumper-fac.
11 \n 11 \n
12 emissary is just not good against mobile units, it is so good because it has the potential of one-hitting multiple units at once. of course i understand that tanks need something against skirms. but the way it is now is just too much. imho just reducing the AoE a bit would make it a LOT more balanced. 12 emissary is just not good against mobile units, it is so good because it has the potential of one-hitting multiple units at once. of course i understand that tanks need something against skirms. but the way it is now is just too much. imho just reducing the AoE a bit would make it a LOT more balanced.
13 \n 13 \n
14 tremor is expensive and clunky, but simply has no real counter. @raaar said you can have impalers against it. but impalers need micro to work and they need spotting. the long range of tremor makes it really hard to spot normaly + lveh can´t really spot it on their own. they need teammates that are air or cloaky, or in 1v1 you need to switch to some of those. but then i could argue that the tremor-player can use a shield or terraform for the money spend on another fac. or that in team-games, the tremor-user also has allies that can counteract the impalers. tremor needs no spotting at all and no real micro to work. 14 tremor is expensive and clunky, but simply has no real counter. @raaar said you can have impalers against it. but impalers need micro to work and they need spotting. the long range of tremor makes it really hard to spot normaly + lveh can´t really spot it on their own. they need teammates that are air or cloaky, or in 1v1 you need to switch to some of those. but then i could argue that the tremor-player can use a shield or terraform ( or better cloaker + screening) for the money spend on another fac. or that in team-games, the tremor-user also has allies that can counteract the impalers. tremor needs no spotting at all and no real micro to work.
15 \n 15 \n
16 tanks in general are in a strange and hard to balance spot it seems. they somehow need tremor to spot cloak and emissary to fight skirms. they would be useless as starting/main-fac in 1v1 if they wouldn´t have those. wich brings me back to my old statement that the mantra of having every fac viable as a starting fac in 1v1 causes a lot of problems that you wouldn´t have otherwise. So in contrast to emissary, i see no simple solution for the problems with tremor. 16 tanks in general are in a strange and hard to balance spot it seems. they somehow need tremor to spot cloak and emissary to fight skirms. they would be useless as starting/main-fac in 1v1 if they wouldn´t have those. wich brings me back to my old statement that the mantra of having every fac viable as a starting fac in 1v1 causes a lot of problems that you wouldn´t have otherwise. So in contrast to emissary, i see no simple solution for the problems with tremor.
17 \n 17 \n
18 and okay, what is the counter to long-range arty? longer ranged arty. aka merlin or cerberus, so merlin. 18 and okay, what is the counter to long-range arty? longer ranged arty. aka merlin or cerberus, so merlin.
19 \n 19 \n
20 the game would need to be build up from the start again to solve those problems i suppose. 20 the game would need to be build up from the start again to solve those problems i suppose.
21 21