1 |
I always figured that ZK was a lot of things. Flat tech, ease of use, automation, broad variety of strategies, terraform, physicality, no hidden stats, so on.
|
1 |
I always figured that ZK was a lot of things. Flat tech, ease of use, automation, broad variety of strategies, terraform, physicality, no hidden stats, so on.
|
2 |
\n
|
2 |
\n
|
3 |
But when i look at the ways the game is actually played, it starts to become rather noticeable that rather different to many other RTS games, long-range anti-unit artillery tends to dictate the flow of the game as much as any of the above.
|
3 |
But when i look at the ways the game is actually played, it starts to become rather noticeable that rather different to many other RTS games, long-range anti-unit artillery tends to dictate the flow of the game as much as any of the above.
|
4 |
\n
|
4 |
\n
|
5 |
So, i wonder what everyone else thinks.
|
5 |
So, i wonder what everyone else thinks.
|
6 |
\n
|
6 |
\n
|
7 |
[b]Does[/b] the power of artillery set aside ZK along other games in the genre, including the likes of KW and Starcraft?
|
7 |
[b]Does[/b] the power of artillery set aside ZK along other games in the genre, including the likes of KW and Starcraft?
|
8 |
\n
|
8 |
\n
|
9 |
Dp
you
have
to
be
a
kind
of
player
who
enjoys
artillery
duels
to
enjoy
ZK?
|
9 |
Do
you
have
to
be
a
kind
of
player
who
enjoys
artillery
duels
to
enjoy
ZK?
|
10 |
\n
|
10 |
\n
|
11 |
[b]Should[/b] artillery be like this?
|
11 |
[b]Should[/b] artillery be like this?
|