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Has artillery grown to define ZK?

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Date Editor Before After
11/3/2019 12:40:19 PMDErankkatastrophe before revert after revert
11/3/2019 12:39:55 PMDErankkatastrophe before revert after revert
Before After
1 i agree in that artillery being strong is part of the escalation of games. but i think some artillery-units simply are too generalist, mainly Firewalker and Emissary + Tremor. Area-Saturation doesn´t feel like a good design-concept. It forces you to fall back and if the map is either chocked due to terrain or porc/support, it´s virtually impossible to counter it. Air as @Jasper says is a thing, but that applies to nearly all ground-units exept aa. 1 i agree in that artillery being strong is part of the escalation of games. but i think some artillery-units simply are too generalist, mainly Firewalker and Emissary + Tremor. Area-Saturation doesn´t feel like a good design-concept. It forces you to fall back and if the map is either chocked due to terrain or porc/support, it´s virtually impossible to counter it. Air as @Jasper says is a thing, but that applies to nearly all ground-units exept aa.
2 Merlin is fine due to it´s low fire-rate. It`s comparatively easy to dodge or to hide from it. Tremor on the other hand is just: you can´t have units, shielded cloaked or whatever in this area, it denies reclaim as well, in contrast to merlin. 2 Merlin is fine due to it´s low fire-rate. It`s comparatively easy to dodge or to hide from it. Tremor on the other hand is just: you can´t have units, shielded cloaked or whatever in this area, it denies reclaim as well, in contrast to merlin.
3 @Sprang sums up what i think about emissary really well. Too much AoE. 3 @sprang sums up what i think about emissary really well. Too much AoE.