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Blastwing

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Date Editor Before After
2/16/2020 2:17:54 AMEErankAdminAnarchid before revert after revert
2/16/2020 2:17:39 AMEErankAdminAnarchid before revert after revert
2/16/2020 2:15:48 AMEErankAdminAnarchid before revert after revert
2/16/2020 2:12:49 AMEErankAdminAnarchid before revert after revert
Before After
1 [quote]Your proposed change would make it have to be a mine, aka, make it less versatile, and it would probably still end up being a rarely used unit.[/quote] 1 [quote]Your proposed change would make it have to be a mine, aka, make it less versatile, and it would probably still end up being a rarely used unit.[/quote]
2 Having to be a mine allows it to be a good mine. Currently it's a really bad mine on top of a really unstable sixty second one-trick cheese-pony. 2 Having to be a mine allows it to be a good mine. Currently it's a really bad mine on top of a really unstable sixty second one-trick cheese-pony.
3 \n 3 \n
4 There are also some underspecified details in my proposal. For example, *what* kind of mine? I think that those leeways should allow it to be made versatile enough to be used more often. For the scouting role, for example, the mine could have decent LOS. 4 There are also some underspecified details in my proposal. For example, *what* kind of mine? I think that those leeways should allow it to be made versatile enough to be used more often. For the scouting role, for example, the mine could have decent LOS.
5 \n 5 \n
6 Of course, there are units in ZK that are potentially good but still not used often - like Imp in cloak 1v1. 6 Of course, there are units in ZK that are potentially good but still not used often - like Imp in cloak 1v1.
7 \n 7 \n
8 [quote]Gunships are really vulnerable starts in 1v1 and the first 60 seconds of blastwing magic is necessary to compete with them. All your stuff costs a fortune and you need to set back your opponents econ enough to stay on an even footing.[/quote] 8 [quote]Gunships are really vulnerable starts in 1v1 and the first 60 seconds of blastwing magic is necessary to compete with them. All your stuff costs a fortune and you need to set back your opponents econ enough to stay on an even footing.[/quote]
9 The magic you talk of is dispelled by one correctly placed Picket -- but only if the opponent places it preemptively. This is essentially pregame RPS. I find that pregame RPS is a bad way to build factory balance. 9 The magic you talk of is dispelled by one correctly placed Picket -- but only if the opponent places it preemptively. This is essentially pregame RPS. I find that pregame RPS is a bad way to build factory balance.
10 \n 10 \n
11 I think that the current blastwing does not have enough damage against mobiles to be a real option to harm invading pieces of AA, so you are reduced to trying to swarm them with Gnat+Locust. 11 I think that the current blastwing does not have enough damage against mobiles to be a real option to harm invading pieces of AA, so you are reduced to trying to swarm them with Gnat+Locust.
12 \n 12 \n
13 Being able to trip them with a mine!Blastwing could possibly provide this defensive option and thus make Gunships starts easier to stabilize in a different way. 13 Being able to trip them with a mine!Blastwing could possibly provide this defensive option and thus make Gunships starts easier to stabilize in a different way.
14 \n 14 \n
15 [quote] Adding a Puppy-like capability to Blastwing might buff it enough to be more useful and not need a nerf. [/quote] 15 [quote] Adding a Puppy-like capability to Blastwing might buff it enough to be more useful and not need a nerf. [/quote]
16 I am a bit frankly terrified of something that is quite directly a flying puppy. But this could also be interesting. 16 I am a bit frankly terrified of something that is essentially a flying puppy. But this could also be interesting.