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Some balance feedback

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Date Editor Before After
9/9/2012 12:02:38 PMGBrank[GBC]1v0ry_k1ng before revert after revert
Before After
1 Just my oppinions, ofc. 1 Just my oppinions, ofc.
2 \n 2 \n
3 [b]* The sumo is OP[/b] 3 [b]* The sumo is OP[/b]
4 \n 4 \n
5 The sumo is very flexible. It has massive DPS up close, moderate range and excellent anti swarm. It can jump to escape death, and this frequently bugs out and makes it immune to damage while EMP'd or jump while EMP'd. It can stand up to other heavies and massacre cloakes/shieldbots/light vehicles very cost effectively, especially the latter. 5 The sumo is very flexible. It has massive DPS up close, moderate range and excellent anti swarm. It can jump to escape death, and this frequently bugs out and makes it immune to damage while EMP'd or jump while EMP'd. It can stand up to other heavies and massacre cloakes/shieldbots/light vehicles very cost effectively, especially the latter.
6 \n 6 \n
7 I would be in favor of taking a look at its heatrays and considering an alternative with less DPS and more AoE - even its jump alone is a strong asset, and combined with the DPS, resilience and jumping utility this is easily the strongest heavy right now. 7 I would be in favor of taking a look at its heatrays and considering an alternative with less DPS and more AoE - even its jump alone is a strong asset, and combined with the DPS, resilience and jumping utility this is easily the strongest heavy right now.
8 \n 8 \n
9 [b]* The tick is too cheap[/b] 9 [b]* The tick is too cheap[/b]
10 \n 10 \n
11 The tick is AT LEAST as good as the roach, yet the roach costs 160m and the tick costs 100m. The roach can damage a group of incoming assault units -- the tick incapacitates them for 20 seconds. I dont even need to argue this point, as so many players have agreed when this is issue is raised. It is the cheapest gameswinger in ZK. One tick can disable an entire shieldball, and turn a 1000m force into chaff instantly. . for 100m! 11 The tick is AT LEAST as good as the roach, yet the roach costs 160m and the tick costs 100m. The roach can damage a group of incoming assault units -- the tick incapacitates them for 20 seconds. I dont even need to argue this point as so many players have agreed when this is issue is raised. It is the cheapest gameswinger in ZK. One tick can disable an entire shieldball, and turn a 1000m force into chaff instantly. . for 100m!
12 \n 12 \n
13 I would be strongly in favor of upping the cost of the tick so somthing closer to the roach - 140m perhaps. 13 I would be strongly in favor of upping the cost of the tick so somthing closer to the roach - 140m perhaps.
14 \n 14 \n
15 [b]* The banshee's strength against air encourages single unit spam.[/b] 15 [b]* The banshee's strength against air encourages single unit spam.[/b]
16 \n 16 \n
17 Because the banshee can hit air, I see all the best players spam banshee non-stop when playing gunshit, regardless of enemy planes. Assuming both sides have an air player, banshees can attack planes sufficently to turn the battle. They are also the most effective gunship in air vs air. The banshee is already a very good unit vs land, and I like this - but I do think the role of the Banshee and rapier really REALLY needs looking at in the next patch. 17 Because the banshee can hit air, I see all the best players spam banshee non-stop when playing gunshit, regardless of enemy planes. Assuming both sides have an air player, banshees can attack planes sufficently to turn the battle. They are also the most effective gunship in air vs air. The banshee is already a very good unit vs land, and I like this - but I do think the role of the Banshee and rapier really REALLY needs looking at in the next patch.
18 \n 18 \n
19 Specifically, the banshee should be less effective against air, and the rapier should be more effective against or even specialized to only attack air. 19 Specifically, the banshee should be less effective against air, and the rapier should be more effective against or even specialized to only attack air.
20 \n 20 \n
21 [b]* The Outlaw is too powerful in many situations.[/b] 21 [b]* The Outlaw is too powerful in many situations.[/b]
22 \n 22 \n
23 I am guilty of abusing this mercilessly. The Outlaw is fairly insane in many situations, since its DPS stacks with the number of targets in range and ALWAYS hits at a fairly long range. It is even capable of catching Rockos and killing them en masse if the rocko controlling player is not careful. 23 I am guilty of abusing this mercilessly. The Outlaw is fairly insane in many situations, since its DPS stacks with the number of targets in range and ALWAYS hits at a fairly long range regardless of wrecks or terrain. It is even capable of catching Rockos and killing them en masse if the rocko controlling player is not careful. Against 10 ravagers in range, a single Outlaw puts out 880dps. Madness!
24 \n 24 \n
25 I would like to propose a minor range and damage nerf. 25 I would like to propose a minor range and damage nerf.