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Things i don't like about zk

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Date Editor Before After
1/26/2013 3:32:42 PMDErankKlon before revert after revert
1/26/2013 3:31:48 PMDErankKlon before revert after revert
1/26/2013 3:29:57 PMDErankKlon before revert after revert
Before After
1 [quote]Stilletto is definitely overpowered in the context of a teamgame. It encourages stalemates because it brutally counters penetrative raids and attacks. I would like to see it reduced in effect or more costly. 1 [quote]Stilletto is definitely overpowered in the context of a teamgame. It encourages stalemates because it brutally counters penetrative raids and attacks. I would like to see it reduced in effect or more costly.
2 \n 2 \n
3 I think much of the problem with planes is that AA is very poor against them, ESPECIALLY mobile AA. Chainsaw is very expensive. Hacksaw is really bad - expensive, short ranged, fragile. I would like to see a hacksaw improved and chainsaw lowered in cost/damage for something affordable (600?) to cover larger areas.[/quote] 3 I think much of the problem with planes is that AA is very poor against them, ESPECIALLY mobile AA. Chainsaw is very expensive. Hacksaw is really bad - expensive, short ranged, fragile. I would like to see a hacksaw improved and chainsaw lowered in cost/damage for something affordable (600?) to cover larger areas.[/quote]
4 \n 4 \n
5 well actually i can agree to the points of pushes often beeing to risky due to emp and mobile aa beeing to bad. the question here would be what you can do to change it. nerfing planes or buffing aa, which is a nerf for planes as well, will result in planes beeing useless - right now from middle game up bombers typically will die on their first run, so they just have to make cost on that run. weaker emp bomber will make cost less often, remember that 600 metal of enemy units have to be actually killed for each stiletto that you sacrfice in order to stun something. with instakill aa that is able to prevent even that first and only run, what can you do with planes? not much. 5 well actually i can agree to the points of pushes often beeing to risky due to emp and mobile aa beeing to bad. the question here would be what you can do to change it. nerfing planes or buffing aa, which is a nerf for planes as well, will result in planes beeing useless - right now from middle game up bombers typically will die on their first run, so they just have to make cost on that run. weaker emp bomber will make cost less often, remember that 600 metal of enemy units have to be actually killed for each stiletto that you sacrfice in order to stun something. with instakill aa that is able to prevent even that first and only run, what can you do with planes? not much.
6 \n 6 \n
7 what could on the other hand help, and has already been mentioned, is to make fighters much less vulnerable towards ground aa ( higher speed, more hp, flares?) so you can actually protect your foward pushes against bombings which is right now nearly impossible. 7 what could on the other hand, and has already been mentioned, is to make fighters much less vulnerable towards ground aa ( higher speed, more hp, flares?) so you can actually protect your foward pushes against bombings which is right now nearly impossible.
8 \n 8 \n
9 another idea that has been brought up at some point in another discussion was to create a newton style aa unit (think it was when vandals were discussed) that can push/pull bombers and have them miss their intended target. 9 another idea that has been brought up at some point in another discussion was to create a newton style aa unit (think it was when vandals were discussed) that can push/pull bombers and have them miss their intended target.
10 \n 10 \n
11 but ofc there is also the option of having less cluster in your pushes, a slower push backed up by defense and repairs or just a screamer to cover it with its obsecenely huge, instazap range for a measily 2k metal. that a hacksaw for 300 metal cant stop enemy air player from attacking your units that you send into enemy territory, you really think thats bad? i dont think so. and if you ask me, its dirt cheap for that it can kill any plane short of licho with its 2 missiles, that hardly ever miss. 11 but ofc there is also the option of having less cluster in your pushes, a slower push backed up by defense and repairs or just a screamer to cover it with its obsecenely huge, instazap range for a measily 2k metal. that a hacksaw for 300 metal cant stop enemy air player from attacking your units that you send into enemy territory, you really think thats bad? i dont think so. and if you ask me, its dirt cheap for that it can kill any plane short of licho with its 2 missiles, that hardly ever miss.
12 \n 12 \n
13 [quote]why not re role the stileto into area slow bomber 13 [quote]why not re role the stileto into area slow bomber
14 and make a second bombers taht is a precision stun with both high stun time and stun damage [/quote] 14 and make a second bombers taht is a precision stun with both high stun time and stun damage [/quote]
15 \n 15 \n
16 good idea imo, but emp should be stronger than right now so its better against single heavy targets - and slow should be wide area + some damage. 16 good idea imo, but emp should be stronger than right now so its better against single heavy targets - and slow should be wide area + some damage.