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Buff Artillery, nerf static area control

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Date Editor Before After
6/2/2013 8:24:16 PMGBrank[GBC]1v0ry_k1ng before revert after revert
6/2/2013 8:17:00 PMGBrank[GBC]1v0ry_k1ng before revert after revert
Before After
1 I'm going to go ahead and suggest that many of you didnt think through what I wrote there. 1 I'm going to go ahead and suggest that many of you didnt think through what I wrote there.
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3 [quote]If porc is too strong, we should buff assault options, not artillery options.[/quote] 3 [quote]If porc is too strong, we should buff assault options, not artillery options.[/quote]
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5 hypothesis: assault options are already strong, but even the best assault options can still easily be made untennable in teamgames through cooperation between porcing allies/a lack of cooperation from attackers - players work together to defend but most are too noob to work together to attack. the solution is the unit type designed to hurt defences without needing to be attacked by them, except it is massively hardcountered and not very effective. 5 hypothesis: assault options are already strong, but even the best assault options can still easily be made untennable in teamgames through cooperation between porcing allies/a lack of cooperation from attackers - players work together to defend but most are too noob to work together to attack. the solution is the unit type designed to hurt defences without needing to be attacked by them, except it is massively hardcountered and not very effective.
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9 [quote]If artillery is strong, then porcing is strong too[/quote] 9 [quote]If artillery is strong, then porcing is strong too[/quote]
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11 ...no, not necesarrily. No amount of merls is going to making porcing awesome. 11 ...no, not necesarrily. No amount of merls is going to making porcing awesome.
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13 [quote]If players can attack from behind their own defensive lines with impunity, they will build large defensive lines to defend their big artillery ball and they wont venture out from them. Then they will build shields to protect from enemy artillery, huge impenetrable shield bubbles. And the front line will never move.[/quote] 13 [quote]If players can attack from behind their own defensive lines with impunity, they will build large defensive lines to defend their big artillery ball and they wont venture out from them. Then they will build shields to protect from enemy artillery, huge impenetrable shield bubbles. And the front line will never move.[/quote]
14 \n 14 \n
15 shielding a whole front has a prohibitive cost and can be penetrated at any one point via EMP. forcing an opponent to spam shields is a victory, since it makes breaking through his lines elsewhere with assaults much easier and weakens his economy. 15 shielding a whole front has a prohibitive cost and can be penetrated at any one point via EMP. forcing an opponent to spam shields is a victory, since it makes breaking through his lines elsewhere with assaults much easier and weakens his economy.
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18 Lastly, please actually read what I suggested. Namely, what I suggested was HP buffs for various artillery units, nothing else ( except a turn rate boost to pillager) . The only interaction this will noteably affect is napalm bomber vs light artillery and shadow vs heavy. 18 Lastly, please actually read what I suggested. Namely, what I suggested was HP buffs for various artillery units, nothing else ( except a turn rate boost to pillager) . The only interaction this will noteably affect is napalm bomber vs light artillery and shadow vs heavy. Currently good players dont use artillery in team-games unless they are experimenting, as it is UP.
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