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Zero-K v1.3.1.0

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9 years ago

Balance is ongoing for the new Sumo and Banisher has been reroled to better fit the riot role. Funnelweb, Wolverine and Swift have received some nerfs to make them more extreme within their desired role without being too good.

Overdrive allocation in teamgames has been tweaked to make an economy player more immediately valuable to the team as a whole. We also have a new economy panel which should (hopefully) be the last one.

Balance



Swift:
  • Health 360 -> 300

Wolverine:
  • Range 800 -> 730
  • Reload Time 5 -> 5.5

Panther:
  • Real Damage 220 -> 190

Banisher transformed into a dedicated riot:
  • Cost 780 -> 520
  • Range 430 -> 340
  • Damage 650 -> 440
  • Reload time 4s -> 2.3s

Halved the most recent Brawler DPS nerf:
  • Before: 21.5
  • Recently: 15
  • Now: 18.3

Sumo:
  • Cost 2000 -> 1700
  • Health 12.5k -> 13.5k

Funnelweb:
  • Removed weapon.
  • Has only one shield (to fix charge transfer and disarm problems).
  • Viper (large drone) range 450 -> 350
  • Firefly (small drone) range 400 -> 250

Gauss has a regeneration rate of 20 health/second when closed. This occurs even when under fire.

Units within an area cloaker now gain the default decloak radius . Exceptions are:
  • Active area cloakers.
  • Units with decloak radius smaller than the default.
In effect units such as Sniper and Skuttle will have much smaller decloak radius when under an area cloaker.

Invisible scouting is now a bit harder:
  • Gremlin decloak radius 75 -> 140
  • Flea decloak radius 75 -> 120

Singularity Reactor's death now causes a gravitational implosion.

Slow and Disarm damage will now always apply to shields as damage with a 1/3 modifier (same behaviour as EMP).


Overdrive Allocation


  • Mexes now have a fixed return of about 90 metal to the constructor. The time it takes to do this depends on the mex income.
  • Halved the payback factor for energy structures. The builder of the structure already receives some benefit through the public OD pool as well.
  • Maximum privatized OD share from 50% to 33%. This means that in a team with only one person producing energy they would get 33% of the OD as well as their public share.


UI


  • The latest attempt at an economy panel is now the default. This one should be the last.
  • Fixed selections window text clipping and image alignment.
  • Space+click menu contains more information.
  • Teal team colour is now reserved for the player's own team, meaning spectators will not see one of the teams in that colour.
  • Added a RoI Tracker widget to track teammmates' return of economy investment, disabled by default.
  • The widths of elements in Deluxe Player List are now configurable by character/digit count.
  • Power-user widgets now have read access to additional parameters for overdrive, ground damage and floating and can skip the "Hide engine messages" filter (see next post for details).


Bugfixes


  • Fixed Dante consistently interrupting its salvo.
  • Fixed Doomsday Machine and Stardust being blocked by trees and wreckage (will now attempt to blast through them).
  • Fixed unit rank display.
  • Fixed spectators being able to control team 0's retreat havens.
  • Fixed spectators being able to place pre-game queues.
  • Fixed Zenith meteors disappearing on impact.
  • Fixed outdated Sumo and Urchin helptexts.
  • Fixed Solar Collectors taking damage during construction being force-opened.
  • Fixed a Jump UI crash when attempting to give a jump order to a mixed jumper/non-jumper selection.
  • Fixed queuing jump orders for Jumpy Factory.
  • Fixed Ctrl+MMB orbit rotation in COFC not working at high zoom-in levels.
  • Fixed extra drone construction that happened when attempting to spawn a drone when all slots were taken.
+7 / -0


9 years ago
I was told to post this next:

Widgets can now skip the "Hide engine messages" filter by starting messages with "game_message: ".

Read access is now available for the following:
  • TeamRulesParams:
- OD_RoI_metalDue (metal return from OD; private)
- OD_base_metalDue (from mex base income; private)
  • UnitDefs customParams:
- sink_on_emp (whether a floater sinks or stays afloat when EMPed)
  • WeaponDefs customParams:
- area_damage (whether enabled)
- area_damage_dps
- area_damage_radius
- area_damage_duration (in seconds)
- area_damage_is_impulse
- area_damage_time_falloff (reduction at the end of duration, arrived at linearly over time)
- area_damage_range_falloff (reduction for distance from center, arrived at linearly at edge of the area, stacks with previous multiplicatively)
+1 / -0

9 years ago
Yay!
+1 / -0

9 years ago
Looks good. Happy about the funnelweb nerf. When you have to resort to using emp missles from a silo, you know something is OP.
+0 / -0

9 years ago
Neat! Can't wait to try the new Banisher. The Gauss buff is... odd, but it obviously needed *something*.
+0 / -0

9 years ago
Allrighty, let's see how it goes
+0 / -0

9 years ago
All good!
Two comments:
"Invisible scouting is now a bit harder:
* Gremlin decloak radius 75 -> 140
* Flea decloak radius 75 -> 120"
Why this?

And after funnel, maybe it's time to review Dante? Maybe its D-gun could be improved? (there's already the bugfix with salvo being fixed, thanks!)
+1 / -0


9 years ago
To make it easier to sweep against such scouts. 75 decloak distance is really small.
+0 / -0

9 years ago
Another point: you can safely remove Hacksaw, cannot remember when I last saw it ingame. One less hard-limit weapon.
+0 / -0


9 years ago
That may be the plan.

v1.3.1.1 has been made to incorporate a change to the overdrive equation. Low energy overdrive is a bit more powerful and high energy overdrive has become worse. The aim is to test out nerfed high end overdrive and to appease the maths people who worry about optimal energy distribution. It seems like a large change so I am not so sure about it.

The old equation was sqrt(1 + energy/4) - 1 and the new equation is sqrt(energy)/4. Here is a few points of comparison. The energy value is how much energy you are spending per mex and the percentage is what your new income would be compared to the old equation.

5.3 Energy = 110%
7 Energy = 100%
10.3 Energy = 90%
23 Energy = 75%
119 Energy = 60%

In short territory and linking is more important because if you have enough mexes you can get more income than under the previous equation.
+0 / -0
Skasi
With the Gauss change: how about using the green Zombie-mode-revive-effect to indicate that a unit is currently actively using autorepair? This would provide a nice helpful visual feedback.

On balance changes:
Yay air is even more volatile now!
Is the "default" decloak radius visible for areacloaked units?
Why do mex builders get 90m for building a 75m structure? Are you missing fights over metal spots that badly? Anyway, now I need a widget that automatically queues mexes to be reclaimed and reconstructed when my allies' average elo is below x (configurable). Anyone up for the task?
+4 / -0


9 years ago
The currently relevant decloak range is visible on shift-hovering a unit.

Do the maths on mex reclaiming because it sounds interesting. Then don't do it because you would mess up your team.
+0 / -0
There is an undocumented change in that the OD Allocation modoption (communism / RoI) and the Ranked / Unranked play modoption (no Elo) are now in the "Important" tab at the beginning of the modoption tabs list.

quote:
Why do mex builders get 90m for building a 75m structure? Are you missing fights over metal spots that badly?

This is 1.2x returns. Previously it was whatever the mex base income was, so for most maps it was ~2x (and ~5x for ubermexes) so it used to be much "worse".

quote:
how about using the green Zombie-mode-revive-effect to indicate that a unit is currently actively using autorepair?

Instead of zombie glow, some + signs emanating from the unit would perhaps best convey what is happening. Regardless, the problem is that idle regen (which is the more important one) is done through engine and there is no direct call-in when it starts happening (would need to be done "manually" by tracking damages which is a performance hit), and having an effect for one and not the other would be actually less intuitive.

On Gauss regen: if the Gauss is open it's likely under heavy fire, so the added 20/s shouldn't be that much - why not use combat regen? The main concern here is that this introduces a new autorepair type.
+1 / -0
Skasi
quote:
The currently relevant decloak range is visible on shift-hovering a unit.

Good enough I suppose! \o/

quote:
Do the maths

I didn't do the calculations, 'cause I'm not a computer, buuut some little theorycrafting: The efficiency of reclaim&rebuild increases with (high) buildpower - to minimize mex downtime. It also decreases with (high) energy though - overdrive has the potential to be more efficient, or at least to be more beneficial to my team than me getting slightly more extra income.

Anyway, I think this should be removed. Mex building happens the most in early-mid game and that's also the time when economy needs to be stable and predictable (well and growing), because there's not much overdrive to balance out the loss of a single mex or energy source and not much buildpower for players to reallocate.

Resource income randomly going up AND down for different players on the same team is a bad thing.

edit:
quote:
This is 1.2x returns. Previously it was whatever the mex base income was, so for most maps it was ~2x (and ~5x for ubermexes) so it used to be much "worse".

Yeah I suppose it might be better now. Not really sure. Both versions are messing with income more than necessary.

quote:
Instead of zombie glow, some + signs emanating from the unit would perhaps best convey what is happening.

No, we can't have pluses.
+0 / -0


9 years ago
quote:
No, we can't have pluses.

We have the technology but it wouldn't fit with ZK aesthetics imo.
+0 / -0
Skasi
No pluses allowed.

It's even in the rules.
+2 / -0

9 years ago
Repair order wrenches or nanoclouds, then. Whatever, something that conveys repair better than spooky zombie glow.
+0 / -0


9 years ago
Nanoclouds would be good, but then the cost comes up, and nanoclouds don't exist in all nano render modes.

On that note, another thing that could use nanoclouds would be nanoframe destruction. So that they don't disappear silently, but in a puff of nanoclouds.

Oh also features should do smokes. I think i can do feature smokes.
+0 / -0


9 years ago
Don't spam particles. Wreckage already smoke for a little while then stop.
+0 / -0

9 years ago
quote:
Oh also features should do smokes. I think i can do feature smokes.

I thought it's "smoking kills", not "killing smokes"
+0 / -0
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