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Title: MatchMaker 268
Host: Nobody
Game version: Zero-K v1.6.3.3
Engine version: 104.0.1-271-g2e1a220
Started: 6 years ago
Duration: 25 minutes
Players: 2
Bots: False
Mission: False
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Team 1
Chance of victory: 64.2%

AUrankAdminGoogleFrog
Team 2
Chance of victory: 35.8%

PTrankraaar
Spectators
USrankRyMarq

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6 years ago
Figure out whether Tremor is useful.
+0 / -0

6 years ago
i think it's decent after you already have a few emissaries, especially against shields, or when terrain blocks emissaries' line of fire.

might be good when airlifted into position near the enemy base.



+0 / -0

6 years ago
It tears down terraform and even cliffs, so it's always useful for something, esp in the tank factory.
+0 / -0


6 years ago
If you are looking for an artillery unit that destroys terraform, then for just 100m more you can get a Silo with a Quake.
+0 / -0

6 years ago
I would be interested in a buff to Tremor AoE up to 96, or a slight increase to the damage output.

Its a substantial buff, but this is one of the units I believe is actually weak, especially given the alternatives.
+1 / -0

6 years ago
Tremor got buffed already. I feel like if you buff it even more, it will get really really annoying.
+0 / -0

6 years ago
tremor already deals 2.5x as much dps/cost as pillagers.


Visually it doesn't make much sense : the 3d model is too small for such a powerful weapon (400 dps with aoe at 1300 range)

+1 / -0

6 years ago
That DPS/cost is pretty misleading since most of it is wasted against inoffensive dirt.
+0 / -0
Tremor 'Accuracy' is 1400. Lets assume, generously, that that is a diameter. Apparently the Tremor 180 AoE, who knew.

The drop-off is linear,as I understand it, so for a functional estimate of the total damage in the area, I believe that comes about to 2x the area of half the radius, for damage area. So that would be 16200. Meanwhile the total area is 1.53 million.

That comes out to units experiencing an average of approximately 1% of its dps, within its very large are of fire.

Now, units are large(have a size), so this area is a bit larger, but lets be generous and double it. 2% DPS on average then.

There need to be about 50 valid targets in that area before its actually netting the damage output it says on the tin.

Now I did this pretty off the cuff, feel free to correct my math if you like, but by that estimate its not very strong despite its high stats.
+0 / -0
the results I get are a bit higher:
single explosion area between
small radius (40 radius circle, pi*40^2) = 5026
and
full radius (80 radius circle, pi*80^2) = 20106

impact area (600*450 rectangle) = 270000

small radius ---> ~2% dps 8 dps
full radius ---> ~8% dps 32 dps


Using "cheat" and spawning some units at max range, I got:

- took 30s to kill a 600HP dirtbag ---> about 20 dps
- 4 dirtbags spread out : after 35s, two died, other two were at 40% hp ---> about 15 dps on average
- took about 2 mins to kill a tank foundry ---> 33 dps


I knew it was misleading, but was thinking it was somewhat better than this against single targets. The dps/cost can't be ignored, though, as it stacks from multiple tremors.

Hey! maybe it's useful to use it to counter cloaked units that could threathen a front line commander!

I'd make it more accurate but reduce the dps or increase the cost.
+0 / -0

6 years ago
The idea was to use it against cloak as well as far as i got it since HT has no other way of swarming for snipers etc.
+0 / -0


6 years ago
Here is some data. This is just using a modified empiricaldpser and stretched healthbars.

http://zero-k.info/
I shot a grid of point-like units for 1000 seconds. Against units in a circle of diameter ~400 the DPS was ~10. Explosion damage is calculated to the closest surface of the unit so a larger unit will receive more damage.
+4 / -0