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Funnelweb needs buff

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5 years ago
In the past, area shields were designed to counter tacnuke (note the health and cost tweaked to just about do that). At some point later, linking was added which ruined this; now area shields don't really have a proper role.

What if area shields couldn't initiate linking at all (they already don't initiate linking with small shields)? A group of area shields would have no linking and be useful vs tacnukes. Small shields could still be planted in the group to act as transmitters if linking was desired.
+0 / -0
This is about defending units, not statics. There are going to be small shield units around somewhere, especially in a teams match. It'd also break the synergy if you force people to avoid using small shield units with area shields.

I like Aspis/Aegis not countering tacnukes. Otherwise it would be too cheap of a counter for the most specialized anti-static artillery there is. If something should counter tacnukes, it should be at endgame strider level, where you have other ways to defeat porc.
+2 / -0

5 years ago
Silo would still counter shields through Shockley. My main gripe is that Aegis's role boils down to morphing to Aspis because it's pretty crappy at actual shielding.
+0 / -0

5 years ago
Then how about we make Funnelweb a super aspis with like 5x shield strength but very low shield regen, like 10/s.
It could work as an anti-artillery strider that allows for some time to react to a sudden arty strike.
+0 / -0

5 years ago
Agis and aspis shields are unarmed and about 800 HP, which leaves a weakness of direct attack under the shield. Funnel web is like that but has guns in the form of drones and has some large JP pool I can't remember. Everyone complains it doesn't have a role, so force it into one I guess. Remove the shield and make it a control spider which focuses on crippling an armie's strength, like the idea of the old and new jugglenaught. Don't use gravity guns, just give it way too much slow, so much slow you couldn't believe. All disrupter pulse drones with light damage but good slow damage for swarm control, give it the Gauss guns but purple, front mounted as an anti heavy slow slammer. Have it fire missiles like those blasted annoying support chickens that really screw with movement. Shoot web mine artillery like wolverines that stun for like half a second to cause even more chaos, give out a huge outlaw dgun that blows a swarm surrounding it away. Color it all 100% the same purple as slow so you can barely make out the polygons from each other. [/neon]
+2 / -0

5 years ago
That actually sounds awesome.
+0 / -0
btw. can we buff user-info on forumtopics to

last games played:

1) datetime (1 vs 1 / cluster -> y / n)
2) datetime (1 vs 1 / cluster -> y / n)
3) datetime (1 vs 1 / cluster -> y / n)
4) datetime (1 vs 1 / cluster -> y / n)
5) datetime (1 vs 1 / cluster -> y / n)


so we can just ignore people / or wannabe players who have no clue whats going on in teams?
+1 / -1

5 years ago
While my entire outlaweb idea was written in the car after an extended period of inactivity, I take offence to bring called a wannabe player. Counter to my nearly all slow damage strider, moderator used to be a super slow machine and it was changed cause none used it. Also, jumping back, what's the big meta problem with the teams room meta? Besides being in the game and not playing.
+0 / -0

5 years ago
Spam arty and porc,or rush catapult to counter the arty spam,whatever you do dont make units they are useless against porc and arty.
Its why team games take so long,cause no one has units that can push.
+1 / -0


5 years ago
to me this says we just need to buff all assault units :)
+0 / -0
5 years ago
quote:
to me this says we just need to buff all assault units :)


Like golly/Cyclops you mean? :P
+4 / -0


5 years ago
CHrankAdminDeinFreund : With 36000hp and 50hp/s it would take 12 minutes to charge up or recharge, which is far too long to be useful. Why not have its recharge operate a bit like hp recharge in that it starts regenerating (at, say 300hp/s, less than equivalent mass of Aspis) after 1 minute without being damaged? Then it can serve its purpose as an assault shield and get switched out when it runs low so it can recharge while having a weakness to prolonged bombardment that Aspis does not.

If going with a repair idea, could also give it wide area reclaim so that it's a good way of getting quick reclaim from a recent victorious battle.
+2 / -0
5 years ago
Personally, I'm not quite sure if the Funnelweb needs to be overhauled so drastically, since I suspect that not everybody knows how to use them well. Because of this, I've opted to update the Funnelweb's wiki page with my own insights into how they could be used best.
+0 / -0
im going out on a limb here.. imho a flat map with 2 funnels vs same cost in anything.. funnels loose =P

except yknow solar panels and stuff
+0 / -0
a safe but "vanilla" way to make it balanced without breaking the game would be adding a mediocre (for cost) 400-600 range 200 dps weapon with 120º forward aiming restriction. Maybe a pair of machineguns, or a heavy particle beam "eye" of doom. Something to make them good alternatives to existing heavies for pushing.

the simplest buff would be to lower the drone respawn delays slightly and see if it becomes useful enough.

The thing about significantly buffing funnelweb's droning abilities is that the drones counter basically everything except long range artillery, and they're also great at protecting artillery from raids, they bypass terrain, obstacles, etc.. They'd become the "go-to" heavy unit on team games (again).

Even now, a pair of funnelwebs on attack-move will kill an unsupported paladin.
+0 / -0

5 years ago
because drohnes instashot and have perfect accuracy. what if these would have slow rocket like rocko...?
+0 / -0


5 years ago
I've made a Work In Progress merge request for a new Funnelweb! :)
https://github.com/ZeroK-RTS/Zero-K/pull/3247

Mostly I'm wanting feedback on what I've done wrong code-wise, thoughts on this from a gameplay perspective and any tips for how to fix the outstanding issues (at the bottom). Even if this never merges I'd be quite grateful for any feedback given. :)

Unit role:
This new Funnelweb is a genuine support strider. Weaponless, it is intended to protect fragile units on attacks on heavy porc and as a means of quickly taking advantage of victory in battle.

Unit abilities:
A large and strong shield of 36000hp that regenerates at a modest 300hp/s rate allows regeneration in 2 mins, but requires a full minute after being hit before it will start to regenerate.
Additionally, it has a large amount of resurrection, repair and reclaim ability, equivalent to 100bp, but only has 10 for actual construction assistance. Notably, it cannot terraform or build.
The usual slow spider movement of the Funnelweb.
HP kept at 12000 for now.
Cost remains 4500.

Unit analysis and impact on battlefield:
* Its energy consumption and cost make it a late game unit.
* It requires a large army to prevent enemy units getting under its shields, but has enough hp that assassinations are less likely.
* There are two main ways of using it: Protection or negating attrition.
It can either protect an assault force for a quick and devastating strike OR it can hang around after an attack, resurrecting fallen units and thus negating attrition. Doing the latter is likely to deplete its shield and render it useless for unit protection.

Comparison with existing units with similar roles:
Its shield has more hp per unit of metal than the Aspis (equivalent to 6000 metal of Aspis), but it's regeneration is weaker (equivalent to 3600 metal worth) and it is much more vulnerable to sustained bombardment due to its regeneration delay.
Its cost and lack of regen on being attacked make it a worse choice for maintaining a continual presence at the front or for supplying shield power for felons (though see TODO below).
Its large shield size make it worse at defending smaller forces against attack.

Its resurrection power is equivalent to 4000 metal worth of athena, its battlefield reclaim and repair is equivalent to 3000 worth of welders (or the aforementioned 4000 worth of athena).
Its lack of maneuverability, lack of cloak and inability to build or terraform mean it does not replace the athena in the latter's role as scavenger and spec-ops.
Its higher cost, lesser speed and inability to be in multiple places at once mean it is mildly worse at battlefield repair and reclaim than the welder.

Initial playtesting thoughts:
Fairly large micro requirements at present, but does it's job well. Likely to be far more useful in Campaign, FFA and 16v16 matches than 1v1 or 2v2s.

Thoughts on balance:
I am considering removing the resurrection entirely due to its snowballing effect. (it depends whether people consider snowballing good or bad, I've heard arguments either way for RTSs)
Its high hp makes assassinations hard and allowing that could add interesting gameplay. Considering reducing hp to a fragile 6000.

Known TODO:
Shield links (it shouldn't transfer shield strength or at least should stop regenerating when it does)
Shield should take energy (~72) to charge (currently doesn't charge at all if it's a builder and has shieldPowerRegenEnergy set :( )
It should do automatic rez/repair/reclaim with a prioritization setting allowing a user to pick what it should prioritize (to reduce micro burden).
Should be able to move and rez/repair/reclaim simultaneously (so it can reclaim without slowing down the assault).
Fix rez and reclaim graphics (currently getting two styles of nano fog)


USrankShadowWolfTJC : I applaud your enthusiasm and initiative. :)
Though I fear your advice is mostly applicable to campaigning rather than competitive play.
+4 / -1

5 years ago
Wow, nice work!

Balance will probably be off, but my main concern is inconsistency with existing mechanics:
quote:
Additionally, it has a large amount of resurrection, repair and reclaim ability, equivalent to 100bp, but only has 10 for actual construction assistance.

I don't know of any other unit that has a different speed for different nanolathe abilities. I think it'd be better to give it the same buildpower for every ability and risk a little imbalance.

quote:
It should do automatic rez/repair/reclaim with a prioritization setting allowing a user to pick what it should prioritize (to reduce micro burden).
Should be able to move and rez/repair/reclaim simultaneously (so it can reclaim without slowing down the assault).

For this, the nanolathe abilities should be moved to the drones. Otherwise it would be inconsistent with other builders to be moving and repairing at the same time.

quote:
Shield links (it shouldn't transfer shield strength or at least should stop regenerating when it does)

This is a tricky one. You'd generally expect all shields to link. I can see that it's problematic in this case. My suggestion would be to make sure the energy per shield hitpoint usage is higher than that of all other shields. Now you can allow it to link to other shields, knowing that it won't outperform the same cost in Aspis.
+0 / -0
Aside from shield link consistency, making Funnelweb fully incapable of murdering other units will mean that the Funnelweb mission in the campaign will need to be replaced.

quote:
A large and strong shield of 36000hp

This stops literal nukes (and probably shockleys?) :0
+1 / -0
CHrankAdminDeinFreund & EErankAdminAnarchid : Thanks for the kind words guys :)

quote:
I don't know of any other unit that has a different speed for different nanolathe abilities. I think it'd be better to give it the same buildpower for every ability and risk a little imbalance.

To be fair striders do generally have unique abilities...
My worry then is that it will get put back at the base working as a combined caretaker and Aegis. :/
If it gets normal buildpower then it'll need to be cut back to 50 at least, which could still work...
Should I go with that? (also, feel free to do edits to the MR!)

quote:
For this, the nanolathe abilities should be moved to the drones. Otherwise it would be inconsistent with other builders to be moving and repairing at the same time.

Fair enough.
Though drones aren't really viable with it's intended role because AA fire will hit the shield, downing it quickly and stopping regen (an Artemis will chew through that 36000hp in seconds from half the map away).
Any ideas for how to cut down on the micro burden? The buildpower reduction I mentioned above may help a fair bit...

quote:
This is a tricky one. You'd generally expect all shields to link. I can see that it's problematic in this case. My suggestion would be to make sure the energy per shield hitpoint usage is higher than that of all other shields. Now you can allow it to link to other shields, knowing that it won't outperform the same cost in Aspis.

Hmm...
With the planned Aegis level regen cost it will consume 72E/s... An increase to 100E/s or so should be fine from that perspective.
I'm worried about it being able to act as a fast charge port for shield bots, particularly Felons (or an unintentional shield drain on the Funnelweb!). Reckon I'm worrying over nothing?

quote:
Aside from shield link consistency, making Funnelweb fully incapable of murdering other units will mean that the Funnelweb mission in the campaign will need to be replaced.

I actually tried it out with the new funnelweb and it actually worked surprisingly well!
The main change would be that you'd want a couple of redbacks, hermits and tarantulas in your starting force.
Because the AI only sends fairly small forces your way initially, hiding your units behind your shields and then resurrecting corpses is pretty effective.
I think with changes to the intro text, a few extra units and some small tweaks to the nearby starting buildings and units it should be viable (perhaps a bit more so than current Funnelweb...).
I mostly don't want to work on those changes until I'm confident this new funnelweb will work. :D

quote:
This stops literal nukes (and probably shockleys?) :0

Kinda,
Nukes do about 6700 damage when directly on top of the Funnelweb, a fairly substantial reduction from their 11500 norm, but not enough to save the fragile units it was trying to protect. (that's also the worst case scenario for the nuke, most of the time it will be around a 3-4000hp damage shave)

It is a pretty hard counter to missile silos though... (though given the shield can be relatively easily worn down by other (arti) means I'm hoping it's not too hard a hit to the missile silo)

Is nuke damage reduction and missile silo countering too strong?

Also, do either of you know why having both buildpower and shield regen cost prevents shields regenerating?
+0 / -0
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