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Zero-K v1.7.3.4 - Funnelweb and Fixes

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Funnelweb is the focus of this release, alongside fixes for related to the engine update. The community member GBrankdyth68 has been working on a Funnelweb rework for a while and it is finally time to try it out ingame. There are also a few other miscellaneous balance changes and fixes.

The engine update from last week was fairly smooth, but did identify a few bugs. Most of these bugs were since fixed by the engine developers, so this release updates the engine version to Spring 104.0.1-1085-gfc6d80e. This update also contains potential improvements to pathfinding around structures. Comment and give feedback on the new behaviour if you notice a difference.

Balance


Reworked Funnelweb to be the ultimate battlefield constructor. It may also find a role in missile defense, as it can now block two EMP missiles.
  • Cost 4500 -> 3500
  • Speed 45 -> 54
  • Health 11K -> 6K
  • Can construct at long range with 40 buildpower.
  • Shield now has 28K maximum change, a large increase from 3.6K.
  • Shield recharges at +200/second, but not if it has taken damage in the last 10 seconds.
  • Shield is larger and does not link.
  • Removed drones.
  • Added radar.

Ultimatum:
  • Speed increased by 6.8%
  • Damage increased by 66%

Constable:
  • Range 320 -> 240

Duck:
  • Now shoots its land weapon in an arc, a bit like Rogue.

Changed light transportability rules.
  • Charon is now able to transport units that cost 1000 metal or less.
  • The old rule was based on mass, which made it a bit opaque.
  • The effect of the change is that Charon can now transport Jack, Minotaur, and Siren.

Detriment:
  • Fixed a mismatch between when it is considered submerged for targeting and for LOS.

Raven now dives mobile targets when following Area Attack commands.

Reef and Shogun have smaller footprints to make them less likely to become stuck on Tidal Generators and Urchins.

Factory and commander innate energy income is now pooled and shared between all players on the team. This will provide players who lost their commander with some base energy income to help them rebuild.

Interface


Initial unit behaviour configuration:
  • Fixed Commander retreat state.
  • Added repeat for Athena and Strider Hub.

Added Chicken Roosts and Spires to unit marker configuration.

The area command drag threshold has been increased to issuing single target commands easier. This threshold is now configurable.

Lobby


  • Extended maximum chicken queen spawn time modoption from 200 minutes to 300 minutes.
  • Added a "Enable Inactivity Sharing" modoption that can be used to disable automatic unit transfer for inactive players.
  • Fixed tutorial missions.
  • Fixed a rare inconsistency with the order of matchmaker queues.

Fixes


  • Fixed units occasionally failing to revert to their normal speed after being slowed. The most commonly affected unit was Crab.
  • Fixed units set to hold position with ballistic weapons failing to automatically target units that are only in range due to the elevation bonus. The most commonly affected unit was Crab.
  • Fixed an air repair pad crash.
  • Fixed a rare crash on game launch.
  • Fixed a crash on saving with AIs.
  • Fixed a failure to allocate memory caused by loading bad ambient map sounds.
  • Fixed a desync likely caused by game file caching
  • Fixed ferry routes and quick load widgets.
  • Fixed reclaiming of live units sometimes reducing their health.
  • Improved minimap performance.
  • Fixed area reclaim sometimes issuing a unit target command.
+16 / -0

5 years ago
Great! I'm very happy with the Ulti buff. Pathing around buildings was a hassle as well and its good that it has been looked at. Keen to see what the new Funnelweb can do. :) GJ overall I think.
+2 / -0
Firepluk
Woa!
Thanks so much AUrankAdminGoogleFrog and GBrankdyth68!

Especially happy to see updated funnel web - emp silo interaction and com/fac E sharing, those were really much needed features!
Can't wait to try new changes!
+4 / -0


5 years ago
It merged! :o
After >50 hours of time I finally get to see how well the concept works...

I'll be eagerly looking for replays to see how it works it practice. :)
+4 / -0


5 years ago
Well done Dyth, can't wait to try it.

Constable and Duck changes look pretty on point too. Does this mean duck won't kill themselves now?
+0 / -0


5 years ago
Oh, I should also note that AUrankAdminGoogleFrog did a fair bit of work on the new Funnelweb. Thanks AUrankAdminGoogleFrog :)
+1 / -0
5 years ago
Thank you so much for this update!
Looking forward to see the new changes ingame, about time Funnelweb finally finds its place in the meta :)
+0 / -0
5 years ago
The new funnelwub shield increased global singu population!
+1 / -0

5 years ago
I see its cost got lowered to match dante and scorp, but it might be too low for all that this spider boy does currently? Also unsure it needed speed buff.
+0 / -0


5 years ago
Oh no, Circuit will be so confused!
+3 / -0


5 years ago
NOrankAdminKingstad: The speed is unfortunately necessary for it's role protecting a massed attack army (which is moderately rare in lobster pots for coordination reasons). You'll see it more obviously needed in FFA or 1v1s.

Why should it cost more? From the replays I've seen so far it seems to have a place as a useful strider like the Merlin and doesn't seem to obsolete any other unit nor result in degenerate gameplay.
+0 / -0
Firepluk
New funnel is amazing, I especially love the shield concept
1. HUGE capacity
- it blocks EMP missiles giving so much needed protection to crucial units such as anti nuke
- it can block even the nuke missile itself, but due to huge blast radius and the fact nuke deals AOE funnel itself always dies, meaning in emergency cases u can elevate funnel web for 300-400 elmo(to be defined) to act as one-shot anti nuke
2. Not broken
- needs to stop taking damage for 10s to recharge
- pretty large E requirement
- no linking between funnelwebs and classical shields does not destroy existing shield balance
3. Really cool visuals ;)

The unit itself it fairly weak and easily counterable - slow and with 6k HP I often end up losing it to air...

The main problem is porc push strategies with 2-3 funnels and 10 storages u can do really nasty things in mid game... and once u got ur first up and started eating it snowballs pretty fast
but once again almost ANY strategy that bites is OP unless stopped and it looks like funnel can be easily stopped if efforts put to it. Plus on its own porc push is kinda useless it works only in large team games...

- bomb with air
- deplete shield with cheap barrage(hammers, tremor, disarm arty) then trash funnel itself with long range arty
- raid the shit out with mass glaive/flea (problematic, because of porcpush abilities)

As one of options to balance if it turns out to be too OP I suggest turning unit into fat caretaker without build options... so u'd have to always carry regular cons together with it... after all its just a support strider

I would also consider adding some really weak weapon to it, something like flea side arm maybe with tiny range?
I mean come on, even jumpy and heavy tank cons have weak weapons... Strider con for 3.5k just has to have some basic non lethal pea-shooter too(low damage, short range) :P

p.s. really great work on shield balance, not sure regarding other unit stats just yet
+3 / -0
5 years ago
Oh Boy! these look fun!
I would like to see more drone control style units.
+1 / -0


5 years ago
I don't like the idea of it blocking nukes much.. enough that it can protect anti.
+0 / -0
Firepluk
5 years ago
it doesn't block unless u invest metal in terraspike
nuke collides with shield but AOE is so big it kills everything inside shield
+0 / -0
snoke
5 years ago
quote:

it doesn't block unless u invest metal in terraspike
nuke collides with shield but AOE is so big it kills everything inside shield

got a replay?
+0 / -0
Firepluk
5 years ago
just try in single player with cheats snoke
+0 / -0

5 years ago
the 40m/s feels more powerful than the giant shield. It would be great if the color of the shield was more representative of how much HP it has, a 3000 HP shield looks nearly identical to a 10 HP shield. I think using it as a massive construction platform is better than just a big boi aspis.

Also, a representation of the regen besides the red/blue thing on the chassis, if when recharging it had that soccer-ball think that the other shields have I would be happy.
+1 / -0

5 years ago
Could we discuss making funnelweb amphibious to give sea more options to defend against artilery/penetrator spam?
+0 / -0


5 years ago
quote:
Could we discuss making funnelweb amphibious to give sea more options to defend against artilery/penetrator spam?

I don't think that artillery (Envoy, Lance) dominate sea that much once Grizzlies are out en masse.

Envoy cancer is most prevalent in 1v1 midgame or smaller-sized teamgame openings, but that's exactly where Funnelweb won't be making an appearance or difference.

What an amph!Funnelweb would do though, is hilariously interact with Claymore.
+0 / -0
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