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Domis are Useless

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4 years ago
Since the recent nerf to domis they no longer serve any purpose within their own mechanics. Domis have all the disadvantages of an antiheavy, but since they can no longer capture heavies they have none of the advantages.

-They have a super long cooldown after every capture, like an antiheavy.

-All captured units are freed if the domi dies, which only makes sense if the units are more expensive than the domi itself.

-They're too slow to even keep up with an aspis.

-They die when sneezed at.

Even the domi mission is no longer winnable under the current balance. At least not with anything I've tried thus far, including adding rackets or gnats as supports. Really my last ditch effort with that is just to forget domis entirely and spam scorchers and scalpels instead. If none of the disadvantages are removed then they just aren't viable.
+1 / -0
4 years ago
take a eraser and 4 shilds.
lets go the 4 shilds circle guard of the eraser.
Set the Eraser "guard/follow" command of Domi.
Take 4 - 10 Domis and have fun.
+1 / -0
4 years ago
I tend to play lobster games, but I've noticed that when an opponent has a sizeable domi ball, it can be quite tricky to deal with. Remember: multiple dominatrix units can stack their capture rate, so if you have 10-15 in one spot, capture rates skyrocket.

They also have pretty long range, making them dangerous against anything but the longest-range skirmishers.

It has its weaknesses, to be sure, but it's certainly got its place.
+1 / -0


4 years ago
I find domis are now a single use card in the rover deck. You build up to three to capture the opponent's riots and force him to make skirmishers.

They are no counter to any assault of course. They are especially no counter to any armored assault like Halberd and Crab.
+0 / -0


4 years ago
Maybe domis should do a burst of capture damage akin to a penetrator at skrim range follow by some slow down during reload.
+0 / -0

4 years ago
quote:

Maybe domis should do a burst of capture damage akin to a penetrator at skrim range follow by some slow down during reload.


so they can instantly capture an incoming ogre? terrible idea.

I don't think most people understand how powerful capturing an enemy unit really is, especially since ZK has stuff like area shields and cloak that negate some of the unit's weaknesses.
+0 / -0

4 years ago
Meh. I mean the nerf was specifically to make them worse against assaults, which is fine but it changes their role. Burst capture would be ridiculous against striders and things, which is definitely cancer. However if they're going to be restricted to being useful against light units then their cooldown needs to be reduced or else the revert-on-death mechanic should be removed.

Then they could be a semi-riot/skirm instead of an antiheavy, and heavies would still counter them which is a lot less scary.

Also I still haven't beaten the mission, and I've tried pretty much everything I can think of. The AI's advantage ends up being so large that you literally get killed by welders. :\
+0 / -0

4 years ago
quote:
I tend to play lobster games, but I've noticed that when an opponent has a sizeable domi ball, it can be quite tricky to deal with. Remember: multiple dominatrix units can stack their capture rate, so if you have 10-15 in one spot, capture rates skyrocket.

They also have pretty long range, making them dangerous against anything but the longest-range skirmishers.

It has its weaknesses, to be sure, but it's certainly got its place.


I recently learned that crawling bombs work well against that strategy. That, or a large amount of raiders (that is still worth less than the dom ball itself).

The players I see walk around an invisible/shielded dom ball typically don't protect that ball with anyting and just count on stealing the opponents units to make them fight against each other. If you send raiders or place a few crawling bombs that you retreat into, the dom ball falls because capturing a few raiders does nothing and then they are helpless. That, or the whole ball explodes because the player keeps them really clumped and just walks into your crawling bomb.

Now if they have doms, shields/cloak and riots (especially outlaws) things get complicated, but then that's an expensive thing to make so it should be hard to break.
+0 / -0


4 years ago
The Dominatrix mission does need to be rebalanced. It probably also needs a buff since the redesign that made it not negate tanks. Its intended role is as a counter to the heavier riots (Mace and Ogre) because Rovers don't have many other options there.
+0 / -0


4 years ago
Domis are brutal against tank. Hard countering Ogre and Blitz and soft countering Minotaur and Kodachi.
+0 / -0

4 years ago
It's domi vs crab that annoys me these days, purely because of the armour effect. As part of a reasonably balanced rover salad, I find they're otherwise still a useful asset, if not first choice for almost everything like they used to be. Even picking off just the odd unit still encourages caution.
+0 / -0
4 years ago
Domis are great if you pair them with hercules, since after you abduct something with herc it can't fight back so you can do whatever you want to it
+0 / -0

4 years ago
Xivender is right. You have to use Domis with shields and / or cloaks for the best results. You also need rippers to protect vs light unit swarms. Domis are still viable.
+0 / -0
It'd be great to get actual anti-heavy lveh and move capture to some other part of the game, like a strider. With much shorter range so it's not skirmishing. Make it special case viable like following up EMP to get good value. If it had more drawbacks (short range, paywalling behind strider hub) it could also get buff to make capture permament, not dependent on capturer's health.
+3 / -0