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ZeroWars v1.41

By petturtle
Rating:

made for zero-k
Size: 16 x 6

PLAY ON THIS MAP


Downloads: 402
WARNING, THIS MAP IS NOT AND WILL NOT BE DOWNLOADABLE.


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4 years ago
wat change PetTurtle
+0 / -0
4 years ago
v1.41
disabled cons deploying
disabled turrets with 1200 range or more
removed bomberstrike
added ulti to adv light con
air con has aa units
replaced basic con's fencer with ronin
replaced light con's ronin with fencer
nurfed drones ( + cost, - hp )

https://springfiles.com/spring/spring-maps/zero-wars
+0 / -0
4 years ago
Drones seem underwhelming as is tbh. Also nebula could maybe use a bit of a hp or shield regen buff
+0 / -0
4 years ago
Also nerf neutral AA range
+0 / -0
Tech-tree so far

Forgive my image editing skills

If I may suggest, replace the neutral AA turrets with some gravity ones. Preferably ones that fire like an Outlaw, just pushing. Same range or little shorter, than current AA. Add radar jamming (or cloak?), so they do not draw fire from long range artillery. This way, aircaft that are accidentally wandering off of the arena don't get killed, just pushed back into place.

Edit: I made the image somewhat better
+4 / -0

4 years ago
Increase the despawn time based on metal cost - detri barely makes it to the enemy base without stopping.
+2 / -0
4 years ago
correct me if I'm wrong- I don't see aspis buildable.
+0 / -0

4 years ago
Also it sucks to find any specific con with all looking the same. It's a mess to select cons inside army box too.
+1 / -0
Grebe seems to have an erratic behavior, it is always moving forward. It does not try to evade or remain at maximum range. At least it is shooting if there is a target in range.

Perhaps we should open a forum thread under the General Discussions section, so we do not report the same issues multiple times under the differet versions of the map.
+0 / -0
Feedback!

-Removing the big guns seems to have made the game endless due to heavy shielding that there is no way to break. Also, desolator gets spammed a lot due to being the only big gun left. I'd say lucifer and cerberus should be put back in.

-Another culprit is the despawn when a new wave hits mechanic. This causes large armies with lots of heavy/assault units to never finish fighting, and so the game never ends. Maybe units should be allowed to live for 2 waves instead of 1.

-The special builders are much more annoying to use than the previous factory system. Previously you could queue factories to send units into the box and reorganize them later. Now you have to either build them inside the box and keep microing units out of the way, or build them outside and micro then in. Maybe use custom facs instead of custom builders, with a single custom builder to build them.

-Also, as already mentioned, the builders being identical is annoying, whenever its factories or builders, they should have different models. Only problem is that there aren't 11 land builder models in the game. There are exactly 11 factory models in the game however, not counting the strider hub. (Some of them are going to look weird in their new purposes, such as shipyard, but hey!)

I gotta say that, in spite of the exploits, the previous version was more enjoyable. Current version... doesn't end.
+2 / -0
4 years ago
Hey guys im gonna go econ *makes energy despite having a cumulative metal multiplier in their base*
+1 / -0

4 years ago
Then somebody shall start to fork the 1.3.X trunk.
+0 / -0


4 years ago
quote:
Maybe use custom facs instead of custom builders, with a single custom builder to build them.

You can use this model for one of them.
+1 / -0
4 years ago
isaach: To be fair everybody builds insane amounts of shielding on mid.
+0 / -0
So far, I have found that spamming any kind defenses in the middle arena leads to ceartain defeat. If you or your team do not use the adequate units to counter, it is not a fault in the map's concept.

As for 'building eco', a reasonable amount of power plants also increase the efficiency of your cumulative metal multiplier in the base.

Possible exploit:
Strider Hub is still buildable in the middle arena.
+0 / -0
4 years ago
Problem is that "...or your team" - part. In 1.32 I could somewhat make up for my allies' shit waves, but while theoretically easy, in practice it's very difficult to beat the current porc meta if even one of my allied waves are garbage. And there's nothing I can do about it.

There was one game that ended in !Exit after getting deadlocked, where I had a 200 IQ, three-pronged porc-destroyer wave built. My wave and one of my allies' waves were superior in push power to any of our opponents' waves, but our last guy had fuck all for wave (four Singus and Detri being built though WHOOO!!!1111). Any progress the two of us made was completely reset during our third guy's wave. They couldn't push back our waves, and we couldn't push them in because a porc line is like an extra mediocre player for defending side and we had one baggage wave.

That game pissed me off slightly above the average.
+0 / -0
One player messing up in a team is not specific for this map, again. That is one of the reasons I avoid team games with too many players.
+0 / -0
4 years ago
Like. I. Said. This wasn't a big issue in 1.32. It IS a big issue in 1.4x. I feel like I'm getting punished several times more for having a shitty teammate than before.

Can't pinpoint the reason why either, which probably means that it's a mixture of multiple factors.
+0 / -0
4 years ago
I think in earlier versions no-one understood how to play and was wasting all their metal making stingers. Now people have started cluing into actually making units, one bad ally is going to stick out alot more
+0 / -0
4 years ago
There was considerably less porc in previous versions.
+0 / -0
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