Loading...
  OR  Zero-K Name:    Password:   

Shields in sea?

51 posts, 1935 views
Post comment
Filter:    Player:  
Page of 3 (51 records)
sort
2 years ago
Should this be balanced better?
+0 / -0

2 years ago
yes.
+1 / -0
2 years ago
Bring back surf board? What was bad with that unit?
+2 / -0

2 years ago
quote:
Bring back surf board? What was bad with that unit?

I don't remember where I read or heard this, but somewhere I got the information that the surfboard was bad because it made units that were only supposed to be only land units be able to go anywhere for a cheap price and fast. So you could potentially get a super zooming boat with a crab on it that basically means doom to all enemy ships. You can probably see what's wrong with a crab that can go anywhere on the map and is fast on water. Yes it could die from submarines but if you have good cover then it doesn't matter.

Basically it just ruins balance tremendously.
+0 / -0

2 years ago
Examble.
+1 / -1
2 years ago
My gripe with shields in sea is that they are submerged. This makes them harder to kill, especially as gunships, where thy have no anti sub unit. Ether not allow submerged shields, or give gunships an anti sub unit. Surfboard is one solution to this, though it may cause other issues. Area cloak has similar issues, though it doesn’t cloak itself.
+0 / -0
2 years ago
quote:
So you could potentially get a super zooming boat with a crab on it that basically means doom to all enemy ships.


Units on the transport could still FIRE? Thats nuts. Transport should at least have disabled the unit its carrying.
+0 / -0

2 years ago
Surfboard was not a strong unit for its cost. It was mostly removed because a lot of effort was required to keep Surfboard bug-free and the amount that Surfboard actually got used did not come close to justifying that effort.
+1 / -0
2 years ago
Come to think of it, killing a surfboard when a crab is on is seems like a quick way to sink 1600 metal.
+3 / -0
Shields are amphibious because commanders are amphibious and can equip shields. The same goes for area cloakers. What degrees of freedom do we even have to balance them better?
+1 / -0
Depends how ugly a solution one is willing to accept I suppose. Commander areashield/cloak turning off while submerged and Aspis and Iris becoming hoverbots seems like it would fix the balance issue at the cost of introducing new movetypes and mechanics that require developer maintainance.
+1 / -0

2 years ago
I just want to point out that aegis floats, aspis sinks, and aegis can be upgraded to aspis.

If aspis cannot navigate water on its own, how would morphing be handled? Should it not be available in water? Should the morphed aspis then start to sink and disable itself as submerged land units do? I suppose floating aspis wouldn't affect morphing in water.

I'm not taking a stance for change here. I'm just asking the question.

Also in that replay, west sea gets outplayed with the right unit composition. South's shields get pierced a few times by lances, but all the encounters are otherwise either lower metal value from north or correct counter from south. Likhos taking out ships without AA definitively turned the tide, so MVP for that.

After that a siren is sunk by something like 5 seawolves + 3 aspis, of which 2 seawolves get sunk via retreating siren splash. The siren would have killed them all right through shield if it wasn't for the likho support, almost killing the siren by itself.

After that what happens is indistinguishable from land battles. Supported artil shreds the front and pushes it back to the edge of map, as pretty much all team games go.

If anything the likho did far more work, pre envoys, than any of the shields did outside of the 4 seawolves vs 4 seawolves + 3 (I think) aspis fight.
+1 / -1

2 years ago
I think what they meant is that shield is strong because it blocks underwater projectiles. Especially seawolf, ulti and scallops become much more hard to kill, since they are protected by both being underwater and shielded. Shields are also very strong with claymores, as they are the superior anti sub unit.

quote:

What degrees of freedom do we even have to balance them better?


It would make sense to make shields only work above water which can be imitated by making exception for torpedos and depth charges to pass through. That is not optimal solution though, since there's also siren gun and gauss gun which fire from above (and thus imo should be blocked). I'm not sure whether water depth charge and above ground depth charge are separate and it wouldnt cause unwanted pass through on land.
+0 / -0
2 years ago
Another idea: make aspis/cornea move slower under water - like 3x/4x slower. (in the end some slowdown while cloaked/active might make sense on land as well - this would make them less annoying all the time and more used for "one surprise attack" followed by regrouping)
+2 / -0
2 years ago
Some units in amphib float to fire, can we maybe make shields and cloakers have to float to be enabled? Then they need to unfloat to move again.
+3 / -0

2 years ago
Another idea that could be put together with some others:

What if the shield would slowly disintegrate from contact with water? or maybe not the whole shield but the part that touches water (this might look weird though). So then they could be useful, but you would have to strike quickly and not just sit around and do nothing.
+1 / -0
In before shield nerf: Now that we can't have shields in sea, boats get shredded when they sail near coast. Boats are now useless.
+1 / -1
2 years ago
Perfect game to show how dumb shields in sea is.

http://zero-k.info/Battles/Detail/1273920
+0 / -0

2 years ago
Shogun vs subs go glug glug glug glug.
+1 / -1
2 years ago
Don’t know why we didn’t push more… there where periods of times when my shields where full strength, and we waited for a shogun. We had the advantage until we waited it out, then they yelled at me when I gave up the sea to help somewhere else.
+1 / -0
Page of 3 (51 records)