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Zero-K v1.0.5.7

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Some long-awaited balance changes in this one - whether they work as intended remains to be seen ;)

Game


  • Team commander ends mode is default ON
  • Autoforce waits 75 seconds for missing people (instead of 30) and will not act unless at least two teams have at least one connected player
  • Admin muting applies ingame as well as in lobby (but only if mute was applied before game started); individual player mutes to follow

Units


Krow
  • Acceleration 0.154 -> 0.08, brake rate 3.75 -> 1.8
  • Speed 3.4 -> 3.3
  • Reduced bomb count by 5

Sumo
  • Cost 1900 -> 2000
  • Range 430 -> 400
  • Normalized sight distance to weapon range (was too high)

Big Bertha
  • Cost 6000 -> 5000
  • HP 4200 -> 4800

Goliath
  • Normalized sight distance to weapon range (was too high)

Slasher
  • Weapon no longer craters

Interface


  • Unit selection screen displays unit reload times
  • Comm selection screen should no longer appear when spectating
  • A warning appears at start of game if lava is enabled

Chicken


  • Redid defenses - now they draw from a common pool which fills with PAR and burrow kills
  • Base tech penalty for each burrow kill is 40 seconds (from 60)
  • White Dragon no longer stomps
  • Tweaked aggro coloring in panel

Misc


  • Fixed Crabe script errors
  • Modified Venom and Crabe map icons
+0 / -0
This is all wrong. KR messed up posting and posted wrong stuff instead.

Edit: Now fixed.
+0 / -0
Skasi
11 years ago
Gaah! Don't decrease Krow speed! Gaah! It's a strength - the only fast strider, able to travel long distances quickly. Acceleration is for short distance stuff and that's a weakness. panics

Bertha buff of 37% seems a bit high.. well at least the Sumo nerf was kept low.
+0 / -0


11 years ago
Skasi am I now your hero? You should see what KR and Sak were planning to do.

On Bertha buff, stuff like this is why you have lost a lot of credibility. I assume your 37% number is from 6/5 * 48/12 ~= 1.37 but that number is arbitrary and useless.
+0 / -0


11 years ago
It is also worth noting that bomb count reduced by 5 would be set out like this if it were a useful piece of information:
  • Bomb count 80 -> 75
+0 / -0
Skasi
11 years ago
At least they wanted to reduce Sumo's jump range (the heatray dmg reduction would've been bad though). So most devs would prefer a jump range decrease, that's cool.

As for the Bertha stuff: I know you fail at math. Many people do, so no shame.
+0 / -0


11 years ago
Com-ends by default?

I guess zk 1058 will also make commanders explode like a regular nuke.
+0 / -0


11 years ago
This is just to remind Skasi that we all stopped taking him seriously a while ago due to all his trollmaths.
+0 / -0
Commander ends is certainly going to make 1v1 rather different, I hope in a good way... Oh and CAI just lost a ton of effective elo, since it gleefully throws its commander into suicidal odds all the time.

I kinda agree health per cost isn't exactly the only important stat for ultra long range arty like the big bertha. Just calling it a 37% buff without any qualifier is like saying the acceleration change means the krow got a 50% nerf.

Also, I need to learn to proof-read
+0 / -0
Skasi
11 years ago
Nope, Droopy. Acceleration works different. It's like saying 50% speed for Krow means it's 50% weaker and that would be true.

HP, Cost, max speed, range, damage and similar directly reflect a unit's strength.


Acceleration, line of sight, collision volumes, accuracy, steady E costs, etc. are all something special.

The first only affects a unit for short times, los is shared, colvol only applies when firing with low accuracy/at radar dots, for accuracy see colvol and E is some sort of tech that gets cheaper as the game progresses.
+0 / -0

11 years ago
next tging to do is allowing different speed apply to selected unit class?
+0 / -0


11 years ago
Skasi, so all defenses have zero strength?
+0 / -0


11 years ago
quote:
Com-ends by default?

I've tried playing an 1x1 game yesterday with !setoptions commends=0. The setting seemed to have no effect, commander death still meant insta-defeat for me.
+0 / -0

11 years ago
Comm ends has completely changed the FFA game. It's all about comm-assassination now... I'm not sure I like it.
+0 / -0
11 years ago
The commander ends in 1v1 is not going to work for a number of reasons. Didn't zero-k want to move away from the comm centered game when it was first started?

OTA and all the other A-mods have a super unit as commander with a D-gun butload of HP, cloak, all sorts of special damage resistances vs air, emp etc.
If you want to bring the commends back to 1v1 you really need to redesign the commanders. (or you'll get a completely different game).

+0 / -0

11 years ago
i dont like com-ending enabled by default.
+0 / -0


11 years ago
Pretty please disable commends at least for 1x1 and FFA. And for small games, if such a thing still happens.

I'd pretty much cheer and dispense admiration if commends were stuck to huge games. Because i almost never play them.
+0 / -0

11 years ago
Com ends is bad idea for default setting. Can we remove it as a default?
+0 / -0
Skasi
quote:
Skasi, so all defenses have zero strength?
Oh, didn't you know?
quote:
You can Maek D-Fenz, or you can play the game


Well, maybe speed's a tiny little bit lower on the list of importance. Same goes for dmg (see Dirtbag), but they're both still very close to the top on the list of importance.

Umm.. nice, you even confirmed my point. Cost and HP are more "important" than any other factor. They're both the only unit stats I can think of that "must not" be 0. Both were changed for BB.

Anyway.. listen to Antelope!
+0 / -0
FIrankFFC
11 years ago
REMOVE COMM ENDS FROM DEFAULT
+0 / -0
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