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Zero-K v1.12.7.0 - Revenant Revised, Scallop Superior

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Revenant was brought back from the dead just over a year ago, but it lurked in the background until the appearance of combat engineers. Killing these newly-popular commanders in two shots let people really explore what Revenant could do, and most of it looked fine, so the Revenant nerfs focus on early game power. One thing that ended up not being fine was Revenant spires, so its missiles now explode after a short time rather than fall to the ground.

With Revenant moving towards a healthy place, it is time to revive another tricky unit. Scallop is the candidate this time and it is a dangerous unit to buff, so the changes are aimed squarely at it being a better riot. It now 2-shots individual Ducks and can stand toe-to-toe with similar riots. On paper it is still worse than Reaver, but knowing Scallop it will break the game anyway, so look forward to it.

The last release was a bit too recent for many features to roll in. A notable fix is for aircraft wing trails, and a notable feature is the random selection of custom music albums, as well as the ability to play mp3s.


Balance



Scallop is much better against Duck and can even fight Ripper and Reaver.
  • Range 264 -> 285
  • Aim speed increased by 50%
  • Reload time 0.8s -> 0.96s
  • Damage 23*9 -> 28*9
  • Maximum burst increased by 21.7%, DPS increased by 0.7%
  • Spray angle increased by 20%
  • Area of effect 32 -> 64
  • Reduced area of effect damage falloff

Revenant no longer overshoots and no longer 2-shots Engineer Commanders.
  • Speed 135 -> 130.5
  • Reload 9s -> 10s
  • Damage 220 -> 210
  • Missile burn time 5s -> 2.8s
  • Missiles blow up when they run out of fuel

Features


  • Increased Buoy and Bulkhead auto-float depth to match their requirements.
  • Added overkill prevention for Scallop shotgun.
  • Renamed Scallop Flechette to Heavy Shotgun to match other shotguns.
  • Added an option to choose music albums randomly (thanks Helwor).
  • Custom music tracks now can now be mp3s.
  • Made Trinity reload time match its animation.
  • Tweakdef errors now appear in the infolog.
  • Applied forced 60 fps vsync for ATI compatibility, and renamed the vsync option.

Fixes


  • Fixed giant Tank Foundry model radius, which could disrupt jumping units.
  • Fixed aircraft wing trail emit points shifting around incorrectly based on unit velocity.
  • Fixed spectator panel positions when they are loaded while not in full view mode (thanks Helwor).
  • Fixed set AI start position game options.
  • Fixed final value alignment in graphs that go negative.
  • A few campaign fixes (A unit pic, Solar, and Brutal on Old Kam, thanks Mach565).
+13 / -1
3 months ago
Great! Thanks for update.
+1 / -0

3 months ago
revenant spammer community in shambles
+3 / -1
Really good balance changes, however I feel that the revenant fuel change is unnecessary. Mass revenant spires were a fun
strategy which didnt deal much damage, were easily counterable but provided artillery. Rev spires were not stong enough to need a nerf imo or to be removed entirely
+4 / -2
3 months ago
Oh, come on? I play almost every night and remember a lot of battles were lost because the enemy used these tactics. The only counter is to quickly build and charge the screamer.
+0 / -0

3 months ago
ZArankVenomised Rev spires could drain shields like a tremor while being much harder to kill than said tremor. If it weren't for the ability to keep shields down it's unlikely that spires would have been touched.
+0 / -0
3 months ago
it saved the poor raiders and cloaked units from being hard countered
+0 / -0
3 months ago
A tremor costs 1600 which is the same as 2 revs, which are unable to meaningfully use a spire to drain shields, the nerf to their fuel time from 5s to 2s is fine, but I don't think it should be removed entirely.
You need over 10k worth of revs to be able to use a spire effectively, which is much worse than getting a 10k pala or 10k shield ball. It is extremely vulnderable to aa(trident, ettins and 1 artemis, can kill.

Revenants can deal friendly damage, so it prevents both sides from attacking each other.

Basically 10k revenants does not have many uses and is more of a troll tactic, which can be fun and situational. It should not be removed entirely, because the fuel time nerf is fine.
+0 / -1
3 months ago
you forgot the part where the revs being built from the start rack up some hefty kills, and then spire up when aa gets a bit too uncomfortable and then lock down an entire front, letting the enemy snowball elsewhere.....
+1 / -0