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Space Jacks

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21 days ago
The ability to lob Jacks to the back of enemy bases is a cool strategy but I feel it needs tweaking; currently it is too easy for them to hit the back line without a downside as units that exit the map boundaries come back in guaranteeing you the ability to land along the enemy back line. I feel there should be a punishment and some degree of skill / trial and error in the form that any jack thrown too far disappears off the end of the map (wreck metal could disappear or appear at edge as further liability of poor execution).

Possible solution;
The jump ability to only be available while on the ground or under a certain height (else they jump just prior to going beyond the back edge of the map.
Anything going past the map boundary over a certain height not to elastically return to the edge of the map, i.e. units fighting on the edge pushed by newtons don't just die etc.

Alternative solution;
Jump velocity upwards takes into account the falling speed. I.e. if launched high enough, jumping may only slow the fall rather than jumping up again (so there is a large amount of fall damage). Physically if a jump can jump x height while stationary on the ground, if the unit is falling at a great speed and jumps it should not be able to achieve x height from the initiation of the jump. This may kill the throwing jacks strategy which is pretty cheesy anyway.

Always easier to say but the strategy seems too easy with great payoffs and the counters to this are overly expensive when looking at the ares required to cover vs the ability to fire jacks along the full back line of bases.

+2 / -0


21 days ago
Here is some background to read on jumping from mid-air with jets: https://store.steampowered.com/news/app/334920/view/6001679204174153483

A unit thrown outside the map does take damage. I recall it being some percentage of health, up to 100% at something like 800 elmos outside the map. Units that don't die return to the map. Units that are pushed a short distance may well be taking too little damage, and being able to end up standing on a structure when you snap back into the map is a bit weird. Many alternatives seem janky too though.
+0 / -0
21 days ago
If there was an alert or warning that jack is in orbit cuz often i think people are zoomed into the fight and dont realise whats going on so no one reacts .
+0 / -0
21 days ago
quote:

If there was an alert or warning that jack is in orbit cuz often i think people are zoomed into the fight and dont realise whats going on so no one reacts .


I agree. I don't think it's fun to be ambushed by a Jack just because you weren't zoomed out far enough to see it. I think a ground-level warning could be useful, so you can see something that's out of your camera but still passing by where you're looking. I put together a little widget to demonstrate, basically if an enemy jack goes above a certain height of the ground level, put a warning on the ground so you can see there's a jack there:


+8 / -0


21 days ago
Here is an alert sound: https://github.com/ZeroK-RTS/Zero-K/raw/refs/heads/master/sounds/weapon/gravity_fire.wav

USrankbignose that looks pretty good. Maybe it could even be part of the widget that draws lines under enemy radar dots, and keep drawing the line for high enemy units.
+1 / -0

20 days ago
i like the usage of different mechanics to create new tactics. spacejacks are fine.

what i really am not okay is, that the jack becomes untargetable inside a building or at the place right behind a building and the map edge (and it goes there if pushed back from outside of the map). you just have no conventional or cost justifyable way to counter these. also, you need so much attention all the time. i saw or played many games, where 3 or more players did nothing else as to just fight the backline...

please think of a way to deal with this abomination. it really breaks the game.
+6 / -0
Now I agree with no Space Jacks, especially when you DONT have gunship fac ( and a nuke ), some jack can easily kill a game, which is not stoppable, which makes no sense Multiplayer B2202223 10 on StormSiege_v3.

Every superweapon needs time to prepare after it exposed, but space jacks dont. Antinuke can prevents nuke in a large area, but nothing except gunship fac can prevent jack, while gunship fac is not marked as "Anti Space Jack Factory".
(I think the principle of superweapons: do damage as you wish, which is why they are expensive, or why not a 1/10 zenith.)

It works like a button "click to kill some singus and nukes". Which is too odd.

Unless newtons cost 8k.
Or unless where is a turret which can conter space jack easily (like newton counters odin).
Btw I recall my idea of aa turret hit jumping jet ( when a unit with jump jet jumping at mid air, and at a certain distance from the ground, aa turret can shot at it until it lands ( with lower damage if you want )).
+2 / -0
15 days ago
I think that an elegant solution to the space jacks would be... limiting the amount of fuel they have?

Currently as I see how the jumpjets work, they give you total immunity to newtons while active. By limiting the "jet powered mid air steering" to only work for the first 2-3 seconds of the descent. Afterwards Jacks, and Pyros (And I suppose recon commanders) would be at whims of the enemy newton turrets (which could lead to a nice game of ping pong between both bases).
+1 / -0

14 days ago
https://zero-k.info/Forum/Post/271353#271353
+0 / -0

14 days ago
https://zero-k.info/Battles/Detail/2203162

So it can be beaten. But I can't say it was fun.
+2 / -0