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Zero-K v1.1.1.1 & Bombard Commander

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Skasi
11 years ago
Stop being silly. "Distribution" is when nubs get all the metal. "Accuracy" is when you hit or miss.
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11 years ago
Lol... never even knew how to make that sumo attack my detriment untill I saw this thread

Anyway, this is suddenly a tactics thread
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11 years ago
Fundamentally, treating "10% range" as equal value as "10% speed" or "10% firepower" is not right. 10% range buff is huge change in the combat potential of a unit. 10% firepower buff will rarely change the outcome of a battle.
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11 years ago
quote:
"Accuracy" is when you hit or miss.

Fine! Spread. Hit-or-miss can depend on a lot of factors besides spread, like having your projectile be a slow-motion fireball that takes half a minute to reach target, or shooting into wrong direction altogether.
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11 years ago
A mi parecer, debe seguir usándose la forma anterior F=Fight y A=Attack. Este juego Zero-K es una obra de arte y no debe modificar su esencia tan ligeramente por complacer a unos pocos o muchos que vienen de otros juegos RTS. El tema es la identidad, los seguidores actuales de Zero-K están acostumbrados desde hace mucho con la manera anterior, cambiar ese estilo por tratar de hacerse similar a los demás RTS significaría perder el carácter propio.

En mi caso vengo de jugar los RTS desde el patriarca "Dune" luego muchos otros. Antes de Zero-K jugaba Red Alert 2 y la primera vez que lo jugué me pareció extraordinario, un juego maduro y con posibilidades de jugabilidad mucho mayores que RA2 (los que conocen este juego sabrán que hay muchas cosas que son diferentes con respecto a los atajos de teclado); fue duro el cambio sin embargo no requiere de mucho tiempo adaptarse al estilo e identidad de Zero-K.

En todo caso, ruego puedan tomar las decisiones que afecten la identidad del juego con más calma.



(TRANSLATE OF GOOGLE)

In my view, should continue to be used in the above manner F

Fight and A

Attack. This game Zero-K is a work of art and should not change its essence so slightly to please a few or many who come from other RTS games. The theme is identity, current followers Zero-K are long accustomed to the old way, change the style to try to be like other RTS mean losing one's character.

In my case I come to play the RTS from the patriarch "Dune" then many others. Zero-K Before playing Red Alert 2 and the first time I played I found extraordinary, a mature game and gameplay possibilities far greater than RA2 (those who know the game know that there are many things that are different with respect to keyboard shortcuts), was tough but change does not require much time to adjust to the style and identity of Zero-K.

In any case, I pray they can make decisions that affect the identity of the game a little easier.
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11 years ago
PEranksatowar: I see your point, but ZK wants/needs to grow. Because it's cool if the veteran players have their game with character, but without new players, the game will eventually die out. And nobody wants that...
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Skasi
11 years ago
This change does exactly 0% to make ZK bigger.
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To be fair, I didn't quit because I had to learn the keyboard shortcuts.

If anything having fight on F helped make it clear that it wasn't just "attack move" from other RTSs, which tends to be a very basic "move here, stand still and shoot stuff if it's on the way".

Calling it fight made it stand out as something unique to Zero-K, which things like auto-skirm and auto-juke are.
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11 years ago
I still don't see the exact problem people have with this change... Nobody has to change any of his settings...
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It will cause confusion because you will never know if you should tell newbie to "press F for Fight" or "press A for Attack-Move", since you can't know if the newbie has settings from before or after the change.
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11 years ago
...when did you last have to tell a newbie how to attack?
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11 years ago
I frequently had to tell them to use Fight order with their skirmishers or Slashers.
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quote:
Calling it fight made it stand out as something unique to Zero-K, which things like auto-skirm and auto-juke are.

This is a valid point. Fight and Attack Move are semantically and functionally different. Fight does things that Attack Move doesn't. Besides autoskirm and autoswarm as mentioned by GBrankDroopyTheDog, Fight is also repair allies/reclaim wrecks for constructors, and possibly even more things i'm missing.

An SCV on Attack Move will NOT skirm, swarm, repair or harvest.
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11 years ago
The constructor thing is a valid point. I didn't have that in mind. However, fight isn't exactly what constructors do either, so giving them a fight order to do whatever they want isn't exactly logical either. And previous fight command on commander leaves you at a loss what he will do. Attack? Skirmish? Repair? Reclaim? Maybe multiple of those? The change doesn't solve that, but it doesn't make it anymore confusing than before.
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quote:
However, fight isn't exactly what constructors do either

Constructors can contribute to outcome of battle by healing combat units midfight. I'd count this as fighting. Starcraft1 medics do that.

I kinda wish it didn't apply to reclaim though. F-ordered commander stopping to eat trees always felt wrong and weird to me.

The rest can (and in ideal case already are) be solved with regard to context. Enemy units sighted? Kill them in an effective way (using skirm if you got longer guns, or swarm if they are inaccurate). No gun or no enemies, but wounded allies and you got repair kit? Heal them. No enemies and nothing to heal? Advance and follow.
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11 years ago
You still have to tell your nanotowers at home to fight the ground so they get going...
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11 years ago
quote:
You still have to tell your nanotowers at home to fight the ground so they get going...

Actually i think a good widget sets them on "patrol". Though, fighting ground as opposed to attacking ground to heal nearby units are on equal terms of hilarity, i agree :D
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I tried those autoeco widgets and now find my units running around and not doing anything i wanted... Autopatrol on caretakers probably wasn't the reason, but somehow i refrain from using widgets that mess with my con commands...

Especially since i'm positive i turned those widgets off again, and it sometimes still spooks in my unit AI D:
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Skasi
11 years ago
Yeah ZK is full of ghosts.. they are everywhere!
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11 years ago
Just tell them to "Attack-Move" their skirmishers, they can look on the UI and find hotkey. This has not come up for me because units on maneuver will be smart if idle or with an attack command.
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