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Zero-K v1.1.2.0

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11 years ago
quote:
Okay, I gotta look into how Spring stores the skins. Blotting out the ARM logo can not be that hard.

This is the moment where i ask - "maybe, make a new model instead"?
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11 years ago
Anni, DDM nerf was definitely needed

Buff to sumo and disco rave is good but sumo is still useless

I'm glad you fixed those com modules but again it's only a minor fix, doesn't really deal with the main problem of com morph
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Segfault crisis ended! Thanks to LTrank[pikts]wolas for figuring out the bug.
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11 years ago
Thank you so much for the manual airpad land command!
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11 years ago
You need more then 100 newtons to precise scuttle+ lots of valkyres that now suck,and also even more newtons because i didnt test how high will a valkyre go with cargo.Is this the nerf we want, so space luncher is more expensive then starlight?Remember to micro space luncher is hard, and you can kill a target with 1 per minute in best cases, and you are usless in ground, attacks and other micro.Starlight kills a lot in 1 minute, if you use it well,so i dont see the reason of the nerf yet.
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too much impulse on the levelers, and 15% speed per module is also too much.
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CZrankAdminLicho - I was thinking the same thing, actually - a con that drops a bomb. Bomb is a zero-cost "egg" that automatically starts morphing into an immobile nanoturret-like unit.... say, 110 cost 5m/s builder (tricky to balance against the Caretaker, though). Making its deployment morph-based eliminates the bomber having a "firing cost" and the problems associated with that, instead the "cost" being a morph intrinsic to the unit itself. Also, you could start queuing orders while the builder is deploying/morphing, which would help a bit with the lack of queue-ability associated with the builder-dropper itself.

The trick would be balancing it with the Caretaker though... I mean, how do you make this thing useful without making it OP compared to the Caretaker, or UP compared to a mobile builder?

DErankKlon - 15% speed per-Servo was done because 10% range-boost on the targeting system made the other 10% upgrades look worthless. 10% damage or speed is far less useful to a unit than a 10% range upgrade.
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11 years ago
Morphdrop sounds somewhat completely zerg overpowered. You can make virtually unlimited number of things this way.

I.e, deploy 20 eggs in a line -> in 30 seconds, you have 20 llt's.
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11 years ago
EErankAdminAnarchid - it's a bomber. It still has to go home and refuel between shots. This effectively gives it a capped buildpower. And all it does is place static builders - those builders in turn must assemble the defenses. That means putting a lot of unnecessary immobile BP out in the field - just capping mexes with this thing would be a nightmare unless they were clustered close enough that you could cap multiple with a single builder. I'd be more worried about it being UP or micro-hell (instead of just ordering a nearby con to go do something, you've got to order a bomber to drop the builder and then start assigning orders to the builder once it appears).

The excess-field-BP problem could be balanced with some kind of high-efficiency self-reclaim command tied to the immobile builder or something, but that only makes even more micro for simple mex claiming.

Yeah, it would be tricky.
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11 years ago
Oh, a reloadable thing? Sounds interesting (and explains even better why reload pads should be in Econ tab).

You won't need to balance it against caretakers, though, you want to balance it against landgrab potential, because it allows all kinds of plops right at the frontline without risk of losing the builder.

(of course, the morf-unit will probably be rather easily killable).

It also seems to have a malus of being unassistable.

tl:dr, sign me up for the dropper con faction. if it gets traction, i might even make a model (planes and such are much easier to animate and texture than those pesky 'bots)
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11 years ago
quote:
15% speed per-Servo was done because 10% range-boost on the targeting system made the other 10% upgrades look worthless. 10% damage or speed is far less useful to a unit than a 10% range upgrade.


maybe it does look useless, but is it actually? speed makes your com survive, what good on the other hand is a 1000 range sniper com vs 10 fleas?
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11 years ago
klon lets be honest, you're not the resident com morphing expert, all your coms are bad and you should feel bad

if you're saying 15% movement speed module is op then why dont you go ahead and do speed com lvl 5 morph in game

even at 15% I dont think its worth putting on my com
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lol all my coms are bad, why?

as far as it comes to beeing an expert, youre probably right, im not an expert in com morphing. but neither are you - in fact, youre practically a newbie, so why should your opinion on com morphing matter? you dont judge the value of percentage bonuses on coms correctly, speed is quite valuable just as much as range can be, just depends on what coms youre putting it on.

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com morphing was all I did back when it was worth doing, just because it was the most fun thing to do

and I try to test different coms still but I only have so much patience, losing is not much fun. One of the coms I recently tested was speed com and I thought at least it will be fun but no, the speed boost was barely even noticeable and it didnt make a difference, I was still killed in a couple of shots just like any other com

that's why I was trying to get it buffed but even with 15% I dont think it's really worth having
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oh really you still got killed in a couple of shots, even tho you had speed modules that totally increase your max hp? what an outrage!

seriously, 10% on anything is just that. 10% more range dont help you against anything that is faster than you, 10% damage is arguably useles on most com designs because it doesnt give you any tactical advantage like higher range or more speed would, and if enemy has speedy dgun com all you damage modules are worthless. if you have a shitton of hp on the other hand enemy might just skirmish you with his slightly faster, higher range com/unit.

when you were able to commorph in every game back then, and win, there must have been something broken with it because a strategy that relies on microing a single, powerful unit cant work out in each and every game, especially not on large maps which allow enemy to just avoid/ignore your super com. you cannot demand that commorph ist useful in any situation, nothing else in the game is.
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11 years ago
update commander page tooltips for high power servos (currently 10%)
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Skasi
Klon calm down, it's MightySheep. :P
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I'm not sure how you think a 700 range 1.9 speed sniper com would work any better against fleas klon... The weapon's the problem there, not the range mods.

Range helps survivability too you know, just by keeping you from having to extend as far to attack, whittling away at any rushes before they can start shooting and letting you skirm heavy hitters.

I'm intrigued by the bomber-con for fixedwings, sounds interesting at least.
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quote:
I'm not sure how you think a 700 range 1.9 speed sniper com would work any better against fleas klon...


i doesnt, and thats exactly what i said. or was your point that a slightly faster sniper com doesnt survive either? yes it doesnt survive either, the point was to demonstrate how 10% more range, tho seemingly superior to 10% speed, in fact arent.

now if you if you choose the example of not a broken sniper com design, but a 3.0 speed dgun com you now have the situation that i can just run away from almost all kinds of units that actually kill it - units faster than 3.0 are mostly raiders, and riot guns/hmg etc make it next to impossible to swarm coms.

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11 years ago
you forget to mention that com dgun has a 16 second reload klon
that 16x the reload of an ult
meaning... you can kill roadrunner dgun com with most anything once its used its one shot


also klon theres a wonderfull unit called a gnat
it emps comms fast
and it decloaks cloaked units
and its almost perfect hardcounter to dgun com

so...
next time you see a dgun com, make 10 gnats
and emp the fuck out of it

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