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Zero-K v1.1.7.0 - Air Update

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10 years ago
Cobra is the static flak turret. It had no DPS nerf.
+0 / -0
10 years ago
I really like this general air nerf, why did you rename the Vesper though? Also, what engine will we be updating to, whenever that will be? 95.x?
+0 / -0
10 years ago
quote:


quote:
can we steal the sexy Chainsaw model from BAR?

Nope. But somebody could finish that one that was spotted on forums earlier:



I will try to finish it in august. I accidentally deleted source files from cloud, here the are if someone wanna look:
http://ubuntuone.com/2axs02k1m21VSdMujTkrPV

Toughest part will be rotation animation, it will take looong.
+0 / -0


10 years ago
quote:
Also, what engine will we be updating to, whenever that will be? 95.x?

95.0 is expected, yea.
+1 / -0
yey, good release!

I very very much like that flamers dont penetrate shields.

I think guass should penetrate shields still - the mechanic of players making guass turrets to counter early felon was good. The only units with guass are the turret, com and the shitty scrubber so I cant see it breaking balance, and it makes the weapon unique.

Most importantly: I really, really, REALLY think we should make guass and flamers do a fixed amount of damage to all targets ( that is, the projectile can only hit each unit once regardless of hitbox size). If they need to do more damage to larger units then do this through a forumla that takes the max hp of the target into account, NOT through springs super buggy random physics.
+5 / -1
Skasi
10 years ago
Or fix Spring physics. Hurr!
+0 / -0

10 years ago
+1 for gauss penetrating shields.
Perhaps it would be interesting if it did 50% DMG to shield and 50% went through?
+1 / -0

10 years ago
The scrubber is actually a really good raider, and you're forgetting the Detriment, not that it matters.

This one turret countering the whole factory is really naff. Now the flame/gauss change is done, we should nerf the power of shields instead, so that more of the soft counters (like penetrating AoE, EMP or inaccurate weapons like Tremor) are effective.

They should do fixed damage to targets though, I think. The hitvolume dependence was fine when they went less than half their speed, but they go so fast now that it's basically been owled, and is random 'crit' style 2-3x damage rather than scaling nicely, and is best removed.
+2 / -0
10 years ago
But...but...but... My Gauss Rifle Com.... :'(
+0 / -0
10 years ago
AUrankAdminSaktoth Yes, the random crit factor in gauss weapons is existant and is huge problem in my opinion too, it should be stabilized.
+0 / -0
quote:
Yes, the random crit factor in gauss weapons is existant and is huge problem in my opinion too, it should be stabilized.

This technology exists in the future (that is, engines after 91).

A limited version of this technology exists in the present - for units with only one gauss gun, - but doesn't seem to be working. My experiments with gauss guns on Oxygen still yielded critical-hit radii around both the control group (armpb) and the thing i actually wanted to test (dark_gauss).

Also it's not really random. if one chose so, you could graph the critical-hit radii around the unit with a widget, and even try to use that in tactics :P
+2 / -0
10 years ago
This post has been downvoted below -5 and collapsed, click here to expand
Great. This update is another nail in the coffin. Your balance attempts looks like a bull in a china shop. You messing all game. If you not good at balancing(which is your case, just look what you did to gauss turret), you should not balance units other way then playing with its cost. And only in extreme cases you may tweak stats a little.
+0 / -14
10 years ago
>Perhaps it would be interesting if it did 50% DMG to shield and 50% went through?

that is what i suggested a dozen times
+1 / -2


10 years ago
Your credibility is further reduced by the fact that you haven't played any games with this version.
+8 / -0
10 years ago
You will not get anywhere with convincing people to change things like that. Also, have you seen any threads about balance since this update? If it was bull in a china shop balancing people would have complained. The only potential problem I have seen in my 10+ games since the update is that gunships are becoming over used. Now that they do not have to worry about planes they are becoming like the heavy tank factory of the air, but without any air anti heavy units, other than the very expensive screamer. Gnats are a good counter but no other factory has units that can reliably counter BDs for cost, or am I just doing it wrong?
+0 / -0
10 years ago
AUrankAdminGoogleFrog I get that a lot. :D
+0 / -0


10 years ago
Here are some minor updates.

Zero-K v1.1.7.6
Mainly to incorporate some fixes.
Balance changes:
  • Shadow HP 800 -> 850
  • Hacksaw Cost 380 -> 400

Zero-K v1.1.7.7
  • Factories no longer cancel production when transferred by afk monitor.
  • AA weapons do full damage to shields. This behaviour was implemented a while
ago but mysteriously disappeared.
  • Fixes to Takeover.
  • Fixed Warrior hitvolume position for good.
+0 / -0


10 years ago
why is hacksaw getting so expensive? It was hardly viable for its low coverage at 300m except to defend specific points - couldn't you nerf it (1 missile instead of 2?) and drop the cost instead?
+0 / -0


10 years ago
I'm still not sure what to do with it. For now it is being put out of the way to see how bombers fare with less hardcounters.
+1 / -0
10 years ago
quote:
Avenger:
  • Health 350 -> 400
  • Missile Damage 220 -> 150
  • Added 5x speed boost special ability
That avenger speedboost..
My god, that'd be like an angry hornet
+0 / -0
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