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Zero-K v1.3.6.1

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AUrankAdminGoogleFrog
22 months ago

Recent free time has yielded improvement to two features and a whole bunch of fixes.


Jumpjets



Jumpers can now jump onto wreckage, map features and structures. The Jumper will slam into the structure, possibility sustaining damage, and slide down the outside onto the ground. Use at your own risk because your units could slid somewhere inaccessible. On the upside they can just jump out if they are stuck. The jump UI colours have been shuffled around slightly to indicate when a jump command will hit a structure.

The purpose of this change is to fix two annoying limitations. Skuttles should be able to jump onto spire turret and it makes sense to sacrifice one Jack to kill a buried Singularity Reactor. Both of these things are now possible.


Antinukes



Antinukes have been improved with consistent behaviour as well as UI improvements to tell you exactly when your nuke will be intercepted. The switch to this engine version caused antinukes to make a poor attempt at stopping nukes which pass through their coverage. This behaviour is now fixed, antinukes make a very competent attempt to stop nukes passing through their coverage.

The important balance change here is that antinukes block every nuke which will pass over their coverage, not just nukes which will impact within their coverage.


Minor


[Spoiler]

Fixes


[Spoiler]
+15 / -0


EErankAdminAnarchid
22 months ago
the Bertha age begins.
+0 / -0

FIrank[ffc]killer
22 months ago
I just noticed that pressing spoilers won't work when news is on homepage.
+0 / -0



GBrank[GBC]1v0ry_k1ng
22 months ago
shut up and take my karma!
+0 / -0


DErankAdminmojjj
22 months ago
quote:
Skuttles should be able to jump onto


was about time.

---

great work!
+2 / -0


AUrank4hundred
22 months ago
what does this mean?, that the radius isnt really important?.. just the forward coverage?... basicly everything behind the anti nuke is protected?
+0 / -0

USrankStuart98
22 months ago
If a nuke passes through the area an anti-nuke protects at any point in its flight, the nuke dies.
+0 / -0


AUrankAquanim
22 months ago
An antinuke appears to have two separate radii now. Presumably they mean something like "passing through radius" and "impact radius"... or something.
+0 / -0




AUrankAdminGoogleFrog
22 months ago
Those radii have the same values. Perhaps you are talking about the weapon range? The rule is as follows:

If:
  • The future path of the nuke projectile intersects the cylinder marked by the coverage circle around the antinuke.
  • The nuke projectile is within the weapon range of the antinuke.
  • No other antinuke projectile has been fired at the nuke projectile.
Then the antinuke will fire at the nuke projectile.
+0 / -0


AUrank4hundred
22 months ago
my point is the radius is partially irrelevant now, and u only really now need 1 anti nuke, in most cases to cover everything. this may raise agrument for a slight anti nerf, ei cost, coverage size.. but i spose the idea was to reduce the usefulness and use of nukes?
+0 / -0




AUrankAdminGoogleFrog
22 months ago
(edited 22 months ago)

The point was:
1. I had to do something.
2. UI
3. Interaction/Choice/Subtlety.
4. Buffing antinuke is not a problem.

1. Antinukes were broken and some sort of helper gadget was required to make them work. It took a bit more work to make flyover intersection instead of point target intersection but some work had to be done and I think it was worth it.

2. The antinuke UI used to be bad. It annoyed me that it was perfectly knowable whether a scouted antinuke would be intercepted but this knowledge was not indicated by the UI. The static circles were a mix of guesswork and application of safe margins. The new UI is 'interactive' in that it teaches people about antinukes by highlighting the enemy antinukes when giving the relevant order (firing a nuke) and indicating whether interception would occur.

3. Flyover intersection adds subtle choices to the system. People may now want to consider silo placement in order to get the best approach or force the most antinukes in response. Of course the choice may ignored by many people but that is ok. Antinukes have choices too; further forwards antinukes are risker but cover more. Previously if you wanted to protect a base you had to make an antinuke fairly close to it. Now there is more risk/reward. These are good choices to have in ZK. They are not vital choices but they reward attention to detail. This is where depth comes from.

4. Compared to the benefits above, a buff to antinuke is not a bad thing. This also somewhat equalizes antinukes between different map sizes.
+3 / -0



GBrank[GBC]1v0ry_k1ng
22 months ago
it also means people will probably in false confidence make less antinukes, increasing ability of opposing team to snipe these to allow the shine.
+3 / -0



AUrankSaktoth
22 months ago
I haven't seen it in practice, but I actually vastly prefer this system.

One antinuke means one point of failure means more antinuke sniping. Having to put the antinuke forward of everything for it to be cost effecient means it will be closer to the front lines and easier to snipe.

The whole point of antinuke is to make a single point of failure and a tense game of intel and deep strikes. It's to give the late game an objective beyond the grinding armies against eachother.

We'll have to see whether the change makes nuke non-viable though, as you won't see that brinkmanship if nuke is not good enough to use.
+2 / -0


AUrank4hundred
22 months ago
with or without changes, if i have a nuke im anti-nuke sniping
+2 / -0


CHrankConnetable
22 months ago
Great release thanks!
"Skuttles should be able to jump onto spire turret" or onto a walled mohogeo, a very old frustrating limitation, thanks again!
+0 / -0

FRrankBlueTemplar
22 months ago
Hi. Does it means units can jump onto Surfboards now?
+0 / -0


PLrankSprung
22 months ago
(edited 22 months ago)

Nope.

But, units can jump off Surfboard onto land (and water for Recon Com).
+0 / -0