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Gunships

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12 years ago
Gunships have too many duplicate roles and boring units without any special ability, cool weapons or interesting usage atm, particularly the brawler and black dawn - they have almost identical roles and optimal targets (AoE antiswarm).

It would be nice to change this, esp considering new players often use this factory exclusively (and poorly). Specifically, I think it would be nice to rethink the black dawn.. its current execution is functional but little more than a brawler duplicate.

I have an idea of sorts for it; turn it into a form of artillery, that is, remove its strafing, reduce its speed, and give it a semi-accurate long range weapon. Its usage would be similar to that of other artillery, with the exception that it can be positioned almost anywhere and escape ground pursuit easily.

not that I want people to sperm tl;dr neonstorm-esque ideas all over the thread, but thoughts?
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12 years ago
I literally just posted on this 2 minutes ago:

>We don't need MORE units, we just need to differentiate between the gunships that we do have.

Black Dawn and Brawler do almost the same thing (Assault/Riot). What if we changed one of them? I think the BD is a fine candidate to get some sort of torpedo weapon. What if instead of the big rocket swarm that it fires now, it became some sort of weird hybrid mine layer? It would drop little mines underneath it as it flies over enemy.

The mines would work as amphibious mines in the water. The minelaying weapon is fairly unique (only 1 other unit has it) and really makes for a more interesting unit in my opinion.

If we still wanted to keep some "burst" damage for it, what if similar to Krow bomb, it let out of huge burst of mines (lets say ~20ish) instead of slowly plopping them like Wolverine. That seems really cool!

http://zero-k.info/Forum/Thread/1980
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12 years ago
Also: this would allow you to leave cool little traps if you know a heavy enemy is coming your way: Black Dawn could plop down a big load of mines in the path of the incoming enemy.
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12 years ago
BD is an assault hit-and run gunship. I think it will be better to make its missiles napalm (same as mines), but much more impressive and can halt an advancing enemy and add small rear aa laser. This allows raids deep into enemy territory.
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12 years ago
Put a shield on the brawler, because a flying shielded unit would be awesome... then again, there's already two "tanking" gunships in the Rapier and the Brawler.

And in 2-faction CA there was, in fact, an impulse-mine bomber. It wasn't popular.
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12 years ago
thread trolling aside, lets keep discussion on the black dawn.

Mine-layer sounds more interesting than current execution, though it wouldn't change usage that much and I think an artillery gunship would be more useful/cooler.

Napalm is a cop out, since so many factories use that mechanic already. It also wouldn't change its usage much.

Another mechanic that would be interesting: turn it into cloaking gunship that can bypass AA and fighter screens to hit its target with a high alpha attack only suited to hitting statics. Black Dawn even sounds covert ops, and we all know bitches LOVE commando units


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12 years ago
Areas where we can differentiate the black dawn and the brawler include cost (900, 850), flight height (210), HP (2800, 2900), turret arc (90, 100), AoE (96, 40), range (450, 500), speed (4.65, 4.7), DPS (195, 192).

Areas that are already differentiated is basically reloadtime (9, 0.45).

Wow that was enlightening. If anything I think these units have CONVERGED since CA.

I think the Blackdawn is the more interesting unit. Its micro is much more engaging with its skirm mechanics. They actually have identical flight heights. At one point I really did differentiate them by cost and flight height, but people keep balancing their costs up or down which has converged on a 50 cost difference >_>. Licho also hates low flying gunships, (Because 'everything can hit them') which is the whole goddamn point! So that got reverted.

Cloak is bad on gunships, they are AT and fast, and they fly high- it would need to fly very low and/or have a huge detection radius and even then I don't like it on a gunship.

I'd like to give the blackdawn an artillery d-gun type command that emits highly inaccurate ranged missiles, the way you used to be able to FPS it to do that. Doesn't change its usage otherwise, but gives gunships some capacity to fire into AA zones, so you can still utilize some of a blackdawns DPS while you arent taking AA fire.

Otherwise... we can balance them more towards a riot vs assault role, with one having the AoE and damage, and the other having the flight height and HP. Turret arc is also a good candidate, the Vindicator is used very differently than other gunships, and it is a shame that it has to be nerfed into obsolescence (and the only similiar unit is the krow). Perhaps Brawler could get a wider turret arc.
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12 years ago
I think you're underestimating the effect of reload time. For example Brawler uses it's health to tank medium AA while BD could hit and run on heavier AA. That's not to say they are currently well differentiated, just remember that all the attributes interlock.
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12 years ago
+1 to Saktoth suggestion, although whats the use of changing flight height? Most AA units are either homing or rapid fire, and as an assault I would think it would want to be first target in a mixed squadron.
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12 years ago
@Willk - Changing fly-hight brings the unit back into the land game instead of living in the magical hard-counter land of SAM-only units. Because most land-units are spherical-targeting, low fly-height gunships take a lot more fire from land units.

Anyhow, changes I'd do for gunships:

1) Put a shield on something. What, I need a reason for this?

2) Switch the Blastwing's attack to be a "morph-into-weapon" thing like the Puppy, and make the actual attack an extremely short-ranged but cylindrically-targeted attack. Basically, it morphs into a prec-bomb, but with a bigger blast radius. And let that hit stuff underwater.
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12 years ago
I like the mine dropping black dawn. With reload time and 20ish mines dropping. Gives the gunship player more options.
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12 years ago
I agree to give dgun to BlackDawn. Long range, but not very powerful and slow missile seems good (like com's rocket). So then decrease it flying height, that it can use its long range only on good terrain. And increase cost to 1500 maybe. So the brawler will be significanly cheaper. And main weapons of BD should have less damage but napalm warheads? which allow to make some terrain impassable for light units for some time, like mines. This will be completely different unit.
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Ick, no. Dgun commands shouldn't appear on any unit that costs under 2000 metal. Too much obscure micro for a mainline unit.
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12 years ago
^ agreed, D-gun on cheap units is no-no imo.. pointless micromanagement is archaic poo.
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Changes I'd do for gunships:

Blastwing:
Make it be able to stay underwater, and improve the interface, give us a new command that can place mobile bombs in a proper formation that can avoid the chain explosions.

Valkyrie:
Reduce its cost to 50, and give it higher flying altitude, I really want the possibility of spamming Valkyries to block the missiles.

Brawler:
Give it wider turrent arc.

Black Dawn:
Reduce its range and flying altitude, so "everything can hit it", and give it higher speed.
It should be a lot weaker than Brawler on constant attacking, but be able to store rockets and fire them all at a time, this would make it a interesting hit and run unit without much micro.
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I dont know if it is hit boxs or what but Black Dawn feels like it has much less Hp then Brawler.

Black Dawn dies from a razer before it can run away. While Brawler does not.

Maybe its just that hold fire got bugged.
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12 years ago
BD with a lower altitude would be a smaller Krow, but if it fires it's missles more horizontally, it could hit more likely.
Razzor would hit less likely, because BD is a horizontal unit.
Riots are supposed to hit fast, light units. BD hits big units.

Brawler needs to be more assault-like: against ground targets it is only a better banshee!!
_______________
Some experiences:
* A single Banshee has a break every 2 seconds if it fires at cloaked units.
* You need 9-10 AA-gunships to kill a shadow - that are 10 times the metal as you need with Hacksaws.

* Blastwings sometimes don't kill a mex - especially with newbes. If we buff the damage by only 5%, we can reduce the micro. It is way too micro-intensive to counter glaives with Blastwings - they slow down in front of the target ( they should NOT )

* 1 Banshee + 4 gnats counter 2 BDs/Brawlers - 500m to counter 1800m is the most effective AA.
* Banshees can't raid Welders.
* Vindicator with 2*50dps*1100HP > 1*35dps*1300HP Rapier? => But Vindi dies!!!
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This is how I see mainline gunships:
banshee=true raider
rapier=support(sort of)
Brawler=Black Dawn that deals it's damage slowly overtime
Black Dawn=Brawler that deals it's damage all at once
Krow=air strider

But also I see this:
Brawler= up sized banshee
Black Dawn= up sized rapier
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12 years ago
I wonder if all BD needs to get better would be a nice autoskirm behavior that pulls out of firing range between shots.
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Skasi
What GoogleFrog said. Brawler is an assault/skirmisher - it has the hp, dps and range for serious business. BD is a hit'n'runner/harasser - basically a raider with the weight class to survive attacks. Apart from their prices the two most different gunships in my opinion; Ignoring Blastwing/Gnat/Crane.

I think Brawler should get a higher altitude. The different flight height is what makes this unit interesting. BD could do with a bigger burst. Simply increase its reload time even further. I always preferred BD's over Catapults when ignoring stats. They should be more similar in this aspect anyway (and I mean burst, not range). :)
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