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General sea discussion

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It seems to be the common opinion that sea is inferior-ZK and much less worth playing. This is an unfortunate state of affairs.

Personally I think the current state of sea is an improvement on much that has come before (Duck meta, anyone?) but still frequently makes for boring and samey games.

The following is not the sum total of my thoughts about sea but it will do for a start. Much more would become super wall-of-texty. Might add more later once these points have been digested.

Is it even possible to do sea well?

Sea has two fundamental properties that land does not:
1) The surface of the sea is flat. The terrain is much less interesting.
2) Land battles have two domains (land and air) [?]; sea battles have three to four (water surface, under water, air, and sometimes land).

1) just tends to make many sea battles the same, an effect which is further pushed by the comparative lack of variety in sea options. Some sea maps are exceptions; in my experience Flooded Valley typically makes for interesting games.

2) leads to less units in each factory being applicable to each of the combat domains. The majority of sea-going units are totally helpless against an underwater threat, for instance, which forces you to escort everything with something that can hit subs.

The second issue is less of a concern on maps like Onyx Cauldron which incorporate bits of water; Ship is not relevant here and both Amph and Hover can affect the land and water surface equally.

Underwater Defences

Part of the way in which land games deal with the separation between land and air domains is by putting most of the complexity in ground-to-air units in static defences, which all factories have equal access to. This means that each factory can get away with only 1-2 units which significantly interact with air, without feeling too shortchanged in their capability to deal with diverse air threats.

At sea, each factory has a similar (slightly larger) handful of units which interact with underwater enemies:
- Dagger, Claymore
- Duck, Scallop
- Snake, Hunter, Crusader sidearm, technically Serpent

However, there's all of two defensive structures which interact with underwater units (Urchin and Gauss); furthermore Gauss is largely an afterthought and can't even be built on sea surface [?].

This means that Urchin has to be very much a generalist, to be able to handle Duck, Scallop and Snake (plus possibly Buoy, Grizzly, whatever) [?]. By working with Gauss (making it buildable on sea would be a start) and possibly adding another anti-sub defence, I think it would then be feasible to make Urchin less generalist, introduce an element of actual choice in deciding what defences to make at sea, and taking a bit of the burden off the individual factories' anti-sub units.

(Incidentally I am also not a fan of Urchins being buildable outside water. Leads to some very wonky interactions with Amph factory, especially with benefit of terraform.)

Sea Map Design

As noted above I find Flooded Valley much more interesting than most sea maps. Perhaps more small sea maps are required. The design space is limited but surely there's more than one or two maps in it. Sands of War is OKish, I'm not a huge fan of Coastal.

Maps with two seas divided by a land bridge (Small Supreme Battlefield and Tangerine come to mind) tend to play very wonky unless one is playing with a very large team (8v8 upwards) since the three separate fronts have difficulty reinforcing each other; a mismatch on one side translates direcly into a win in a way the same situation on Comet Catcher would not.
+2 / -0
This post has been downvoted below -5 and collapsed, click here to expand
I think we should many the water surface more dynamic. Add "mountains" and "valleys" of water where the water level is higher or lower. With this, you could park units like the typhoon on top of towers of water to shoot down with their HMGs. Changing the level of water across a sea is a good mechanic and more realistic.
+0 / -6

8 years ago
Please tell me I just got Poe's law-ed.
+5 / -0

8 years ago
It's because sea balance just goes from garbage to trash to terrible, I'm still waiting for the moment when it is actually good.

Also sea maps are annoying to play with on bumpmapped (water 4) and I think most people play with bumpmapped.
+0 / -0

8 years ago
I think it's more of a design problem than a balance one. Sure, you could tweak the numbers on the current situation some, but I don't know that it would make sea much more fun.
+1 / -0
There is no fundamental problem with flat maps, CCR and red comet veh mirrors are incredibly popular. These are improved, in my view, by the option to also go hovers or tanks. There are also maps that are basically hover only (Finns Revenge), that play a lot like vehicle maps, though hover mirror can often be less interesting than vehicle mirror (Mostly, fewer units).

If a hover mirror on Inculta can be interesting, a hover mirror on Inculta wet can be interesting. Work should be done to ensure that Hovercraft is competitive and balanced on flat maps and has a wide, interesting unit selection and a full list of counters. Right now the factory seems to rely a lot of one unit or another at a time (Dagger spam, Halberd spam, Mace rush, or Scalpel spam, depending on what's been nerfed most recently). When people pick hover maps because they WANT to play hover mirrors the same way they pick flat maps for veh mirrors, we have a good basis to work from.

There is no reason then why the same principles can't apply to hover and amph, in the same way we sometimes see Hover and Tank on flat maps (Though Veh mirror is still the norm). We just need to ensure ships and amphs preserve what maps flat map play interesting.

Certainly the fact that in certain matchups (vs Ampha in partciular) you only have a couple of units that can even hit the enemy feels pretty bad (Especially when they're as whacky as Claymore), but the raider game (Which can last the whole duration of the game in veh mirrors) often only relies on one unit so maybe making sure the raider phase in sea is interesting and symmetrical is worthwhile.
+0 / -0
My opinion has always been that sea should be a side-show to the land main-course. Get rid of any naval-dominant maps and find a way to make land-labs have some activity on the sea. Get rid of sonar, force more amphibs to surface when firing, and add some boats and subs to the building list so every lab can build them. The ship lab, if it should exist at all, should focus on inland fire-support.
+1 / -1

8 years ago
The raider phase at sea is another thing I would talk about. In short, Duck/Dagger/??? (Typhoon? Snake? Skeeter) are not typically the game-ending threat that the majority of land raiders are (unless you skimp on Urchins against Ducks, of course). This fundamentally changes sea gameplay.

While I agree that flat maps can work (a la Comet) if Zero-K land was nothing but Comet/InculcaDry/etc it would get pretty boring.
+0 / -0
I think that rather than creating alternative units for use underwater, we should just make existent units multifunctional. It's a shitty feel when half the units in your fac don't really work on a sea map. It makes for games where you feel you don't have many options. Entire amph game is basically mex+tidal+urchin+conch+duck+scallop. Sometimes you get to make buoys too. This is on top of maps having no features. There's just less decisions to make.

Hypothetical examples:
Nobody likes claymore on land or mace in sea -> make them one unit.

Archer is bad in water -> give it the skirmisher portion from old scallop.

Fusion is pointless in sea since tidal is better in every way -> make it more efficient when submerged (because like science or something).

Grizz and buoy are sort of exactly the same in water -> give grizzly something else to do like submerged melee attack

Solars can't be built in water -> flip them over as buoyant platforms to build on top of

Gauss can't be built in water -> make it both buildable and functional when submerged, but maybe cut regen/armor

Scalpel no good on water -> don't change a thing

Also urchins should not be allowed to be built on land. It's worse than skydust because even a small spire makes it invincible.
+4 / -0

8 years ago
I thought about Gauss underwater, as opposed to water surface... it's a cool idea, but can anything besides Serpent even kill it?
+0 / -0

8 years ago
Well no... But if there are other changes made then yes.

If nothing can kill a submerged gauss with no armor/regen, there is something seriously wrong with unit diversity in sea.


I guess raven, or shielded scallops.
+0 / -0
Gauss is the worst turret to nominate for your Naval Fun Saviour

1) Requires model modifications to not look silly when floating. My idea was giving it girders, kind of like mex has. Imagine a Munsell Fort Gauss.

2) Has bunker mode and regen in it. It's not a high-stopping-power porc, but it's a very hard to demolish with artillery porc.

3) Is rather generalist. High alpha, high rof, high dps, high accuracy, high aoe? It aces at nothing, but it's a jack of all trades.

4) Submerged gauss would be something that would make people never play sea at all. All the anti-UW damage sources in sea are either low-range, or low-dps, and half the artillery units cannot even target underwater targets.

The general idea that adding more specialist turrets to sea will make it fun also doesn't hold on its own

1) Amphibs have no artillery.

2) You would need about as many sea-variant turrets as you currently have land-variants, and that's a LOT.

3) Still does nothing to split-dimensions warfare which leads to scallop monospam being a very nearly optimal choice. The very optimal choice is of course scallop spam with shields, to stop claymore bombs from nuking the whole ball.

I think the reason sea has been wrecked for years now is the Amph factory.

The problem, in my opinion, stems from that a) in a split-dimensions world, units which have most weapon immunities and are simultaneously best counters to these immunities will rule b) amphibs cannot be non-submerged in sea c) amphibs would be useless if they were not combat-capable while at sea d) amphibs are consequently always underwater and have best anti-underwater weapons which also wreck surface.

There have been various modifications to this state, of course, like when hovers could not interact with amphibs directly at all, but the scallop snowball mechanic existed in all zk sea modes since 2013, briefly superceded with snake monospam at times, when people could micro snakes sufficiently for them to become the choice submerged unit with both surface and underwater weapons.

Maybe a fix to this situation is segregating the underwater combat further

That is, currently all of these attack modes exist: UW to Surface, Surface to Surface, Surface to UW, UW to UW. But what if there was no UW to Surface, and Surface to UW was only a deterrent to destroy sneaky underwater raid attempts?
+2 / -0
I picked on Gauss because at least presently it can attack underwater. Also note the following:
quote:
and possibly adding another anti-sub defence


I can't picture Stinger, Faraday or Stardust being modified in a way that would make them shooting underwater make sense.

I don't think that adding more specialist turrets to see will instantly make sea good, but I think that Urchin being generically good against everything is one of [?] the things holding sea back.

I don't see why you say this:
quote:
You would need about as many sea-variant turrets as you currently have land-variants, and that's a LOT.


quote:
I think the reason sea has been wrecked for years now is the Amph factory.

A point which has merit IMO.

My personal neonstorm is to make Buoy move by floating and remain stationary while submerged. That would make its role very distinct from Grizzly, and give a bit of room to nerf Duck and Scallop (maybe even remove the underwater attack of one of them entirely) without totally ruining sea.

(Neonstorm mark 2: make Duck able to move while submerged or floating but only able to shoot while floating.) [?]

With changes like these that reduce the problematic aspects of underwater units, more defensive structures might not be required.

EDIT: Today I learned that tooltips cannot into apostrophes.
+0 / -0
I don't speak for Aquanim but I'm not suggesting it as a single change. If Gauss went submarine I'd want more ways to kill it.

Doesn't scallop monospam fall off pretty hard? They can't walk post terra'd urchins. They're countered by hunter. Amph has no artillery so the inevitable porc sea leaves them forced into fac switch or buoy.

Shields can happen which shifts things around a bit, but they're still counterable with roach drops ;)
+1 / -0
USrankRyMarq was recently spotted watching replays and commenting that people have no idea how to play sea. So i'll concede that my observations are probably rooted in incompetent meta.

Terraurchins lose to one Crusader, and then you have the unkillable (except with roach drops) death-blob marching on you again. Basically, i think terraurchins are at most a speedbump for the dread machine.

Hunters might be better but in my experience they aren't that stellar. Again, maybe incompetent enemies. Or a side effect of everything being halfblind.

Roach drop being a counter is interesting. Someone finally found a real use for the Ghetto Wyvern!
+0 / -0

8 years ago
I'm pretty sure the answer to Scallopblob is Claymore, isn't it?
+0 / -0
Yes but the shields extend their supremacy somewhat, making them resistant to their would-be counters.

I would like to see Rymarqs idea of how its played and compare to how it works in practice.
+0 / -0
8 years ago
Neonstorm mk3:

Make everything unable to fire unless floating. Yes, even the subs.

This makes submersion more like stealth, where you can at least shoot back at stealthed units just after they fire their weapon. Now all sea units have a point of interaction, which is when they shoot each other. Submerged units can still walk around the bottom of the ocean unmolested for the most part, deterred by subhunting units like claymores and hunters.
+1 / -0
8 years ago
IT jsut lacks veriety.. It's borign and monotonious.. And what rly broke it, in my oppinion, was making eveyr unit interfere with every. Like, torpedos hitting hovers, gauss hitting subs etc...
+0 / -0
quote:
If a hover mirror on Inculta can be interesting, a hover mirror on Inculta wet can be interesting.

Not with current game mechanics.

  • on dry your enemy cannot switch to a fac whose units are pretty much invulnerable to all your units except Dagger and Claymore.
  • on dry you aren't blind because there is no need for a special sonar sight type.
  • on dry you can make your base a bit safer against getting spammed by creating chokes with buildings (especially Solars).
  • on dry you have a wider selection of interesting switch options. Silo, jumpy for specialist units.

Personally I'd say screw maps with mandatory sea and leave it as completely optional but still meaningful (think Isle of Grief).
+2 / -0
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