Loading...
Zero-K Name:     OR   Password:   

Forum index  > News   >

Zero-K v1.4.2.8

31 posts, 1460 views
Post comment
Filter:    Player:  
Page of 2 (31 records)
sort
AUrankAdminGoogleFrog
12 months ago

Donator star

Warrior is primed to explode back onto the scene with a number of buffs aimed to bring it back into the meta. These changes were tested before release but that dose not stop them from being ridiculous. The purpose is not so much to balance Warrior, it is to see how powerful it can feel before it becomes too powerful. It has been overshadowed by Zeus for so long that it may as well have fallen off the roster. Angler and Hacksaw received more reserved buffs with a similar aim in mind.

In other news, Spring 101.0 is nearing release. This stable contains many compatibility changes with the new engine so, if there are no big dramas, we may move to that engine shortly.

Balance


Warrior:
  • Cost 220 › 200 m
  • Range 270 › 280 elmo
  • DPS 245 › 285
  • Aim speed 400 › 800 °/s
  • Sight 330 › 345 elmo
  • Added idle regeneration. 40/s after 5s.

Angler:
  • Cost 200 › 180
  • Range 600 › 750

Hacksaw
  • Damage 1050 › 1200 (now 1-shots Rapier and Vindicator and 2-shots Wyvern)

Lightning guns more accurate:
  • Commander LG: 2° › 1°
  • Bantha: 2° › 1.6°
  • Zeus: 2.4° › 1.8°
  • Scorpion: 1.8° › 1.4°

Fixes:
  • Starting resources back to 400 (accidentally became 500 last update).
  • Idle and combat regeneration obeys slow and disarm.
  • Puppy can now eat module shards.
  • Level 0 Commanders no longer transportable by Valkyrie.
  • Fixed level 2 Guardian and Engineer commanders lacking +5 innate regeneration.

Interface


  • Regeneration is shown on the tooltip healthbar. For units with quick regen, also the timer.
  • Post-game stats graph now shows reclaim and no longer shows useless stats.
  • Quick Selection Bar (aka Core Selector) and Economy Panel (ie. the resource bars) now have a toggle to hide when spectating.

Other Fixes


  • Added startbox configs to some maps. [?]
  • Commanders are now worth exactly as much XP as they cost.
  • Child units (drones, Wolverine mines) contribute to parent XP.
  • Fixed module wrecks being indestructible.
  • Fixed start position markers on boxless maps not showing the player name.
  • Misc GFX rendering fixes.

+10 / -0
PLrankFailer
12 months ago
quote:
Child units (drones, Wolverine mines) contribute to parent XP.

Does it mean taht if I fire 9001 mines with Wolverine somewhere randomly (preferably in my base, so they wont die) and then suicide it to a Flea, teh Flea will make 999999999...% cost?
+0 / -0
PLrankSprung
12 months ago
(edited 12 months ago)


Donator star
No, the only change here is that when the mine deals damage the Wolverine will get xp.

[Spoiler]
+0 / -0
EErankAdmin[ISP]Lauri
12 months ago

Donator star
Holy Warrior buffs!
+0 / -0
ATrankSkasi
12 months ago
(edited 12 months ago)


Donator star
quote:
Damage 1050 › 1200 (now 1-shots Rapier and Vindicator and 2-shots Wyvern)

To clarify: "1-shots Rapier" means a full two-missile-salvo will burst down a Rapier. A single missile will not. Similarly Wyvern needs to be hit by four missiles.
+0 / -0
unknownrankAdminSnuggleBass
12 months ago
(edited 12 months ago)


Donator star
Fantastic.

I think that warriors still won't be OP, at least, there will still be plenty of units better than them. These buffs are impressive though, and I can see them being used often to good effect.

If there is imbalance, I can see them outright breaking matches with very close spawns. I've only played with them a little, but they're pretty epic assaults when there isn't a critical mass of porc on the field. They could easily surpass scallops as #1 drop unit. Finally, with eraser, the regen will be very valuable.

Cloakies might be good again too. Having a cheap midgame unit that is resilient enough to threaten anything it can reach is a good option to have that previously was unavailable.

The hacksaw changes are welcome, as are angler and lightning gun changes. Nice work.
+0 / -0
AUrankAdminGoogleFrog
12 months ago

Donator star
Scallop was useful for the buff because it shows that something can be better than (old) Warrior for drops without being broken.
+0 / -0
ATrankBigMac
12 months ago
The GUI is broken, please fix it. Unit stat do not show when hovering cursor over unit. Instead its displayed in the lower left corner of the screen.
+2 / -0
PLrankOrfelius
12 months ago

Donator star
Wubriors arise!
+0 / -0
PLrankRafalpluk
12 months ago
The season of Warrior Drop announced!
+0 / -0
ATrankSkasi
12 months ago
(edited 12 months ago)


Donator star
No need to drop, just spam Zeus+Warrior combo and steamroll enemies. Remember both were buffed. If you really wanna drop something then drop a Djinn and teleport a 50 Zeus/Warrior army into the enemy base.
+0 / -0
CHrankConnetable
12 months ago

Donator star
"Level 0 Commanders no longer transportable by Valkyrie."

This is a hidden restriction. How will noob be able to get it if they see other players transporting their coms?
+0 / -0
ATrankSkasi
12 months ago
(edited 12 months ago)


Donator star
quote:
This is a hidden restriction

Transportability should theoretically be visible in the space+click menu. However the space+click menu currently shows a lot of weird/messy information for commanders. As such: not hidden.

quote:
How will noob be able to get it if they see other players transporting their coms?

Now no commander should be transportable by Valkyrie. They are still transportable by Vindicator though. Oh nevermind, this is indeed an ugly hax. After reading the "Starting resources back to 400" change I thought it was just a fix by reverting to old commander metal prices.
+0 / -0
AUrankAdminGoogleFrog
12 months ago

Donator star
Module price should affect mass but is not because mass cannot be changed. We can, however, change what can be transported so the transport problem can be fixed. Mass cannot be changed but we can control its main purpose.

Hub commanders would be the only case which can be transported by Valkyrie but that is an edge case which may as well be removed. General commander heavy transportability is a nice simple rule.
+0 / -0
PLrankSprung
12 months ago

Donator star
quote:
This is a hidden restriction. How will noob be able to get it if they see other players transporting their coms?

They won't see other players transporting their comms because they are no longer transportable...?
+1 / -0
USrankdorsh
12 months ago
i'm discovering that my usual strategies vs. warrior aren't working anymore and getting more and more frustrated with the spam every other game this patch. they are too cheap to reliably racketeer and melt assaults with their numbers+dps, while the regen means skirms, arty and defenses are way less effective. a spammable 200 metal unit that forces you to fall back onto thunderbirds and crawling bombs (or just more warriors of your own). combine it with firewalker for the most annoying push possible
+0 / -0
unknownrankAdminSnuggleBass
12 months ago

Donator star
It still can't walk into skirms, and is inefficient vs. static. Considering how much time they give you to see them coming, I don't think they're that spammable. Heavy commitment to warriors will get outclassed and rendered redundant without any real threat of winning the game. Maybe. Which fac were you when you encountered the difficulties?
+0 / -0
USrankdorsh
12 months ago
(edited 12 months ago)

shield amph and shield tanks mostly, and also playing as cloaky myself a few games and stomping pretty effortlessly. vs llts and defenders they can kill a tower or two, heal and repeat like a scythe but cheaper. i may just need to adjust still
+0 / -0
EErankAdminAnarchid
12 months ago
I find the comparison with scythe confusing. Also, do they really work vs rogues and buoys? Got replay?
+1 / -0
USrankFealthas
12 months ago


I would expect buoys/rouges to absolutely stomp warriors like they have in the past. Tanks I could see having a problem man-fighting warrior blobs, but I don't see standard kiting/attrition tactics being ineffective either for tanks.
+0 / -0
Page of 2 (31 records)