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Sea testing player perspective 1v1 video

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I made a video of my last 1v1 game with AUrankAdminAquanim testing sea:

Sorry there is no commentary but I probably wouldn't have made it on a whim if I had to put in that much effort.

All (?) the sea units in the video have had their attributes/weapons redone by AUrankAdminAquanim in his branch. Some of the units have just contributed their model and he has even used some previously unused models.
+8 / -0
I've counted a scout raider, a sub raider, an antisub raider, a heavy riot raider, and a heavy riot assault with an artillery sidearm.

That's four raiders of all sorts, two mixed riots, and no pure assaults!

I guess i much prefer this to having four types of artillery though.
+0 / -0


7 years ago
It was nice to see sea being dominated by (shotgun) Typhoons instead of subs.
+0 / -0

7 years ago
I really like that it shatters the "ships should be slow" paradigm.
+0 / -0
If you're interested in giving the branch a go, you can clone it from here into your \Zero-K\Games folder, then set !game zk:dev in a custom room. I would like to get some more opinions.
[Spoiler]

The main wiki page of the fork has an overview of the changes. (It mostly doesn't have specific numbers yet since those are still in flux.)

The tl;dr of what you need to know is:
* Sonar range = vision range of mobile sea units and Urchin, jamming range of Vulture
* Ships are reworked significantly enough to be difficult to tl;dr, Hover and Amph are largely unchanged to date
* Underwater combat is still relevant but less dominant

If you don't know what the word "clone" means:
[Spoiler]or ask most anybody who's contributed to ZK in the past, they probably know more about Git than I do.

Side notes:
[Spoiler]
+5 / -0

7 years ago
I love most of the changes, especially vision changes, cost and size/speed change.

But I think that 800-ish metal cost sea artilery should have more visual punch. Compare it with Pillager, he has big size of plasma blob, cool sound. Crusader makes "pew".

Maybe it could still make pew, but more often with less dmg per shot. It's not like it'll become riot if u increase its rate of fire :P
+1 / -0

7 years ago
I assume that balance is the primary concern for now, and the details about what things looks like come later.
+0 / -0
quote:
I assume that balance is the primary concern for now, and the details about what things looks like come later.

Mostly this. Some of the units probably want a full remodel in the long run (remodelling Hunter has been a meme for years), but I don't think there's a great deal of point in doing that until the overall unit design and balance has solidified. Making a new model, only for it to be not needed, sounds very frusturating.

3d art and effects are not my area of expertise so some of this stuff is likely to require other contributors.

That being said, making the Cruiser projectile a bit more imposing is a comparatively much easier proposition. Its area of effect is I believe presently a little bit larger than that of the 550-metal Crusader; it's possible that could go up a little more as well but that is a number I am inclined to be very cautious about.
+0 / -0

7 years ago
I don't really like anything about that. Changing sea does not mean changing boats, and if anything boatfac needs changes far less than the other two seafacs. Shotgun boats also look stupid, as if we need more than one shotgun unit for sea.

The reason nobody uses surface ships isn't necessarily that they suck, just that every other seafac sucks against subs more.

If anything, fix amphs and hovers so that they at least have a skirmish/arty that can hit subs.

If anything, fix commanders because currently they're completely defenseless when underwater.

If anything make sonar cheaper, because a basic radar should not cost more than a vulture.
+0 / -0
I am going to suggest that people give it a try before offering sweeping design/balance opinions.
[Spoiler]
+1 / -0

7 years ago
[Spoiler]
+0 / -0
[Spoiler]
+1 / -0


7 years ago
Underwater units being only detectable via LOS sounds like a good way of retaining their stealth capability in a non-frustrating way.
+0 / -0
Wow this is a really cool design imo at least from I have seen from GF's video.

A couple of questions:
1. How is it supposed to interact with ground combat? I think it was one of the biggest issues with ships overall since the only 2 factories that could really hurt anything in-land were Warlord and Reef.
2. Where do hovers and amphs fall into the new sea design.
3. What is the role of subs if any ship unit has sonar?
+0 / -0
quote:
1. How is it supposed to interact with ground combat? I think it was one of the biggest issues with ships overall since the only 2 factories that could really hurt anything in-land were Warlord and Reef.

* Skeeter has enough range to kill any mex which Mariner can build
* The Mistral missile frigate has a LOT of range for a skirmisher (it currently outranges Defender and Stinger!)
* The Crusader equivalent has a bit more range than it used to
* The Siren has an Impaler sidearm; it only has 700 range but should be able to destroy Urchins on high cliffs overlooking the water, as is found in maps like Sail Away and Folsom Dam
* When drone technology permits it I have some nebulous plans for a light carrier in Shipfac which deploys drone-bombers

quote:
2. Where do hovers and amphs fall into the new sea design.

I mostly haven't changed them at this point, besides giving them all sonar as well. The ships were designed with hover/amph in mind, so even though the hover/amph units themselves haven't changed the context in which they are used has. My feeling for the state of the hover/amph units at the moment is:
[Spoiler]

I can't predict with any accuracy how things will work out in the context of a larger team game, where factories and number of players are asymmetric (e.g. one team may choose to prioritise water more than the other). I'm cautiously optimistic but the problem is too complex for me to come to a firm conclusion. At some point I'd like to see testing of this. My immediate goal was to make the ship mirror plus switches feel fun to play, since I think that is a necessary prerequisite for making a sea which involves ships fun to play.

quote:
3. What is the role of subs if any ship unit has sonar?

Submarines are quite fast and are effectively immune to radar; they're still good for raiding and picking off isolated stuff. Eco buildings do not have sonar so it can be difficult to find subs which slip away from your army. Duck fulfills a similar role, with less "picking stuff off" and more "overwhelming enemy anti-sub defences over a broad front".

Even though every ship can see underwater, they can't all shoot underwater. There is a balance to be maintained between building the units which can shoot underwater (like Siren and Hunter) and building the units which can't, but are better against surface targets (Corsair, Mistral, Ronin, Shogun).

In a while this will hopefully be more accessible than "get it yourself from Github", but besides any balance/design stuff that needs doing I will also need to clean up the code before that happens. I was not at all familiar with Spring when I started so there was a fair bit of trial and error.
+3 / -0
7 years ago
One more thing that I could notice from GF's video is the big ship clusterfuck blob that was created due to high density of metal. I understand that the goal is to make ships lighter but not having anything that has medium to high weight (demistrider essentially) will result in creating these blobs of lighter units.

problem with blobs is that:
- they are hard to control
- its hard to distinguish their composition
- they are not pleasant to look at
- they take more processing power (mostly due to pathfinding)
- THEY ARE SUPER HARD TO CONTROL (even with ZK's line move it looks like the most efficient way of controling these ship mobs would be just right clicking or move attacking one point instead of flanking, kiting, skirmishing etc.)
+0 / -0
In principle the tight-knit shipblob is countered by Battleship. It worked well for me in a previous game but I didn't really have the eco or AA support to make one in this game.

Battleship could conceivably be lower-cost and lower-weight. It's not obvious to me how much (if any) movement in that direction is appropriate, however.

EDIT: I also suspect that unsophisticated micro from both of us is a product of unfamiliarity with the units.

EDIT 2: Potentially the Strider Hub could also gain more combat-oriented ships to help with this. I don't currently have a thought-out plan for something like that, though. They would probably require new models (the only unused one I know of is Vanquisher, which is basically two Typhoons welded together.)
+0 / -0
7 years ago
Ok, AQUAnim, you really seem to live up to your name. Great work!

I especially like the Mistral. It also seems to prevent Urchin spam.

On the whole, the biggest improvement is probably that there is not only the submarine -> corvette -> torpedo frigate -> submarine counter relation, but also the raider -> skirmisher -> riot -> raider relation as on land.

Imo, the extended counter structure is the main advantage rather than making most ships lighter. Actually I'd prefer most ships being rather slow and heavy. The counter structure requires a viable raider, though, and having at least one or another fast ship is a good thing. Probably I would increase the redisigned ships' weights by 50%.

Skeeter's disarm is rather useless. What it needs is more direct damage instead. (same applies to main)

quote:
Future Plans
sea-to-land capability for the missing slot in Shipyard
Siren seems to be very cool. I don't really see it's role, though. Countering everything but Mistral? Siren could pop up some legs to walk on land.

#MakeSeaGreatAgain
+0 / -0
quote:
The counter structure requires a viable raider, though, and having at least one or another fast ship is a good thing. Probably I would increase the redisigned ships' weights by 50%.

Siren is already pretty high weight at 600, and the artillery ship has gone up to 850. There's an argument to be made for increasing the weight of Corsair in particular, and possibly other ships as well.

quote:
Siren seems to be very cool. I don't really see it's role, though. Countering everything but Mistral? Siren could pop up some legs to walk on land.

Siren has an area-of-effect direct-fire anti-surface and anti-sub weapon and high HP; it's good for sitting at the front, tanking damage, and screening your army against subs/amphs/torpedo boats. The Impaler sidearm lets it (slowly) deal with Urchins too. It doesn't have the DPS to be effective against Corsair, and it's slow so does poorly against artillery and skirmishers.

quote:
Skeeter's disarm is rather useless. What it needs is more direct damage instead. (same applies to main)

The scoutboat is not amazing as a combat unit but at worst it's Dart-like. It does provide high line-of-sight, which is especially relevant against underwater stuff now. In a small-scale engagement the disarm may be better than it appears at first sight.

The raider Hunter fulfills at least some of the roles which a non-disarming Skeeter would.
+0 / -0

7 years ago
I don't really like the raiding hunter. It's too small and dinky. Note that not all raiders are cheap, eg banshee, pyro, kodachi, etc, and ships seem a good candidate to have one of those since neither hovers nor amphs do and ships are arguably the water heavyfac.
+0 / -0
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