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

Forum index  > News   >

Zero-K v1.4.12.7 - Sea Rework

78 posts, 4560 views
Post comment
Filter:    Player:  
Page of 4 (78 records)
sort
quote:
Can we make Surfboard capable of carrying more units, which uses a "mass" counter to fit in he units, which if it is reached, it won't carry more units, up to a max of 5 units on surfboard max.

I don't think that's technically possible without a re-implementation of transporters. A re-implementation of transporters may happen in the short-to-medium-term future, though.

Whether it will be possible after that, and whether it will work well as a gameplay mechanic, are questions I can't answer at this stage.

quote:
Also, I would like a cylinder plasma shot on the Typhoon instead of shotguns please.

Why? There's reasons why it's presently a shotgun (for instance, it does more damage to larger targets and things it's close to) and I would want a good reason why it should be something else.

quote:
Why must we make Detri unable to have Sonar despite being able to swim below water?

This could change.
+0 / -0
7 years ago
quote:
I don't think that's technically possible without a re-implementation of transporters.

Do we not have "mass" implemented?
Thanks for update
+0 / -0
7 years ago
Have not got to play yet is amphibs Lacking LOS to reclaim fixed?
+0 / -0


7 years ago
No, that is something we noticed while paying close attention to the interactions:
quote:
We also noticed that sufficiently deep units do not have any surface vision. This is an engine change and not part of the current design. However, it probably works so we'll not put effort in to work around it for the time being.
Take it up with ATrankhokomoko if you want it fixed. https://github.com/ZeroK-RTS/Zero-K/issues/1490
+0 / -0

7 years ago
I want to point out that it should be <10 lines of lua code in Unit{Entered,Left}Radar to make sonar'd ships/buildings fully visible.
+0 / -0
It was noticed that Ships now have two main combat units that outrange Urchin while not being proper artillery (Mistral, Siren), and a proper artillery (ex-Crusader) on top.

I'm actually unsure i dislike this except on the grounds that putting an artillery gun on a tanky platform that can defend itself against air, surface, and submarine attacks seems like not the best decision ever; However, i do like that ships can bombard the shore more decisively now. Perhaps, a separate impaler missile ship would achieve this better, though (and function as the dedicated artillery?)

Mistral seems more of a long-range Slasher than a long-range Scalpel, looking at its projectile physics.
+0 / -0

7 years ago
quote:
putting an artillery gun on a tanky platform that can defend itself against air, surface, and submarine attacks seems like not the best decision ever

If it turns out to be unhealthy in the long run the missile might be removed, but I'd prefer to do it at the same time as giving ships a different mechanism for dealing with stuff on high terraform.
+0 / -0

7 years ago
The new crusader thing actually only has 200 more range than the old crusader did. :| That's a whole glaive worth of extra range.
+0 / -0


7 years ago
Pretty sure ranges do not affect unit power linearly.
+1 / -0


7 years ago
We've had two fix versions since. I fixed Raven overkill prevention sometimes causing them to not fire. Sprung fixed flamethrower vertical aiming and Aquanim changed some sea balance.
  • Siren cost 560 -> 590,
  • Siren cannot fire sonic gun more than 30 degrees above horizontal
  • Corsair reload time 2.5s -> 2.4s (Theoretical DPS 409.6 -> 426.7)
  • Duck underwater torpedo range 120 -> 150
  • Detriment and Ultimatum have sonar equal to vision range (910 and 500 respectively)
+0 / -0
7 years ago
quote:
Pretty sure ranges do not affect unit power linearly.


Unless heat ray.

Also if we make surfboard carry five units it might as well be a anphibious transport unit (maybe take the place of Djinn?).
+0 / -0

7 years ago
Siren still too strong. Anti porc and anti raider. That sonic gun with 130 dmg makes useless underwater units vs it. From two sea battles siren become main battle unit. Other sea units is inferior vs it.
+0 / -0

7 years ago
USrankaeonios 's comment:

Ass.... half-assed.... stupid.... ass... i would do it better.
+0 / -0
quote:
That sonic gun with 130 dmg makes useless underwater units vs it.

Well, it's supposed to beat Duck and Scallop. Did you try Buoy?

Replay links would be helpful.

EDIT: Oh I see, Coastal. I fully expect a Siren which is reasonably balanced on other maps to be OP in a 7v7 on Coastal, just like many slow units become much better on Icy Run. Also, while it may be overpowered it is difficult to judge from a game in which mostly nobody builds its counters. In a large team game like this, try having somebody make Penetrators. In the second game the Sirens were eventually eclipsed by mass Grizzly, for what that's worth.
[Spoiler]
+0 / -0
Combining riot and artillery sounds a recipe for BS skirmisher, the rest sounds interesting. Circuit can play sea, a config that ruthlessly spams Sirens sounds like the ticket :3
+1 / -0
7 years ago
Thanks Google for buffing Detri in water!
+0 / -0

7 years ago
quote:
Well, it's supposed to beat Duck and Scallop. Did you try Buoy?


No i tried scallops in other map and they was too slow even to catch siren and do damage while it just could easy kite scallop mass. And siren sonic gun aoe is pretty effective. No ships in past was so effective to kiting current scallops.
And other ship factory units is inferior to siren. All three fast small ships isn't worth of building because siren have great speed/range/anti riot capability already. Why i need invest in slow artillery ronin if i have already 800 elmo antiporc unit with raider defence and who can kill most other units with its missile just kiting them? To kill anhis in sea with 1200 range? So if i play with ships vs siren which option is best vs them? Except other sirens and strider ships.
Yes i speak about teams games. Didn't you realize that team games is most popular game type?
Also i think that warlord range is too large now. And reef tacnuke just make that unit more metal waste. 600 metal for one shoot is all what need to low level players to waste metal. Plus its not homing but only vs static units with. If older reef was prefered by me over warlord then it was only because its impaler gun who could decimate porc from long range. As warlord got almost such range and have three guns then reef now is useless. With removed antinuke even more. Drones? You will need more metal invested in reef then other units to won with them. Repair pad? Reef repair pad is parody and mostly annoy not helps. Tacnuke could be good bonus with reef if its impler gun would be still in place because reef antis was removed. Otherwise its just now total metal waster and even invest in funnel is better.
+0 / -0
quote:
No i tried scallops in other map and they was too slow even to catch siren and do damage while it just could easy kite scallop mass. And siren sonic gun aoe is pretty effective. No ships in past was so effective to kiting current scallops.

Siren was specifically intended to defeat the Scallop-spam meta, so this doesn't surprise me.

I'll make the following statement about Reef (and the tacmissile sub Scylla):

Reef, and possibly Scylla, are not going to stay the way they are now forever.


However the next step in terms of designing Reef is to improve drone controls, which is going to take some time.
+0 / -0

7 years ago
Hm.. it's probably not nearly as bad as I thought but there are some issues..

-I'm not sure whether hunter fits or not. It's better against ducks than the other raiders are, and given the cost of siren boats probably need something in that weight range that can deal with ducks. On the other hand previously only gunships had that many raidery units, and those are a bit more varied than the boat raiders are.

-Mistrel is meh. A 900 range enforcer would have been more interesting than a dinky sea slasher. Mistrel's spammability and ability to counter raiders is also questionable.

-Siren still does too many things. I think it counters scalpels too well in particular, since it has more speed and maneuverability and its sonic gun has nearly as much range and its med range missile has even more range and can hit them when clumped or when they've stopped to shoot. I think it's ok for it to counter scallops but it should be definitively weak vs skirms.

-Maybe move siren's missile to a demi-strider? I think a boat demistrider like that would be exceptionally cool, and perhaps more appropriate for that particular model. The sonic gun is still cooler than the old hunter for a mid-weight riot though.

-I think the corsair should have cannons instead of shotguns. It already kind of looks like it's shooting cannons and it'd be way more boat-like.

I think the bias towards surface becoming more important is actually an improvement. When subs do get used it's more interesting, and I think it's good that buoys are more relevant in sea battles too.
+0 / -0
quote:
-I'm not sure whether hunter fits or not. It's better against ducks than the other raiders are, and given the cost of siren boats probably need something in that weight range that can deal with ducks. On the other hand previously only gunships had that many raidery units, and those are a bit more varied than the boat raiders are.

Given that your raiders have to be able to deal with both surface and underwater stuff, and being surface and underwater themselves, I think more variety is not too bad.

quote:
-Mistrel is meh. A 900 range enforcer would have been more interesting than a dinky sea slasher. Mistrel's spammability and ability to counter raiders is also questionable.

I had difficulty differentiating the Crusader and Enforcer-like units when they were at a similar pricepoint. Mistral still does make me nervous, though.

quote:
-Siren still does too many things. I think it counters scalpels too well in particular, since it has more speed and maneuverability and its sonic gun has nearly as much range and its med range missile has even more range and can hit them when clumped or when they've stopped to shoot. I think it's ok for it to counter scallops but it should be definitively weak vs skirms.

These are valid points. Siren's role as well as its balance are under review. A combat-focused strider or demi-strider is an idea but I'm yet to find a design which I'm confident will work well.

quote:
-I think the corsair should have cannons instead of shotguns. It already kind of looks like it's shooting cannons and it'd be way more boat-like.

I like the tactics and micro which the shotgun leads to. The model was obviously designed for the guns which Typhoon had; in the long run that could be changed.

quote:
I think the bias towards surface becoming more important is actually an improvement. When subs do get used it's more interesting, and I think it's good that buoys are more relevant in sea battles too.

Surface becoming more important but underwater still being interesting were design goals, I'm happy that they're working out to some degree.
+1 / -0
Page of 4 (78 records)