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Zero-K v1.5.3.2 - Tanky Early Commanders and Tab Playerlist

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AUrankAdminGoogleFrog
4 months ago

Commanders are now more powerful and rush-resistant in the early game with a better Peashooter and more health. The health buff is reduced at higher levels and turned into a nerf if you stack too many speed modules. Commanders also have a stealth buff with the Racketeer cost increase.

There are many interface features/fixes in this version with the most noticeable being the new tab playerlist. The layout of the playerlist is still a work in progress. Recent work outside the game has been on getting planetwars running as well as a singleplayer galactic conquest campaign.

Balance



Commanders:
  • Increased Peashooter DPS by 14%.
  • Peashooter is now better at hitting raiders.
  • Starting health increased by ~800. This increase is reduced to ~400 by level 6. Details below.
  • Speed module (+10% speed) now costs 100 health.

Base health per level before the change:
  • Strike: 2500 - 2500 - 3000 - 4000 - 5000 - 6000
  • Recon: 1650 - 1650 - 2100 - 2600 - 3100 - 3600
  • Support: 2000 - 2000 - 2500 - 3000 - 3700 - 4500
  • Guardian: 3000 - 3000 - 3800 - 4900 - 6000 - 7200

Base health per level after the change:
  • Strike: 3200 - 3200 - 3800 - 4600 - 5500 - 6400
  • Recon: 2400 - 2400 - 2800 - 3200 - 3600 - 4000
  • Support: 2800 - 2800 - 3400 - 3800 - 4500 - 5000
  • Guardian: 3600 - 3600 - 4400 - 5500 - 6600 - 7600

Racketeer:
  • Cost 350 -> 380

Slashers:

Reef and Shogun
  • Footprint size 4x4 -> 10x10. This should make them less intimate with terrain and each other.

Heavy Tank Factory:
  • Unfurls 4x faster to bring it in line with other factories.

Krow:
  • EMP and disarm now interrupt cluster bomb dropping (similar to Thunderbird).

Kodachi:
  • Slightly higher aim point. It is a little easier to hit.

Interface



Text to speech:
  • Disabled by default (volume is set to zero).
  • Disables itself during catchup.

Controls and hotkeys:
  • Added binding for clear map marks.
  • Removed Tab overlay hotkey.
  • Tab now opens the new playerlist.
  • Added another way to set terraform height. Hold Alt and click/scroll the mousewheel while placing a structure to set height.
  • Reenabled hold to terraform structure by default.
  • Enabled factory production hotkeys by default.
  • Enabled safe alt factory queue insert by default.

Panels and layout:
  • No storage energy warning now flashes on energy stall as well as excess.
  • Fixed space+click on factory failing to bring up unit info.
  • Fixed missing tooltip during structure placement.
  • Left click to select on minimap setting is now remembered correctly.

Visuals:
  • Improved terraform construction point visuals. Construction points now draw as icons that represent the type of terraform command corresponding to the point.
  • Changed 'self' teamcolour from teal to green to aid recognition.
  • Improved and moved some ally team colours.
  • Improved performance of overhead icons, command drawing and certain wobbly sphere visuals (shield and singu).
  • Singularity Reactor is now more shiny.

Game Options


  • Very easy chickens is now easier.
  • Added a modoption to make water level control easier with options Manual, Dry and Flooded. The Dry and Flooded options automatically turn the map into a land or sea map respectively.

Notable Menu Changes


  • Updated Circuit AI.
  • Fixed various settings failing to apply, such as camera scroll speed and map drag speed.

Game Fixes


  • Removed some unused buildpics to save on filesize.
  • Fixed a bug in which constructors are unable to repair while stalling high priority metal.
  • Fixed wonky landing pad turn rates.
  • Fixed Krow cluster bomb tag for AIs.

+10 / -0

AUrankhedgehogs
4 months ago
Add an anti-nonreload plane being selected by Control-Z


Have you considered what would happen if a trollcom user were to use the buff?
+1 / -0

DErankXivender
4 months ago
Slashers worked!
:-)
Now i can make SLashers great again :-)

+3 / -1

PLrankFailer
4 months ago
quote:
Very easy chickens is now easier.

How was that even possible?
+1 / -0


USrankaeonios
4 months ago
quote:
Starting health increased by ~800. This increase is reduced to ~400 by level 6. Details below.


While I don't think this is a bad idea it's also a significant nerf to wyvern, which is already terrible.

quote:
Changed 'self' teamcolour from teal to green to aid recognition.


I thought there was some discussion of differentiating self from allies in simplified colors..? I think for non-simplified colors having self be green is definitely better though.
+0 / -0


AUrankAquanim
4 months ago
quote:
wyvern, which is already terrible.

citation still needed
+1 / -0


PLrankRafalpluk
4 months ago
It is nerf to Wyvern and Scythes but it is actually good. Now there is more consideration in picking targets than just "hit first level 0 support comm you see".
+0 / -0


USrankaeonios
4 months ago
This post has been downvoted below -5 and collapsed, click here to expand
Ok, who got rid of the 'classic layout' option for factory build options? Go kill yourself plzthx.

+1 / -10


CHrankConnetable
4 months ago
Why the commander buff? Is it a 1v1 thing? Because in teamgames there was no apparent problem with current com IMO.


"No storage energy warning now flashes on energy stall " What is the reasoning behind this change?
+0 / -0


EErankAdminAnarchid
4 months ago
quote:
"No storage energy warning now flashes on energy stall " What is the reasoning behind this change?

Energy stall is when you have insufficient energy compared to what you are trying to spend. In this case, red flashing energy bar tells you to build more energy. Not to be confused with energy excess which is more or less always fine.
+0 / -0


CHrankConnetable
4 months ago
"n this case, red flashing energy bar tells you to build more energy. "

Well, it is written: "No storage energy warning". I understand it as: there is not any warning anymore.
+0 / -0

AUrankhedgehogs
4 months ago
quote:
citation still needed


Replays broken
+1 / -0



GBrank[GBC]1v0ry_k1ng
4 months ago
Wow, the buff is proportionally a lot bigger for the recon com with its jumping powers. In b4 recon meta!
+3 / -0



RUrankFirepluk
4 months ago
(edited 4 months ago)

Gonna make bare troll com with pea shooter gun now
x8 dmg booster, x8 adv targetting o_O

Pew pew pew
+2 / -0


AUrankSnuggleBass
4 months ago
Yeah even though recon got less health out of this, it benefits by far the most, and guardian the least.

This is a sizable indirect nerf to ravens, wyvern, scythes, glaives, and BD. Some of these units were already borderline bad.

I imagine com pushes will be more common, and early games more bold. It was already correct to avoid the opposing commander early 90% of the time. Probably the biggest change to the game since I've started playing.

While the buff doesn't scale so well with leveling your com, it does encourage you to have your com in a position from where it will more often be a good idea to morph.
+0 / -0




AUrankAdminGoogleFrog
4 months ago
quote:
Well, it is written: "No storage energy warning". I understand it as: there is not any warning anymore.

"No storage energy warning now flashes on energy stall as well as excess." is an awkward sentence, one of the sentences that starts off being parsed one way and requires a re-parse near the end. Your interpretation makes the sentence awkward, grammatically, and your interpretation would be written "Storage energy warning no longer flashes on energy stall as well as excess."

quote:
This is a sizable indirect nerf to ravens, wyvern, scythes, glaives, and BD. Some of these units were already borderline bad.
If a unit here was already bad it would be because a more powerful version creates some degenerate rushes and commander snipes. Commanders are inherently heavy units so antiheavy options have had to be moderated, at least those that are unaffected by large open areas between bases.
+2 / -0


AUrankSnuggleBass
4 months ago
quote:

If a unit here was already bad it would be because a more powerful version creates some degenerate rushes and commander snipes. Commanders are inherently heavy units so antiheavy options have had to be moderated, at least those that are unaffected by large open areas between bases.


If healthier commanders adds resistance to both snipes and rushes, perhaps there's room to give some loving to these units that have just had that capacity greatly reduced?

+ glaives are so hated on by the meta they could afford to have a buff so long as they're still 1-2 shotted by everything?
Cost was 65 -> 60?
+ wyvern just had its chances of sniping a commander unaided reduced to near zero (in conjunction with rearm nerf)
Cost was 2000 -> 1800?
+ Raven just decreased in value against 3/4 commanders by requiring an entire extra 300 metal to snipe
Cost was 300 -> 280?

I'm going with cost here because it's the easiest way to improve efficiency across the board without affecting any particular unit matchup (extra health on glaive could be disastrous for example), but that's certainly not the only way to do it. This is obviously a poor time to bring it up since you just implemented a change and haven't yet explored the consequences. I thought I'd at least initiate the discussion though seeing as how I am trying so very hard not to study :I
+0 / -0

AUrankhedgehogs
4 months ago
(edited 4 months ago)

quote:

If healthier commanders adds resistance to both snipes and rushes, perhaps there's room to give some loving to these units that have just had that capacity greatly reduced


Wyvern needs 2x the damage to counter the 6x reload time. This may be dumb but it 1hits commanders again and makes it into an anti-heavy plane besides TB

Actually, Comms now become more OP as noobcoms, since the speed you can get it to 5000 Hp is pretty fast, and at that point the commander becomes unstoppable as a newb.
What is cancer are noobcoms against newbs, since newbs don't reflex their counters, so their looking at this godde smashing their defenses down while their deciding on the best way to counter it. I know, and it's pretty frustrating when a single unit hardcounters an entire factory at early game.

Now I know that noobcoms are generally weak to rushes, or if they have HR, unsupported

However, lets just go with this unless it becomes broken at which point, we nerf the commanders.
quote:
Glaive

Lets give it autorepair heal 40HP/sec, triggers at 5 sec after no damage to make glaive a unit you want to keep alive

Raven; Who starts plane, and who actually aims for a commander once your midgame, by that time Comms tend to have made more storages and are only being used for reclaiming
+0 / -0


USrankaeonios
4 months ago
quote:
+ glaives are so hated on by the meta they could afford to have a buff so long as they're still 1-2 shotted by everything?
Cost was 65 -> 60?
+ wyvern just had its chances of sniping a commander unaided reduced to near zero (in conjunction with rearm nerf)
Cost was 2000 -> 1800?
+ Raven just decreased in value against 3/4 commanders by requiring an entire extra 300 metal to snipe
Cost was 300 -> 280?


What.. the fuck?

quote:
Wyvern needs 2x the damage to counter the 6x reload time. This may be dumb but it 1hits commanders again and makes it into an anti-heavy plane besides TB


At least this logic is sort of sensible, but the whole point is that it's better for wyverns not to 1-shot coms, but incredibly stupid that by the time they rearm the com could have been repaired back to full health.

To put things into perspective, wyvern damage is the same as penetrator, but the rearm time is 10 seconds longer and wyvern costs twice as much.
+0 / -0

AUrankhedgehogs
4 months ago
quote:
, wyvern damage is the same as penetrator


Pene:3000
Wyvern:2000

ahem
+1 / -0
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