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Cyclops hit graphic and AoE mismatch?

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5 years ago
So I've been watching a fair few games involving Cyclops recently and...
Is it just me or do the hit graphics for the Cyclops and it's actual AoE not match very well?
It produces an expanding purple explosion, lots of dust and glowing purple shrapnel, but it can hit right next to a unit and do no damage.

After playing around a bit, I thought the explosion "made sense" with a damage radius (well, a slow radius, given the effect is purple) around the size of its purple sphere explosion graphic, or 3-4x of its current actual AoE.

Anyone else experiencing this dissonance?
+0 / -0
5 years ago
Need to agree on this. the hitbox/aoe is ridiculous compared to the graphics and makes no sense. make both graphically bigger pls
+0 / -0
making sense matters!

Current AOE radius is 16. If you increase the aoe to something like a emissary aoe (48, leveler aoe is 72), it'll become decent at killing small units.

If they increase the aoe but use an extra slow-only explosion, it could also become reasonably effective at killing or crippling groups of small units. That would conflict with its purpose if it's meant to be cost-optimized as an anti-heavy.
+0 / -0
Note: Just because there's a mismatch doesn't mean the solution is to increase the AoE, instead a change to the visuals may be required.

I do happen to think Cyclops needs a buff but that's entirely separate from the mismatch and I wouldn't necessarily propose an AoE increase.
I'll make a thread for Cyclops buffs later, but this one's just to see if there is in fact a "feel" and effect mismatch.
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5 years ago
Yea, let's buff Cyclops.
+0 / -0

5 years ago
why does it need a buff?

compare to grizzly, cyclops gets 42% more hp and 37% higher move speed at a 10% cost increase. It trades an efficient 600 range weapon for a clumsy 450 range weapon that has a lot of extra slow damage. I'd say the cyclops weapon is worth less than the grizzly's, but not enough to offset cyclops's other advantages, so it still seems more cost-effective in terms of raw attributes.

The other question is : how useful is it in the actual game?

Maybe people aren't using it properly. An OP spear will probably be mediocre if used as a hammer and vice versa.
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5 years ago
Here, I've made a thread to discuss Cyclops buffs so this one isn't dragged off topic: http://zero-k.info/Forum/Thread/27190?postID=192103
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The problem is that Cyclops does have a pretty large smoothing radius, which is kinda an aoe thing. An ideal effect would convey that while not looking like it has damage aoe.

ZK's visual language for high-damage things with no aoe seems to be sparks - like on Impaler, Phantom, and for smoothing weapons it's kicked up dirt, and the Cyclops kinda has to do both.

The purple glow kinda is too fat though. If it has Buoy aoe, it should have Buoy ground glow size too. There's no way to show that it deals more damage with ground glow, and no need really.

Also maybe the smoothing function can be moved into a manualfire quake sidearm instead.
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5 years ago
EErankAdminAnarchid : Yeah, I haven't seen the Cyclops be force fired to smooth ground ever, so I'm not sure that feature does anything in practice. (I actually just tried it out and it's quite a powerful smoothing effect...)

Maybe the initial purple explosion should be green like the Quake missile to indicate it's ground smoothing, not slowing damage that has that radius?
+1 / -0


5 years ago
Cyclops doesn't look like it deals much damage. The high pitch sounds do not help either.
+3 / -0


5 years ago
EErankAdminAnarchid : Halving the size of the glow and the initial purple sphere seems to have more or less solved the problem in my view.
Shall I put in an MR?
+1 / -0


5 years ago
Sure, go ahead.
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5 years ago
EErankAdminAnarchid: https://github.com/ZeroK-RTS/Zero-K/pull/3282
The bullet hit looks a more concentrated now and somewhat less cool, but it no longer looks mismatched to me.
+2 / -0