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Zero-K v 1.0.7.0

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MYrankAdminKingRaptor
5 years ago
Beware of sharks when swimming.

Interface


  • Added menu buttons for Set Target and Cancel Target
  • Attack warning removed for spectators
  • Possible fix for some crashes
  • Fixes to rejoin progress bar

Graphics


  • Shield distortion FX removed completely from Felon; visible on larger shields only on Ultra settings

Commanders


  • Fixed commander napalm artillery
  • Rocket launcher reload 3.2 -> 3
  • Artillery conversion cost 350 -> 300
  • Heavy napalm artillery damage 75 -> 100

Units


Hunter
  • Health 1600 -> 1750
  • Turn rate 416 -> 480
  • Damage 360 -> 480
  • Range 430 -> 330
  • Reload 2.6 -> 4
  • AoE 16 -> 40
  • Slower and better turn rate for projectile.

Scallop
  • Torp Damage 130 -> 110
  • Torp Range 460 -> 430
  • Regen 25 -> 10

Clam
  • Health 1100 -> 800
  • Regen 20 -> 10
  • Rez cost and time increased 25% (same for comms too)

Snake
  • Firing arc 180° -> 270°

Crusader
  • Depthcharge AoE 32 -> 128

Slasher
  • Damage 50 -> 45

Fixes to some turret aiming issues

Misc


  • Regularized some map metal configs

+0 / -0


DErankAdminmojjj
5 years ago
nice. lets see how this works out with sea. good work!
+0 / -0


DErankKlon
5 years ago
why nerf amphibs and give both hunters and destroyers ae? this seems a little too extreme. also why nerf commander rez? i never felt that it was too strong, rather the opposite
+0 / -0

GBrank[GBC]Fred
5 years ago
simultaneously nerfing something because it seems too strong, then buffing its counters at the same time is an horrific way to balance, it just switches the extreme of 'scallop OP' back to 'sea OP'
should do stuff like this gradually, such as only nerfing amphibs or only buffing sea
this would gain you a better observation in real gameplay as to the affects of your changes and allow for more precise balancing
+0 / -0



CHrankSaktoth
5 years ago
The nerfs and buffs on both sides are actually relatively small, and sometimes the problem is the nature of the matchup rather than one or the other being 'OP' (Lack of AoE was a particular issue).

Ships being strong in sea is not a bad thing. You're always going to have a call for the other units but if you can't use ships, they'll never get used.
+0 / -0

GBrankDroopyTheDog
5 years ago
Yeah, I see no reason nerf/buffs have to be mutually exclusive. You can have big buffs and small buffs, I don't see how a big buff to one side is better than a small buff and a small nerf to either side of a bad matchup.

And really the buffs on the ships side are very mild, I'd be wary of even calling the hunter changes a buff at all, it's gained HP, AoE and alpha, but lost range and DPS. It's nice, differentiates it from snake more, but it's not automatically a buff over the old version.
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DErank[2up]knorke
5 years ago
Slasher
* Damage 50 -> 45

I loled. In the "Slasher" thread nobody could give a good reason that they are OP and the posted replays were all stupid.
+0 / -0

GBrank[pikts]wolas
5 years ago
(edited 5 years ago)

They could just make damage 49 just to shut down that thread :

By the way "shh...I m OP" is still not nerfed thats cool :)
+0 / -0



CHrankSaktoth
5 years ago
The problem is that the Hunter needs to be better vs scallop without being better vs snakes and the relationship between snakes and scallops doesn't need to change that much.

I'm not sure slasher change was needed, but it's so incredibly minor anyway. I am seeing a lot of success with slashers to control territory and ravagers to just utterly demolish everything and win the game recently, which may be more ravager than slashers, but veh are back to being popular and incredibly strong.
+0 / -0

NLrank[0C]SafetyToothpicks
5 years ago
(edited 5 years ago)

im too lazy to search in the change logs, but since when has the gnat been buffed, and why?

it went from, make misileturret to stop gnat to make gnat to stop misile turret :/
+0 / -0

USrankAnthem
5 years ago
Two consecutive versions of HP and range increase. I don't know why.
+0 / -0



GBrank[GBC]1v0ry_k1ng
5 years ago
a missile tower now only kills a single gnat before needing to reload.
MADNESS!

slasher nerf looks about right.
+0 / -0

GBrank[pikts]wolas
5 years ago
Madness? Anything else to proove that they are OP? Preferably without any weird calculations, but with real examples specially replays where people started mass AA spam just to prevent gnats? No?
+0 / -0


USrankAntelope
5 years ago
http://imgur.com/FL5WZ

This version seems to have broken terraform. It makes weird dark colored boxes near terrforms and console spews out debug variables.
+0 / -0



GBrank[GBC]1v0ry_k1ng
5 years ago
@wolas
http://zero-k.info/Battles/Detail/87911
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GBrank[pikts]wolas
5 years ago
Thats not a proof.

In some random noob battle you can proove that dante is best thing to start with. If I see some pros with really high elo to fail against paralyzers(and I never saw that) then I think over what I said.

In my experience there is always something which just kill them you cant easily emp everything. They work only when there is no AA or whatever what can easily hit them like reapers and so on. Emp plane is so much better at emping (and really annoying) than drones is.
+0 / -0



GBrank[GBC]1v0ry_k1ng
5 years ago
that game was waldo vs tandstickor fyi.. those are smurf accounts
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USrankluckywaldo7
5 years ago
Don't assume one way or the other because you recognize the player names or not. Tand and I were not playing for flexing e-peens but just messing around and exploring the game a bit. Look at the replay and make judgements based on how the game progressed.
+0 / -0


USrankFealthas
5 years ago
(edited 5 years ago)

When I upgraded to this version I noticed 2 problems:
1) Black boxes appear, has something to do with terraforming.
2) Random numbers scroll in the console.


+0 / -0

USrankluckywaldo7
5 years ago
Thanks, hopefully console spam is fixed now.
http://code.google.com/p/zero-k/source/detail?r=7093
+0 / -0
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