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Missing unit roles

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Hypothesis: while some missing unit roles can make a factory interesting, lacking anti-air and either heavy or anti-heavy makes a factory frustrating to use.

I think light vehicles need AA, shieldbots need better AA and both need an anti-heavy.
Infact, I think that any factory that does not have a heavy should have anti-heavy - and every factory should have dedicated anti-air, no exceptions.

why?

Because dying to rock paper scissors is incredibly frustrating. Playing light vehicles in an enviroment where air and gunships are likely to intercept you is nail-rippingly frustrating, because your units are grossly inefficent at countering no matter how well you use them.

Losing huge numbers of units to eternally retreating and repairing heavies is equally frustrating. And in both these situations, if you lack the tools, even a skilled player is largely boned. In a close, competetive game tech switch is rarely an option until the pressure eases, and by then you might be dead.

Light veh need AA. Shieldbots need better AA. Light veh, cloakies and shield would all benefit from a more concrete anti-heavy that isn't simply 'make skirmisher, since skirmishers in 90% of situations do not counter heavies in an enviroment where fragile skirmishers are likely to get vaporised by napalm or squashed peicemeal and otherwise fail to pursue a retreating heavy on half health.

Discuss.

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11 years ago
I know the frustration. I prefer to use small units - the emphasis on heavies, to me, loses the beauty of ZK. Heavy games are always all-or-nothing - either you kill the heavy or the heavy does some damage, retreats, heals, and wins by attrition. For this purpose, the whole bomber game is heavy - the nuke bomber is the queen of this - it flies home with zero lost unless you've got some obscene AA investment.

But there's so much riot firepower going around that it seems like investing in anything smallish in the late game these days is suicide. You can't build up a huge force if you're taking losses every time your troops get breathed-on wrong, while your heavier foes keep snowballing.

Because of this, the skirmishy units that feel like they should be good at heavies are actually a terrible long-term investment. Your whole force of rockos or rogues or recluses, carefully protected by riots, all get obliterated by a single napalm bomber. There was no battle, no last stand - just "boom, all your crap's dead or dying".

I'm not sure what to do about that mess, but I'm not happy with that part of the game.

On the other hand, it seems like "buff/add AA" is the wrong solution. The hardcountery world of AA/Not AA isn't fun for anybody. I'd love to see one of the labs go without dedicated AA but explore having flex-AA in nearly every unit - the Banisher is a good model for this. If we're going to keep the Veh lab without dedicated AA, then how about we put flex-AA weapons on everything in the lab? The Dart, the Leveler - keep the stats the same, but their cannons are now flex-missiles.

Or swap the Samson and the Copperhead and do something similar with the Tank lab - replace the Goli's flamethrower with an AA laser, make the Welder's pew-pew into a flex-missile. Heck, be stupidly fancy and crank up the rotation speed and add burnblow to the Pillager. Probably wouldn't hit a plane to save its life, but could be hilarious against gunship-swarms.

I have an even crazier idea for a flex-AA unit in the Cloakybot lab, but I have experiments I want to do on that front first.
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11 years ago
>>Or swap the Samson and the Copperhead and do something similar with the Tank lab.

I was thinking about this too. Moving Copperhead to veh lab would make tank lab less good-vs-all. It has great assault, great heavy, the best arty and currently it also has one of the best mobile AA on top on all that. Banisher can already shoot air pretty well so the tanklab could easily do without dedicated AA with all the power it has, while the vehlab badly needs some good AA, and the Copperhead could fill this role.
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11 years ago
quote:
On the other hand, it seems like "buff/add AA" is the wrong solution. The hardcountery world of AA/Not AA isn't fun for anybody. I'd love to see one of the labs go without dedicated AA but explore having flex-AA in nearly every unit - the Banisher is a good model for this. If we're going to keep the Veh lab without dedicated AA, then how about we put flex-AA weapons on everything in the lab? The Dart, the Leveler - keep the stats the same, but their cannons are now flex-missiles.


Flex-AA is a false dream. it encourages unit monoculture - spam the unit that covers all bases - and makes manufacturing a specific counter less efficent.
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Yes, but having one AA unit per lab creates its own problem - is that one unit anti-bomber? Anti-gunship? Gunship riot?
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11 years ago
tarantula (anti bomber)
archangel (anti gunship)

both are capable of performing the role of the other.
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A fast cloaking EMP truck and a cloaking bot that does 10k damage with a 60 s reload maybe?

Anti-heavy is a gimmick, a cute gimmick, but it shouldn't be a requirement. Scorcher should be able to beat any heavy that isn't a riot, and your other units should be able to beat any heavy that is (This isn't the case with Sumo, I know).

Flex AA is good. I think the Janus and Banisher in particular should be better at it. But yeah, with the game as it is, vehicles having no AA is kind of unsustainable. Usually as a veh player you just spam ravager which has too much HP for the enemy to napalm and is too cheap to prec bomb. This actually works surprisingly well but it's not really a solution. If I had free reign over the game I'd make Merl track (1/3rd the dps/cost of pene...) for both anti-heavy and high alpha and range vs planes, with slasher offering the constant DPS, finishing things off and dealing with fighters. There is too much ideological opposition against accurate artillery though for that, despite the fact that this means we should really nerf the Penetrator into the ground, not to mention the sniper.

I've made an AA vehicle but google doesn't like the model. I made this to replace the other unit I was going to use for an AA vehicle. /give vehaa and vehaa2.
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11 years ago
@SaktothIVL - if I were giving Veh an AA unit, I wouldn't bother with a new model - I'd just convert the Samson into pure-AA (although it'd need a new script to let it fire-while-moving). Who's going to miss it?
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11 years ago
I disagree to you ivory. If you get napalmed that means its not 1v1 and there is other of your teamates probably with air? If not then you have land advantage. Switcing factory is really not such a big deal such things as scutles cost as whole factory really heavy things cost from two to four times factory cost.

Static AA is better so there is option make static AA then make factory if every factory will be same with difrent looking units and diferent names thats not fun. Some factories are for support and others more all rounders

If something will happen as you say than heavy factory will be so WTF because it almost dont have really cheap units then again devs will be adding more units to it?. Most of its units cost more than factory itself..
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11 years ago
"Usually as a veh player you just spam ravager which has too much HP for the enemy to napalm and is too cheap to prec bomb. This actually works surprisingly well but it's not really a solution."
Why not?
If you can make it into the enemy base before he can stop you, you have effectively countered whatever units he was making.
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11 years ago
It is a solution for the players, but not a solution for the gameplay mechanisms.
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11 years ago
quote:
Flex-AA is a false dream

Flex-aa is entire hoverfac with exception of halberd. I've seen maces rip down napalm bombers. I've seen penetrators sniping a licho. And oh what can scalpel do to gunships. All the while having the ultra-efficient long-range flail.

Maybe, instead of removing copperhead from tanks, we should move flail to cars instead.

quote:
Scorcher should be able to beat any heavy that isn't a riot

Problem is, there are too many riot heavies: sumo, crabe, dante are probably more then a half the nomenclature of heavy units that appear in most games.

And scorchers take a lot of attrition, so if you fail to kill a gollie, you lose.


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11 years ago
That said, I often see the Pene fire upon gunships, but it doesn't seem able to give them the full length of its beam. Usually it hits the gunship momentarily, but the beam plays in and out of contact. Converting or removing the flail would require buffing Pene's accuracy and turret rotation to make it better equipped vs air, and this could have a lot of unintended consequences in the land game.
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11 years ago
They still can shoot gunships with every unit except halberd!
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11 years ago
Hover riot is really good vs. gunships
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11 years ago
^ yeah
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11 years ago
Vehicle almost has AA but I would like a better model for it.

As for heavies vs light I'd like a general and slow nerf/rerole of the particularly good AoE weapons because then cheap raiders and skirms would be a bit more viable.
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11 years ago
The big one that tends to ruin the swarmy game is the napalm bomber. I'd look at a weight-reduction there - make the napalm bomber something that you can primarily use against targets with very weak AA or else you have to field a lot of them and lose a lot of them. Of course, a weight-reduction would have to be done carefully, since it would also mean napalm bomber rushes.

As for vehicle AA, I'd think that just re-roling the Slasher would be the way to go. The vehicle lab already has a hyper-accurate skirmisher in the Dom.
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11 years ago
My idea:
Re roll the slasher into a anti-air unit, use the first vehaa model to create a new skirmisher unit.

Cause that model doesn't have any rotatable turret, the new skormisher unit might has to face towards enemy units to attack them, this could make the moving back micro really useful.

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11 years ago
Or remove the exp requirement of morph slashers to copperheads, but increase the metal cost of the morph, it should be a bit more expensive than building copperheads directly, so the players won't try to build slashers to get copperheads quicker all the time.
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