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Rez breaks FFA

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4 years ago
Ressurrection is far too good in FFAs. There's no point in pulling off some brilliant attack to destroy the enemy's singu and nuke if 5 mins later they will be back for free along with your dead units.

Rez should be changed to decrease its power in FFAs.

A couple of proposals:

* Increase rez cost to 40% of unit value. This means that resurrection is still pretty good (athenas will still make cost over an FFA, it just takes three times longer), but it's no longer a no-brainer.
* Increase rez cost to 60% of unit value, but make it 2x as fast as reclaiming rather than 0.5x as fast. Then rez gives no eco benefit, but does give a very large boost to how fast you can get things back up again.
+1 / -0
4 years ago
no it's fair so much energy spent that's why it's special to ressurect units in this game and in other's it's a special ability
+0 / -0
Combined with cloakable sources of energy (that require special Detector units to find), this produces some nice 3.5 hour games
I think adding metal cost is unimaginative though. Some other (probably bad) idea spitballs:
- Don't mount the rez ability onto a cloakable, high-speed, all-terrain unit. This will make the logistical cost much higher, and make counteraction much more possible.
- Remove sonar to make submerged singus easier to find, making rez comebacks less of a nobrainer.
- Make high-yield energy sources gib themselves on detonation, preventing things that mainly power rez from being rezzed
- Make the rez unit easier to gib = less likely to be rezzed
- Make rezzed units slave-chained to the resurrector, and revert to omnihostile zombie Gaia if resurrector dies

And with these powers combined: Funnelweb should be the resurrector.
- Uncloakable even with Iris because of the mega fat shield
- Unconditional energy drain even when not rezzing because of shield
- Nowhere near fast, not amphibious, high logistic cost that while can be lowered with smart use of djinn/hercules, is still much higher than Athena
- Raises entry bar to rez to 3k
- Already a builder but with a non-lolol buildlist
- The leash mechanic combined with uncloakability makes it an interesting target
- AESTHETIC because spiders do things with corpses, horrible things.
- Actually gives meaning to frontline Funnelweb - it's there to make necro drones

TL;DR zombie robot spider jesus
+6 / -0
4 years ago
If i would have to say anything to your funnelweb proposal i would definitely disagree to add rez to it.

Resurrection was pushed onto many different builders:
Convict -> Conch -> Athena
At this point rez is only viable in FFA as i dont see any way where rez can be properly (ab)used in teamgames/1v1.

I do not want to see Funnelweb with Resurrection because:

- It will result in Funnelweb monospam in FFA as it does get the most cost effective building ability while being extremely tanky.
Being able to protect resurrected units and pushing (or retreating) with them at the same time will be a nightmare to balance.
- It probably results in Funnelweb needing a cost increase making it worse at the escorting and repairing job it currently has.
This will eventually lead to a Funnelweb which is not properly usable in both FFA and teamgames.
- Athena will probably never be used again as it lacks riots and has a somewhat random unit variation which does barely sinergyze to work as "mobile Factory" over a special rez builder.

-(I do want to keep Funnelweb as an assault assist unit and as frontline repair/buildstation)
+2 / -1

4 years ago
GBrankdyth68 do you have any examples I can watch so I can see for myself?
+1 / -0
Rez has never been well designed. I realised a while ago that resurrection should not be a constructor ability. The best design is now since Athena is barely a constructor.

Some standard factory constructors used to be able to resurrect. The thought was that people would get to choose between reclaim and rez when using constructors to process a battlefield. This did not work. The choice turned out to be trivial in most cases because, once you have enough energy, you should probably just rez everything. I concluded that rez works poorly when just tacked onto a constructor with many other abilities. Well designed rez requires it to be a central part of the unit. I wasn't that interested in rez (and its technical challenges) so I put it on Athena instead.

Funnelweb could be a good dedicated ressurection unit. However, EErankAdminAnarchid, simply adding rez to an already complex unit would likely be terrible for the reasons DErankManu12 highlights. It would require a complete redesign.

I dislike resurrection technically because it is the only way to spend metal (and probably energy by this point) that is not covered by the priorities system. Using resurrection throws correct proration to the wind as you are left with the janky engine behaviour. Any serious work on rez either requires engine changes or a reimplementation in lua.
+0 / -0
4 years ago
I am against any nerf Athena. Athena is an aviation unit with the strongest problem, it is that he is weak against turrets. Because of what it can only be at its base and work locally. The buff of the Funnelweb will lead to the fact that it can work globally, literally. Her shields and resurrection will be imba.

FFA game of Athena is a special meta, which is rarely used, since it requires a high eco from all players. FFA games with athena are rare
+0 / -1
quote:
FFA games with athena are rare

Indeed, almost as rare as mexes in 1v1.


quote:
However, simply adding rez to an already complex unit would likely be terrible for the reasons Manu12 highlights. It would require a complete redesign.

This is a valid concern. Perhaps removing Funnelweb's build list would be a good solution to too much complexity, perhaps not. Either way, it's not just adding rez: it's also adding the mind leash mechanic to rez.
+1 / -0
4 years ago
I don't agree that resurrection is far too good in FFA. Maybe it is slightly too good :)

How much more efficient (M+E cost and time?) is it compared to reclaiming and rebuilding?
What you gain in efficiency you lose in flexibility of choosing what to build with the reclaim.

Is the "problem" not just that people can more easily make a comeback in FFA?
After an attack in FFA you often have the dilemma between finishing of a player and focusing on a more threatening opponent.
People often underestimate the strength of players that have been "wiped out", but actually still have plenty of energy and a few builders.

→ The problem is not that you cannot stop athena's rezzing, the problem is that you often don't know whether someone has hidden E and athena's, or where they are.


So I agree with Anarchid that it should probably be a bit easier to scout (and snipe) underwater singu's.

Perhaps the same goes for Athena's. Right now they are really easy to kill (Artemis, fighters, raiders) but harder to find due to cloak and radar jamming.
Maybe radar jamming should be disabled when rezzing, to make rezzing harder close to no-mans-land.

I like the idea of funnelweb rezzing combined with the mind leash mechanic.
Funnelwebs are quite snipable, from my experience. So there is an opportunity for counter play.
+0 / -0
4 years ago
Also, maybe it should be easier to destroy wrecks to prevent rezzing.
Nuking multiple times already works great, maybe there could be more options.

But it's probably something people just don't think about, like tacnuking a det corps to prevent rez.
+0 / -0
quote:
What you gain in efficiency you lose in flexibility of choosing what to build with the reclaim.

In FFA this degenerates into not being able to choose to build singus and paladins because you are rezzing singus and paladins.
+0 / -0


4 years ago
USrankOflameo : Any FFA game with a purple that lasts more than 30 mins will have skilled and daring attacks completely invalidated by rezzing.
For instance: https://zero-k.info/Battles/Detail/736789
Another: https://zero-k.info/Battles/Detail/736533

quote:
How much more efficient (M+E cost and time?) is it compared to reclaiming and rebuilding?

Infinitely so.
It costs no metal and E generally comes from sunken untouchable singus. Time is cheap in FFAs, which often go over an hour.
A rezzing athena is basically making 7.5m/s from thin air. 10 minutes of that? and it's paid for itself many times over at no risk.
+0 / -0

4 years ago
Tell me more about those sunken untouchable singus. How would you get rid of them normally?
+0 / -0

4 years ago
A sunken singu is near untouchable. If it's above the waterline, but with high walls I send in fleas that can run past defences with less than a 100% casualty rate and make it's defence it's own grave. If it's a hair under the water line, use something with are noon the surface to kill it, but that does require overrunning it's position. If it's deep surrounded by land, the only hopes are to attack it with Ravens or to once again assult it's land and teraform some urchins(note, make sure there's a deep enough pit below the urchins, it has trouble firing down sheer clifs). If it's deep in the middle of the ocean, assult with Ravens or a detriment. People build short sea walls, so generally you can launch over it with a lobster.

I like building striders in ffa, I'll lose to Rez or real superwepons. I'm always disappointed when walking through Bertha fire with striders.
+0 / -0


4 years ago
Ah. I'd forgotten that Raven bombs penetrate water.

Of course you'll need to force fire your Ravens to hit the damn thing...

In practice in FFA I think they mostly get destroyed by nukes.
+0 / -0
4 years ago
Rez is one of those mechanics in this game that I am suprised isn't abused more often. Probably it's becuase people don't realize rez doesn't cost metal. In theory, rez should completely break the game balance. But in practice, it doesn't. Probably becuase Athena is just incompatible with the field of team games.

My solution to rez is pretty simple. Ressurected units would have a special modifier that makes them die after 60 secs of existing. After death, they turn to metal shards. And rez would of course be cheaper to compensate.
+0 / -0


4 years ago
Rezzed units should be zombies tethered to their rezzer (so if rezzer dies than so do they). It should also be faster and the rezzer should be slow and landbound, not fast, cloaked and airborne.
+1 / -0


4 years ago
quote:
Rezzed units should be zombies tethered to their rezzer (so if rezzer dies than so do they). It should also be faster and the rezzer should be slow and landbound, not fast, cloaked and airborne

I do think becoming omnihostile neutrals is more elegant (especially since that merely reuses the capture system), but cascading existence failure is also a good option.

Also keep in mind that Lazarus module exists and probably should exist; cloakable rezzers are going to stay a thing as long as this exist (and hyper expensive non scalable but fast ones as well).

But the capture/cascadeath leash puts a leash on effectiveness of this cloak: any zombie visible points the direction towards kaschei's egg.
+0 / -0

4 years ago
It also makes superweapons a lot better. Even if you manage to assassinate one, its going to pop back alive for free in a little while and I find that terrible.
+0 / -0


4 years ago
Does this mean I am allowed to remove rez?
+2 / -0
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