Hovercraft have a new heavy raider - the Bolas - bringing its unit count from a uniquely-low eight to a healthy nine. The question "How can Claymore be less janky when it is required to beat Scallop?" has been answered by reworking the Hover and Amph factories around a Scallop that must float to fire. Alongside this rework are changes for some of the more maligned units of the two factories, including tweaks to Dagger and Duck to bring them closer to other raiders in power. Apart from tacking the longstanding issue of Claymore, we also tackle the longstanding issue of the general uncatachability of artillery. Additionally there are some small adjustments based on the previous update, a Ripper nerf, a Redback buff, and the matchmaker map pool has been rotated. BalanceMetal Extractor health 750 -> 700 HovercraftAdded Bolas, a heavy disruptor raider hovercraft.
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Cost 190
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Health 760
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Speed 94.5 (for comparison, Bandit is 90 and Blitz is 102)
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Disruptor beam with 116 DPS and 4x slow damage (essentially a Dart that shoots 3.33x faster)
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Range 225
Dagger:
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Fixed a longstanding bug that prevented Dagger and Gauss turret projectiles hitting maximum range when elevated.
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Cost 80 -> 75
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Speed 144 -> 147
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Damage 95 -> 100
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Reload 3 -> 2.8
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Range 210 -> 220
Claymore:
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Health 1650 -> 1320
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Speed 99 -> 75
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Brake rate increased by 200%
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Range 270 -> 280
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Damage 900 -> 600
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Reload 8 -> 5.5
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AoE 298 -> 160
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Depthcharges move immediately instead of floating for a few seconds first.
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Removed self-damage (this is consistent with all low-moderate AoE weapons).
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Land depthcharge now rolls along the ground towards targets at a range of 160.
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Removed manual fire ability.
Mace:
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Speed 66 -> 61.5
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Turn rate 560 -> 400 (note that the recent changes are 560 -> 896 -> 640 with the 1.6x multiplier)
Lance collision volume is now smaller and should result in less friendly fire. Amphibious BotsDuck:
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Damage 115 -> 130
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Turn rate improved by 75% (still 30% slower than Bandit and Glaive).
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Increased turret turn rate by 58%
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Speed 84 -> 90
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Shoots one projectile every 2s, instead of two every 4s.
Scallop:
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Floats to fire.
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Speed 45 -> 48
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Depth charge range 230 -> 300 (matches shotgun)
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Depth charge AoE 100 -> 128
Buoy:
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Cost 300 -> 280
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Speed 42 -> 51
Lobster:
Land BotsGlaive:
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Fixed a recent bug that removed Glaive weapon spray. The fix makes Glaive slightly worse against small and distant units, making raider interactions more interesting.
Bandit:
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Health 320 -> 340
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DPS increased by 2.5%
Thug:
Puppy:
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Speed 105 -> 102
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Damage 410 -> 720 (so it can kill a mex)
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Range 170 -> 160
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Reload Time 1s -> 1.5s
Pyro:
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Health 620 -> 700
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DPS increased by 8%
Toad:
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Health 2000 -> 2100 so it unambiguously survives Likho.
Venom:
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Speed 2.7 -> 2.8
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AoE 160 -> 128
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Reload 1.73 -> 1.5
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EMP 600 -> 450
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Real damage 18 -> 40
Redback:
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Turret turn rate buffed by 22%
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Reload time 0.33 -> 0.3
Land VehiclesRipper:
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Damage 280 -> 270 (used to be 220)
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Reload 1.6 -> 1.7 (used to be 1.63)
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Range 300 -> 285
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Increased turret turn rate by 75%
Kodachi:
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No change, I'd just like to mention that a Kodachi 1-shot kills mexes with 700 health.
Blitz:
AirBlastwing:
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Cost 55 -> 45 (it no longer 1-shots mexes, so it is free to find more general use).
Gnat:
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Health 420 -> 370
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Applied -0.8 target priority to shoot at Gnats. Locust is now prioritised after Gnat.
Bomber health buffs:
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Thunderbird 1000 -> 1120
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Phoenix 720 -> 900
ArtilleryMost artillery is a bit easier to catch, especially heavy artillery:
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Sling 1.2% slower (for roundness)
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Phantom 3.4% slower
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Racketeer 5.5% slower
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Firewalker 3.4% slower
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Badger 10% slower (increased range 730 -> 750 to compensate)
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Lance 15.9% slower
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Impaler 11.1% slower
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Emissary 16.6% slower
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Tremor 20.5% slower
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Merlin 25% slower
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Shogun 13.6% slower
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Envoy speed unchanged
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Reef speed unchanged
Matchmaker Map Rotation
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Added: Izki Channel (1v1 only), Hourglass, Leyline, Mercurial, Banana Republic.
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Removed: Aurelian (only from 1v1), Fifteen Platforms, Wanderlust, Thornford, Gecko Isle.
Fixes
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Fixed local gesture, teamcolour, and unit marker settings.
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Fixed some aiming and ally avoidance issues for a few multi-barrel units (Gremlin, Harpy, Raptor, Bandit, Rogue and Razor).
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Fixed Mex team RoI.
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Fixed move commands sometimes being drawn on the ocean floor.
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Fixed amph float jittering caused by a hard water boundary.
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Fixed an overshoot gadget crash.
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Fixed Siren failing to fire at very close units.
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Made terraform commands more resilient to malformed input.
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Fixed Buoy (and other floating units) sometimes cancelling move orders while they sink.
+12 / -1
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After one round of playing amphbots against computers without knowing about the changes I was confused by the scallop's change of behavior, but I recognized why and I agree with it's implementation because it makes scallops in the water a lot more scary when they attack but it exposes them. This is a nice change :D. I think it will balance the sea battles nicely. I do however have a couple minor comments on balance. Scallops: a higher health Regen while in the water to match the rest of the floating amphbots all amphbots: (maybe) give them a (5) second, sense damage, wait timer on their health regen. (this is mostly for bouys and Grizzlies) Dagger: The dagger can fire under water but it's currant inaccuracy makes it unlikely to impossible to hit things deeper underwater. a tweak here would be nice. (Edit: if the Dagger "longrange" fix adresses this that is great.)
+0 / -0
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Was gnat a problem? I generally agree with the changes, but that one confuses me a bit.
+0 / -0
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It has certainly been said that Gnat was a problem. I couldn't say how much of one from my own personal experience.
+0 / -0
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you said you've been gone for a couple of years. Gnat got buffed 6 months ago along with locusts. They've been quite terrifying
+0 / -0
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Gnat made me EMP Wizard a couple of times, you may notice I'm not highly skillful. Big changes again. You will encounter swarm of hovercrafts now, as hover beat rover anywhere.
+0 / -0
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Revert lobster cost reduction please, makes scallop too op.
+0 / -0
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Checking for self-upgrade.. forever =/ linux mono edit: oh it worked
+0 / -0
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Good patch, except for puppy buff. Now if only you reverted all raider changes from previous patch, it would be perfect.
+0 / -0
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Rip ClaymoreBombing. Will miss you.
+2 / -0
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quote: Puppy: Damage 410 -> 720 (so it can kill a mex) |
are you sure?
+4 / -0
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Seems like a step in the right direction overall, although the lobster cost reduction confused me. It was already a pretty great force multiplier as it was.
+0 / -0
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Does a 50m puppy really need to 1-hit the 90m mex
+4 / -0
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ofc it does. "remember when someone said: oh we just change a few raiders, then we need to tweak a FEW things here and there and zk will be better than ever." tried a game again, total bullshit. absolutely. puppy-spam, static artillery and so on. i think i am really done. if it weren`t for the people i play with i would delete the game from my harddrive. seriously. if you want a constructive comment: revert the changes since last update and try to find another solution for your swinginess-problem. this is really not fun at all.
+5 / -1
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Yay, new unit! I think almost all the changes here are great, except for the Puppy 1 shotting mexes... Jumpbot is in a weird place but I don't think this is a good solution.
+0 / -0
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i agree. the changes to artillery and repair are very welcome with me. but zk without glass-cannon-raiders is not zk for me. bolas seems to be op as well so it feels like an unfinished game. puppies. puppies.
+2 / -0
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It would not surprise me personally to find that Puppy, sea-Scallop and/or Bolas are overtuned. Replays will be helpful in making these cases. (With respect to Puppy I have seen B845260 2 on AlienDesert and the preceding jump v tank AlienDesert games but would specifically like to see a variety of matchups.)
+0 / -0
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