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Zero-K v1.8.3.1 - Bolas, Puppy and Scallop Followup

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25 days ago

Three units, Bolas, Puppy and Scallop, were a bit overtuned and so they are the focus of this patch. As a new unit, it is better for Bolas to be a bit on the side of OP, Puppy will be revisited later, and Scallop was too good against units intended to force it to the surface. Big seismic effects now ignore structures and there are some small raider tweaks.

Balance


Bolas:
  • Health 760 -> 720
  • Range 225 -> 220
  • Reload Time 0.3s -> 0.33s

Puppy:
  • Reverted changes from v1.8.3.0.
  • Cost 50 -> 45
  • No longer cloaks while reclaiming.
  • Added a goo gather state with options Off, On except cloaked (default), and On always.

Glaive:
  • Health 240 -> 230

Bandit:
  • Health 340 -> 330

Lotus:
  • Increased DPS by 5%

Scallop:
  • Range (both weapons) 300 -> 285

Siren:
  • Range 340 -> 355
  • Fixed tactical AI
  • Decreased hitvolume size to match the model
  • Increased brake rate by 19%
  • Decreased turn rate by 11%

Quake, Detriment and Disco Rave Party smoothing now affects structures.
  • Quake radius 256 -> 320
  • Improved the smoothing effect so vehicles are more able to use Quaked hills.

Fixes


  • Removed the Cancel Retreat hotkey from deep in the Settings menu. Fixed the Cancel Retreat hotkey in the Hotkeys menu.
+12 / -0
wow nice patch =)

might not be many useless units left.. these units are hard to make cost with but can sometimes still work:

reef ~ im not sure its worth the cost even with disarm

skuttle ~ in the hands of a pro its op com killer ~ in the hands of a noob its unlikely to ever succeed
its super hard to use and cannot normally kill felon. maybe the hardest to use of all units. even harder then imp, but still kinda good.

newton ~ sometimes its op on a hill. but in most situations its the worst porc choice

blastwing ~ they often seem to fail as cloaked mines so i never see them past the defender turret spam counters
i like the idea of them as mines to counter cloaks / raiders but they seem to be a bit weak as mines because the fire is mostly just localized often not even killing glaves. so units can just pass by unscathed. if the cloaked mine state had more oomf then they might not become ignored after 5 mins

the afterburn is 1 second @ 15 damage + 80 blast = 95 damage for 55 metal

so 2 will kill a glave when used as a mine.. but will cost 45 metal more then the glave
so only if you put two in the path of a group of glaves can it work and even then its just not very good at this because they will kill themselves and then the enemy will adapt and scout with single units.. even flea makes cost vs them as mines
+0 / -0

24 days ago
Many thanks for the patch GF, deployed with impressive speed and from a first look it answers to a lot of the feedback given by players.
+3 / -0


24 days ago
quote:
blastwing ~ they often seem to fail as cloaked mines so i never see them past the defender turret spam counters
i like the idea of them as mines to counter cloaks / raiders but they seem to be a bit weak as mines because the fire is mostly just localized often not even killing glaves. so units can just pass by unscathed. if the cloaked mine state had more oomf then they might not become ignored after 5 mins

Here are some of my recent thoughts on that one.
+1 / -0