Loading...
  OR  Zero-K Name:    Password:   

Lightening Lance micro

10 posts, 682 views
Post comment
Filter:    Player:  
sort
If the Lance changed its weapon height reasonably on its own to fire over things and it couldn't move while shooting, managing many of them would be easier. I think it is cool to have multiple energy beams utterly disintegrate a strider. However, they can be a little annoying to use currently in my opinion. Some kind of nerfing would probably be necessary if the adjustments were implemented.
+2 / -0
moving while firing is strong tho, you can zap many small units. id be sad to lose that ability ,
a toggle state for stop to fire ?
+0 / -0
4 years ago
Main thing that makes them annoying to use for me is that they require eternity to reload, so wasting any shot for any reason is painful. Giving it better innate target prioritization might make them too fiddly though.

For now I just set them to hold fire and manage the shooting myself. However, I very rarely play hovers anyways.
+0 / -0
i love to kill them =D its the best feeling ever to chase them with a few flea.. they have so much fear lol.. they way a huge group of them panic and is delightful when the riot dies and one gets stuck on a hill or something.. XD

only widowing firepluck makes me happier

he d-guns me so much so im sure he understands.. i think he can type 'get wrecked noob' faster then outlaws could draw a pistol in the wild west
+4 / -0
You mean "Cobbled wubblestone".

I agree mostly with how lances teamkill way too often. Although move fire rarely seems to be doing it. In my experience it's always shooting each other in the back. :|
+1 / -0
quote:
moving while firing is strong tho, you can zap many small units. id be sad to lose that ability ,
a toggle state for stop to fire ?

( @Omoiyari )


I think zapping multiple units is cool too. I suppose the changes would make that harder. However, there is no code to prevent units from walking into a live beam. The only way to stop them is manually telling them not to. What if the unit AI did that? Perhaps the enemy one shouldn't try avoiding the energy ray.

+1 / -0
I didn't even know Lance's beam dealt sustained damage until now. Sounds like kind of an exploit to use it to damage multiple units, albeit one that is more cool than practical.

If its hurting the unit's usability though, I'd second making it immobile while firing. I personally never used enough of a lance ball to have that shooting in the back problem.

Maybe, instead of units trying to avoid the beam, Lance could turn the beam off if an allied unit crosses the beam. I think checking who it is hitting with the beam a few times during the beam's duration probably won't be computationally expensive.
+0 / -0


4 years ago
The persistent beam is just too cool to remove.
+2 / -0
4 years ago
i have the same problems

the first time i ever lost a game of ZK was of the lance planet, with my comm ON THE RAMP TO THE ARTIFACT (i didn't know of air back then) and laces shooting at AA (yup the aa there was how i learnt that ZK had air) killed my comm

sigh

and because of it i now hate the hoverfac

(gonna play amph/sea/air/gs for sea maps and i main rovers so flat maps i dont need hover anyways)

there should be a toggable option for lances to either
- stay still when shooting
or
- not shoot if a allied unit will cross the beam (based on current paths) during the 1s burst
+0 / -0
4 years ago
you can use it to kill the enemy too.. rushing lance with fleas they often friendly fire
+0 / -0