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Zero-K v1.0.8.1


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23 posts, 1374 views
MYrankAdminKingRaptor
27 months ago

Donator star
The tides are shifting, and commanders are off on a beach vacation.

== Balance ==
Out of combat repair speed reduced to 2x build speed (from 3x).

Hunter
* Range 330 -> 400
* Torpedo speed 120 -> 200, turnrate 30k -> 20k
* AoE 40 -> 48
* Turret turn rate 150 -> 300°/s

LLT
* Floats

Typhoon
* Range 270 -> 300

Crusader
* Depthcharge damage 165 -> 180; fixed GFX

Skeeter
* Range 350 -> 300

Scalpel
* Turret turn rate 120 -> 180°/s

Dominatrix
* Capture speed against target with 0% health increased to 3x normal (was 2x)

== Commanders ==
Due to technical issues, commanders are limited to four profiles, which can morph up to level 4. We hope to bring back the others soon!

Commanders start at level 0 with no modules. They can morph to level 1 for no cost beyond that of the modules.
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AUrankAdminSaktoth
27 months ago

Donator star
Why do you write the most esoteric patch summaries.
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NLrankNapoleon[GBC]Tandstickor
27 months ago
nice to see the game developing

no changes to the Grizzly?
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CArankAdminPxtl
27 months ago
Yay, the hunter is a real skirmisher now! Normally I'd worry about hunter deathballs, but considering how vulnerable they'd be to the big Banisher-like ship, it should be fine.

OMGFloatLLT!

Like the Dominatrix buff.
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GBrankSoldier[GBC]1v0ry_k1ng
27 months ago

Donator star
zomg scalpel buff!
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CArankAdminPxtl
27 months ago
I'm actually really starting to like the Scalpel + Halberd + Mace game.
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NLrankNapoleon[GBC]Tandstickor
27 months ago
(edited 27 months ago)

what exactly does "Capture speed against target with 0% health increased to 3x normal (was 2x)" mean?

a target with 0% health is dead, no? (you mean something else obviously)
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USrankSoldierAnthem
27 months ago
It scales from 1x at full health to 3x at zero health.
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NLrankNapoleon[GBC]Tandstickor
27 months ago
aha, i understand, thx.

But why? The unit didnt need buffing.
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CArankAdminPxtl
27 months ago
Probably just to make the "low-health units are more capturable" effect more substantial. Not that the unit needed a buff, but because gameplay effects like that need to be severe if they're going to be meaningful.
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CHrankDudeConnetable
27 months ago

Donator star
Thank you for the update. Just one question:

"Out of combat repair speed reduced to 2x build speed (from 3x)."

As I understand, it means that con reparing units outside a combat zone (defined as? probably no damage taken since X seconds) repair more quickly than during a fight. I did not know this feature, which is not easily spotted in-game. How could we make it more apparent to make the game more intuitive?

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USrankSoldierAnthem
27 months ago
by increasing the speed back to 3x instead of nerfing it so it's unnoticeable
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AUrankAdminSaktoth
27 months ago

Donator star
The 3x repair speed change was one of the major reasons why we see so many more heavy units, as they can repair very fast.

Before this, we were seeing combat repair only: IE, your HLT gets attack, you use all your cons to repair it. But people never retreated units for repairs. Now, healing your HLT helps less and there is a good reason to retreat your units. We like the mechanics this has introduced, but it's just a bit too fast on those really heavy units: They could go back to a nano and be back in battle in seconds.
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CArankAdminPxtl
27 months ago
Maybe go the other way? Instead of nerfing the multiplier, nerf repair altogether? As in, keep non-combat repair at 3X combat, but cut all repair speeds in half.
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AUrankAdminSaktoth
27 months ago

Donator star
As the health of a unit approaches 0%, the capture speed of the Dominatrix approaches 3x. That's what it means.

There are only two situations:

1. The unit was damaged in the last 10 seconds, thus you are repairing at 1/2 (?) your buildpower.
2. The unit was not damaged in the last 10 seconds, thus you are repairing at 2x your buildpower.

So the difference is actually 4x faster repair.
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USrankSoldierBT
27 months ago
Domi and scalpel needed a buff? I did not know.
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CArankAdminPxtl
27 months ago
Ah, so we're going from 6x combat-repair-speed to 4x combat-repair-speed? That sounds good.
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CArankAdminPxtl
27 months ago
Well, the Domi buff discourages mass-domi and encourages using domi with other units to deal damage... so whether or not it *needed* the buff, it's a buff in a good direction.

Dunno if Scalpel needed the buff, but "180° per second up from 120°" is not a huge buff. Rotation-fixes just make units less micro-intensive, which is generally a good thing (up to a point).
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CHrankDudeConnetable
27 months ago

Donator star
Don't get me wrong, I like the idea behind faster repairs outside of combat zone. It is just that I got accross this thanks to this nerf and I wouldn't have noticed that otherwise.

How can we make this apparent for new players?
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CHrankDudeConnetable
27 months ago

Donator star
By making nano spray a different color when reparing in- and outside of combat zone?
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FIrankDudeVermind
27 months ago

Donator star
Nanolaser in combat / Spray in safety? For lower detail levels, a partially transparent nanolaser in combat, strong nanolaser in safety.
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NLrankNapoleon[GBC]Tandstickor
27 months ago
or make the beam stutter like a slowed laser? Looks intuative to have 1/2 beam-on time when repairing at 1/2 speed.
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FIrankDudeVermind
27 months ago
(edited 27 months ago)


Donator star
The issue with that is that with some widgets, the actual repairing process might be interrupted by other orders, and seeing the difference between that and the stuttering might be hard. It's better visual feedback to see a continuous but weaker repair process.

However, a pulsing laser might be intuitive and convey what you meant.
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