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Aircraft maintenance check

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11 years ago
My thoughts is to make the aircraft factory more a support than it is now. Remember this is an idea, numbers mentioned don’t have to be final and are up to balancing.
The general idea is that the air factory gets more supportive and planes get a more specific role. Also give the possibility of late-game air.
Currently fighter plane is used to scout, scout plane is pretty useless in land battles, licho and phoenix kill everything, especially lighter unit groups. Most planes get redundant fast after a bit of ground aa, and licho is only possibility left. Also winning the vamp fight is crucial in most current fights.
By reducing the line of sight (LOS) of fighterplanes they can’t just kill easy vamps/planes in enemy territory. Early fighters/attack planes are much safer with a place to hide. In addition making planes generally less lethal and more hp they are more likely to survive longer and less commkillers early game. And with the higher survivability you can build up your air force to scary proportions late game, just like the flow of the rest of the factories.
Also static aa need to change, especially the screamer, which is in fact a large no flight zone. No fun for air players.

* crane
Job: constructor
More hp (4 times) as it instant dies to everything currently, a little bit slower to counterweight.

***Radar plane
job: Scouting
Increase line of sight (about 1.5 of current), more hp (3 times), remain radar range and sonar.
Use to scout enemy factories early game instead of fighter.
Also gives LOS for planes in enemy territory and LOS for unprotected flanks.

* Avenger
Job: anti-raider, light anti-air
Almost no LOS, better laser (1.5 times more damage) to better kill ground units.

* Vamp
Job: anti-air
Almost no LOS, get 3 times more hp and 1.5/2 times more damage. Remain 50 % slow when firing.
Vamp can easier escape other vamps without being destroyed. You don’t need mass of them just to counter enemy vamps.

* Licho
New job: the anti-heavy.
Less cost (around 1200-1500) less damage, less AoE and much more impact (which is the coolest part of the licho bomb anyway) so it can do huge fall damage to heavy units and not really worth it to use a bombing run on small units. Remains its LOS.
Skilled players can maybe influence the direction of the impact with attack ground’ to send the unit to a specific way.

***Shadow:
New job: anti-building (anti-static units)
More hp (1.5/2 times), small LOS, less damage (0.5-0.2 less than current) The bomb which the shadow drops has 5 seconds between drop and impact. It becomes less of a commkiller. Maybe add a parachute for visuals :D.
Skilled players can use it together with emp or predict the path of a unit and hit a unit with ‘attack ground’ ahead of the unit. Or can use them to do eco-bombing runs to destroy enemy singularity.

* Phoenix
Job: Area Denial and area damage
Less burn damage, more damage when inside napalm.
Napalm stays longer (4/5 times) so it becomes Area Denial to give some extra time to defender against upcoming attack or defend unguarded areas. To prevent it from instant killing all raiders and do more damage to bigger units (as they are generally slower to move out of napalm)
(Has to be balanced to not become good structure destroyer)

* Screamer
Less range, much less damage, less cost. Creating an anti-gunship spam instead of ‘no fly zone’. About 2 hits to kill a banshee, half range and 1000 metal cost.

* Stiletto
Job: emp
Works fine (maybe a bit more hp)

Extra ideas:

- repair hub
A repair pad which can only repair ground units. It repairs it fast and efficient (less energy use than normal). Give transport planes to air factory (can be same as gunships). Transport planes pick up units and move them to repair pad and when repaired bring them back.
Much like the system used in the game dune 2 if you surrounded your repair facility with buildings. If dune 2 had that cool feature it must be possible in zero-k too.

- A plane that drops mines and creates a mine field. It is used as area denial weapon to protect flanks and unprotected areas.
Possibly even some flying anti-air mines.

- new anti-vamp plane (good against vamp, bad vs other planes)

- maybe add new planes efficient on sea (torpedos)
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11 years ago
My finger got tired to scroll down to post this.
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11 years ago
disagree with much of this - I like how bombers work, but really dislike how fighter vs fighter works.

Scouting is a redundant role that all planes should rightly do, the radar plane needs to become an 'anti-cloaker' cone projector.

I like the idea of planes becoming tougher but less damaging - in particular, the napalm and EMP planes.

I like the idea of the more expensive AA becoming lower weight (eg, chainsaws still cover a wide area but much more weakly etc) and the screamer having a MUCH lower magazine/higher alpha.
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11 years ago
AntiCloak would brake balance in so many ways. I cant imagine sending detriminent without such decloaker then ultimatum is immediatly countered, now sending fleas seems like valid and still enternaining strategy.

Even if cloaked units would become cheaper to balance it out then decloaker would become a must and cloaked units would become useless anyway. Very fragile a little bit larger than sniper range decloaker might would work but on radar plane its too much.
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Perhaps instead of disallowing cloaking in an area the anticloak unit could possess the ability to merely mark the current locations of the hidden units. An even weaker version, which I would prefer, wouldn't find motionless enemies at all. That way spies like fleas would still work.
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11 years ago
please consider the implications of a 3x buff to anything (especially HP) before posting again
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11 years ago
The Vamp and Radar plane can already be used to spoof AA before a bombing run. They can survive a Hacksaw, so they are often sent in to soak up all the AA so you can bomb with impunity. More HP would make this worse.

The Avanger is great vs early raiders and rushing if the enemy has no AA, but useless as soon as they have even defenders. It used to be prone to rushing where you could actually prevent the enemy getting up defenders and just snipe them over and over. More DPS would make them better at the things they are already good at without addressing the fact that they're almost useless after the 2 minute mark.

A vamp with more HP also would be able to just sit over the enemy factory sniping everything that comes out, you can give them a landat so they go back and repair 1 by 1 even when there is AA. Again, already a problem, HP would make it worse.

I like the idea behind the Licho being anti-mobile and the Shadow being anti-static, but the shadow is important against units like the Penetrator, Banisher, Pillager, Mace, Firewalker and other low HP heavies that can be rushed or can sit behind a defensive line plunking at the enemy. The Shadow right now is the main 'sniper' unit for killing these things. The Licho would probably be overkill for them, but might work at 1.2-1.5k.

The Shadow you propose would also only be useful against Stardusts, Nanotowers, Fusions, Geos and maybe HLT's (It's barely worth it ATM since they have too much HP). That's a really limited role, and would either make it impossible to use any of those units if the shadow is good (IE, you just rely on winds and mobile cons) or just make the shadow not worth making at all.

The Pheonix has no ground effect ATM. The problem with this kind of napalm is that it's always good against buildings, there is no way to 'balance this away', if a unit cannot move out of the effect, it's going to do its full damage. The major problem with the Pheonix right now is how pathing makes everything clump up. Personally I think the EMP plane has way better mechanics (coordinating with your land allies to use this right feels great), but I feel right now it's only really good against massed assaults (that don't tend to be vulnerable to most AoE) or shields.

Also: It sounds like your Screamer is just a chainsaw or flak.
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AUrankAdminSaktoth

“The Vamp and Radar plane can already be used to spoof AA before a bombing run. They can survive a Hacksaw, so they are often sent in to soak up all the AA so you can bomb with impunity. More HP would make this worse.”
Is it possible to prefer targeting bombing planes above AA-planes? Just like Screamer doesn’t target small flying units. And maybe make it toggleable so it does not fire on AA-planes at all if you turn it off.

The Avenger changes are not good indeed. Maybe a bit more hp and less damage might work. I am not sure how to change them to be useful after 2 mins.

The big increase of hp for Vamps might be a bit too much, but the Vamp is very vulnerable in enemy territory with my idea as they don’t have LOS. Rushing a Vamp has a hard time finding enemy air factory and enemy Vamp is superior in his territory with LOS from other units. So getting a fast Vamp when playing air factory is a must if you don’t want to get delayed in production, but not different from current games. I actually think it is harder to do than current situation.
The alternative start is rushing a scout plane to scout enemy factories, but then you should have enough time to get vamps up.

I am not sure if rushing these low HP heavies is really a problem cause they have pretty good ground counters, except banisher maybe. Adding that you need to win the vampwar to get those shadows and low cost aa kills shadow easily. And if the enemy has no planes, your Shadows become too strong early game imo. But if it indeed become a problem than my idea of a Shadow can be made a separate plane with increased damage to destroy more type of buildings.
But the general idea is to let the air become gradually more powerfull. 1 to kill llt and defender, 2-3 are needed to kill a HLT. So HLT can still be used to protect against early banisher, but porcing up a massive defense line is vunerable to air.
And again since vamps are less effective in enemy territory, Shadows are more likely to survive.

Phoenix need some proper ideas then. I really do not like the current one where it kills everything or get instakilled with the slightest AA. Maybe with a bigger napalm area and less damage that it softens up some targets. Ground units have to finish it and in the endgame where you can have many phoenix it can kill units by itself.

Chainsaw is for single units, Screamer for multiple units. Flak is continuous damage, Screamer has loading of ammo. I do wonder if there are air players who like the Screamer as it is.
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11 years ago
The first post has too many things which I really dislike

[crane]was discussed in many other threads...

[bomb thrower drone]
Planes should have something cheap to snipe one (with some luck even two) RAIDERS
or WIND/LLT and one MT to allow Glaives, Bandits and Fleas to get into a wind farm.
* Because of the low cost/hp, it can have some range without being OP.
* low los/hp (you basically have to scout with ground) it can't be abused as a scout too much.

[Avenger]
* As a multi role fighter, it should only have lasers, or it is too redundant with vamp
* * the missile also misses from time to time and one-shots cranes, Athena or other Avengers
* decent LOS makes it a cheap multi role unit for real

[Shadow]
* lower HP to make mobile AA and fighters better against it
* throw bomb a bit more to compensate.

[Firestorm]
* bomb thrower drones replace it partially, so it can get more weight

[Vamp]
* Should have enough weight so that they don't make Avengers redundant as fast as they do now.
* Maybe burst to separate their useage from Avenger

[Licho]
* A bit Slower! Vamps are heavy fighters, but always arive too late.
* Throw the bomb a bit less - like the current shadow does (less fail)

[Vulture]
* Remove some radar-range/cost but increase the LOS
* Maybe add stealth
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11 years ago
I think people are missing the point of Vamp when they complain it cannot catch bombers. If you want to catch bombers then make some Avenger.
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11 years ago
Honestly, I'd just move the radar plane to the Gunship lab. Give it gunship handling so it's less prone to wandering out and doing something stupid. Gunships don't plunge deep into enemy airspace as much as planes do, so they have more use for a scout plane.

Totally agree with the Phoenix. It's too good as a riot right now, and it's having a seriously detrimental impact on ZK as a game... it's utterly ruined the skirmisher game. Which doesn't mean that the phoenix needs to be nerfed, but it needs to be moved a bit out of the riot role.

I don't like the stuff you're talking about with LOS - ZK lets every unit have LOS for its full range except arty, and breaking that would be bad.

Your shadow re-role is a nice idea (shadow commsniping is some players favourite sport), but it ruins the fact that the Shadow is also the underwater bomber. Underwater targets don't hold still.

As for the Crane, that needs to be considered in more detail - we need a second aircon anyways, since it's silly that the gunship lab and the plane lab share one.

Your screamer nerf is called the chainsaw.
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11 years ago
Phoenix is a known problem but how can it be fixed? Just make it less extreme? Say less aoe?
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11 years ago
Simplest solution is to remove the firestarting and bring back the fireball. The problem is that firestarting is a death-sentence for too many small units. The fireball is more of an area-denial tool than a riot weapon.

Maybe even take it further and have the fireball take hold gradually... start small and grow to full size. This would make the Phoenix useful for attacking static or low-mobility targets and for area-denial, but would make it less able to obliterate an advancing force of mobile, small units in a single shot.
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11 years ago
CArankgoogle

weight napalm bomber same as shadow, but with its attack untouched?

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11 years ago
quote:
Your shadow re-role is a nice idea (shadow commsniping is some players favourite sport), but it ruins the fact that the Shadow is also the underwater bomber. Underwater targets don't hold still.


Replace the Shadow's bomb with a torpedo?
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11 years ago
Avengers can catch bombers, but are useless once the enemy has any kind of AA. They cannot chase bombers back into their territory (the main use for fighters) and operating near the front lines on a patrol order gets them constantly attacking enemy units on the ground and flying over enemy defenses. You need to patrol them so far back that it's useless.
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11 years ago
Patrol comand is bad in itself, you must use fighters when they are needed, otherwise enemy planes can kill your whole air with less air just because it takes too long to fly them back and its scenario 1 by 1.
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11 years ago
I still hate Vamp vs Vamp warfare. Almost zero control over the situation. You literally just spam Vamps at enemy Vamps, and whoever has the most win.

Could be better, but only counter to Vamps as air player is... more Vamps. It's beginning to remind me of BA's air warfare from about a year ago: you spam enough fighters to overwhelm enemy fighters, then slip bombers through into enemy base. It's a working mechanic, for sure, but is it a good one?
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11 years ago
USrankAntelope - at least ZK has the advantage that ground-based AA units aren't terribly UP next to the fighter-planes. You can have fun drawing the enemy's air force into the fire.

In general, ZK's air play is pretty rough. I mean, the mechanic of using bombers to quickly strike anywhere on the map is fantastic teamplay, but the bomber/hacksaw thing is pretty hardcountery, and the Napalm bomber has prettymuch ruined the skirmisher game. Balancing the 3 flying AA units is a constant source of drama. Then you have the ground-attack gunships, where choosing between Banshees, Brawlers and BDs has been described as a matter of personal preference... you rush them out and do as much damage as you can and then tech-switch away.

There is now only one lab that lacks a dedicated AA unit and persists in attempting to keep its main AA unit as a flex-AA system... the Gunships, and there's always pressure to convert the Rapier into full-AA (which, lamentably, probably should happen for the sake of consistency). The main static flex-AA unit, the Defender missile-turret, is kind of a joke. The old dream of having a lot of flex-AA stuff in ZK is all but dead.

Still better than BA's air, though.
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11 years ago
flex AA is a silly concept.
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