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Zero-K v1.8.8.2 - Construction Plates and Archer Rework

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4 years ago
no one thinks about the scenario where your income is too high for 1 fac + caretakers?
+0 / -0
TL;DR - With small-ish metal income, caretaker flexibility is better. With great metal income, plates become better.


Katastrophe - That was mentioned with the walkoff scenario. And yes, the indirect buff to spiders is... nice. I find myself less annoyed with spiders when i get about 30m/s. My usual all-rounder queue is 15 fleas, staggered 4venom 2 redback 3 recluse 2 hermit. With about 40BP and 30M/s, the 15 fleas tend to be the point where i stack up a lot of metal. Sometimes i add a constructor to queue. I could stagger fleas. But that means the trouble of suicide-scouting. With 5 fleas, losing single one is a dent in vision network. With 15, losing 3, is not that great of a deal.

I am currently messing about with plates in skirmishes with AI, mainly testing it in 3v3 hard AI. Gaining personal flexibility of units for 150m is really nice. And while i was affraid that it would degrade Caretakers... No such thing. Plate gives 1-BP for 15 metal. Nano gives 1-BP for 22 metal. Plate cannot repair your riots, assaults etc. Nanos Can. Nanos retain their usefullness without metal income to match them, they only need energy to be somewhat usefull. Add in to the equation that nanos can reclaim in their range. If we stick to smaller numbers, nanos are outright superior, because you always should have more energy income than metal. And unit repaired is unit that gets "produced again" for energy cost only.

EDIT (way too late) - Yes. I just paid a bit more attention. Caretaker worth 180 metal is even more superior. Nothing of substance in that changes.
+1 / -0


4 years ago
Note that Caretaker costs 180, so gives one BP for 18 metal.
+0 / -0

4 years ago
quote:
no one thinks about the scenario where your income is too high for 1 fac + caretakers?


Why would you? If you got to that point, 800 metal on a seperate factory isn't exactly a considerable expense. Heck you may want to do that anyway beause you want units to be produced at a different location on the map.
+0 / -0
Firepluk
I suggest to entirely remove the energy concept from game!
Replace everything with metal! -mad smile goes here-
+0 / -0
4 years ago
What if I wanna build berthas in 1v1 in cases like the opponent builds cerberuses and I need to break thru.
+0 / -0

4 years ago
I suggest doing the opposite of what Firepluk said and give all large static weapons an energy requirement if they don't have a constant metal requirement like Trinity.
+1 / -0
4 years ago
Archer pretty op for its cost. In comparison, scallop is too expensive for its performance.
+0 / -0


4 years ago
Scallop and Archer can be further differentiated by leaning into their strengths. I'm taking it one step at a time though because I am hesitant to buff Scallop too soon.
+0 / -0
4 years ago
I am loving the construction plates.

The main factory pumps out Wasps and Locusts, and I have a plate each for Revnants and Nimbi.
Dedicated plates for heavy stuff + caretakers are fun and useful. Oh, I need to start spamming out Sirens? Well, I've got a plate pumping them out. Transfer the caretakers!
Still learning the tricks of the new system, since I placed down my shipyard where I could only really fit one plate attached to it.
+5 / -0


4 years ago
I found another application of Construction Plates. If I feel like the team will need some air but nobody else will build the air, I can plop planes and immediately switch into whatever ground factory my allies have built nearby.
+7 / -0


4 years ago
Everyone being able to have their own Owl alone seems like a cool possibility, made better by the fact that owl has it's own hotkey.
+0 / -0
4 years ago
I can get double dirtbag spam out earlier, thank you for this update
+1 / -0
For Archer, it's time to say goodbye to its old weapon.
Its name is no longer based on archerfish. It's more based on pistol shrimp.
+0 / -0


4 years ago

Zero-K v1.8.9.0


I felt the need to make a quick stable to fix a few bugs. I didn't have the time to look at the more complicated or feature-adding PRs. Most notable is lookahead, although, with the exception of Archer, the remaining riots and raiders merely aim earlier rather than shoot earlier.
  • Applied lookahead aiming to most remaining raiders and riots.
  • Slightly increased Dirtbag mound so that it blocks bots consistently.
  • Worked around rare Widow misses.
  • Improved and fixed effects for sonic blasters.
  • Fixed Shieldbot Plate yardmap.
  • Fixed Jumpbot Plate icon.
  • Fixed Amphbot Plate misplacement under water.
  • Fixed Hovercraft Plate not letting units pass its open areas.
  • Fixed custom HUD panel placement breaking with UI scaling.
  • Blocked NaN command params from widgets.
  • Fixed Crab helptext regarding its armour.
+11 / -0
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