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

Blastwing

24 posts, 767 views
Post comment
Filter:    Player:  
Page of 2 (24 records)
sort

4 months ago
It should be at least twice as expensive.
+1 / -0
4 months ago
Looks like so, Blastwing become extremely powerful, can take out half the army even under shields.

🙄
+1 / -0
just make the blastwing counter. pickets. pickets counter blastwings 100% with no micro. layer them behind each-other in-case enemy baits them. its possible you may still be hit by some but the enemy should loose more metal then you do if your spamming pickets
+0 / -0
4 months ago
The counters is good anyway, for example Felons. The reason is the projectile being fired (after body destroyed) that flies further. The mechanic is great, just need to balance the cost, maybe.
+1 / -0


4 months ago
I would like replays. The cost increase to 55 was after the limited testing it had in teams over a few days. I didn't want to overshoot and make it underpowered because then we wouldn't get information about how it works.
+2 / -0
AUrankAdminGoogleFrog

Multiplayer B1776615 31 on Desert Rumble 1.02 , as mentioned in my comment there. blastwings die. bomb kills pretty relieable kills its killer and makes at least cost or more.
+0 / -0
Blastwing currently counters pretty much the entire tank factory except mino and cyclops (as they can just face-tank them for cost). Suggest making ettin actually able to hit and kill them.

  • kodachi does not have the dps to kill them in time and lacks HP to survive hits (or survive midmap in team game in general).
  • blitz has some ability to snipe them and dodge the bomb but that is rarely enough to avoid eventual death with blastwing making cost, especially with several blitz under attack.
  • ogre lacks fire rate and range to kill them in time.
  • ettin tends to fall back too far when on fight command, resulting in low dps and zero effect on blastwings.
commander can not kill them in time to avoid damage.

Pretty much same applies to rovers. Rover AA (crashers, fencers, rippers) does not have the DPS to reliably deny blastwings from erasing the entire army off the map.

As a result the only hope is that air player makes raptors and is able to deploy them on patrol over your units. This also makes attacking at all downright difficult, as ogres just die to blastwings in seconds (or need additional screening with several ettins which do not otherwise contribute to the push).

Did some tests in custom game Bots B1779062 1 on Adamantine Mountain 2
Also in real team games: Multiplayer B1779039 24 on Nuclear_Winter_v1 Multiplayer B1779017 19 on IncultaV2



+0 / -0
4 months ago
I don't usually get involved in these abstruse unit-balancing discussions, but here I strongly suspect some adjustment in the direction of greater cost/lower power is in order. While I have always been a fan of the plucky blastwing, increasingly I find myself using it to kill everything. That ain't right. Maybe this replay will be helpful. Thanks.
https://zero-k.info/Battles/Detail/1779102
+1 / -0
why arnt people making pickets and radar? i think it seems people want a unit that counters blast-wings not a static

also people may not be factoring in the fact that blast wings always die and so struggle to make cost vs spread out targets. balled up units with no picket cover do get smashed.
+0 / -0

4 months ago
AUrankSmokeDragon picket is worthless in a team game, it dies to light sneeze and can not retreat. Also it dies to blastwings. Also you are wrong about them not making cost unless targets are clumped, units need not be very clumped for them to make cost. They make cost vs single riots like ogres and maces easily enough.
+1 / -0
yeah thats ok i get allot of things wrong =P im not sure they die to blastwings but i wont call you incorrect if your sure then ill just say im unsure.

i will say that calling a unit useless in the context of its intended use may be true but its not supposed to be. i agree that sneezes kill pickets and that they cant retreat. there use was intended to kill or harm light units like blastwings. but if you say its not working as intended im sure Googlefrog will adjust it. imho blastwings should have very low hp so that they must attack vulnerable targets. but if they are no-longer chaining then they may simply be overwhelming AA as they did not before i haven't played since the new changes. ill play tonight and see what you mean.
+0 / -0
4 months ago
Rock, Paper, Scissors.

Gremlin, Toad, ...

Mb less HP can help. More cost would only dig away Blastwings right of existence -> "Why make Blastwing when i can get locust/Harpy for just a bit more". Blastwings point is beeing a cheap throwaway.
+0 / -0
blastwings are a good scout / anti cloak mine.. or they are supposed to be.. and the fastest way to kill a vulnerable mex thats far away.. but i dont think there supposed to be oppressive
+0 / -0
I think an interesting option would be to make blastwing bomb throw range smaller, so it can not drop it half a kilometer away. This would still allow it to kill mexes and lone units that are not careful, but would prevent straight up tanking of AA. Increasing its cost would nerf it into oblivion again.
+5 / -0
played lastnight and they can indeed be stopped with pickets a radar and a clear los (no terra)... but.. they are op due to the throw because. if they fly over terra they throw bombs from extra high up and the bomb can travel a very long way with the extra fall height.. if you kill them after they fly over a tall crab spire they can outrange lance.. thats maybe a bug

due to this even small walls act as force multiplyers.. often the enemy is hugging close to the wall and the result is devastating
+0 / -0
Multiplayer B1779749 28 on TheRockFinal
+0 / -0
Just spent the last dozen games abusing blastwing to great effect
https://zero-k.info/Battles/Detail/1779999 <-first time, not great, not too shabby (very dumb unit to use, click and win)
https://zero-k.info/Battles/Detail/1780006 <- aa density stopped me late game but still decent early use
https://zero-k.info/Battles/Detail/1780015 <-prtty good result
https://zero-k.info/Battles/Detail/1780019 <- average?
https://zero-k.info/Battles/Detail/1780023 <-great map, great results very very powerful
https://zero-k.info/Battles/Detail/1780026 <-strong showing as well

Overall? does less killing and more damaging (both hp and enemy morale). Unfun to fight against, too easy to use (I wasted 90% of mines and still was doing fine (yes leaving them in clumps to die to swifts was 100% planned....)). Also seems game cant rlly calculate value killed properly using blastwings.
+0 / -0
4 months ago
some of your links broke
+0 / -0


4 months ago
Thanks for the replays. I've made an update which cuts the burn time almost in half and reduces direct damage by 12.5%. See http://zero-k.info/Forum/Thread/37160?postID=263309

I don't want to move too quickly and have Blastwing end up being useless again. It seems like a unit that could feel pretty fair, since there are a lot of cheap counters, and even successful attacks leave the attacker having lost metal. It's the opposite of artillery or units that rely on repair, and I would like to see more of that type of thing.
+4 / -0
Nice work Googlefrog this game is very good! Your a fantastic dev. Only unit i can think of that may still be under-powered is reef but it was a very long time ago i made one (1 year ago) so maybe they are better now?

all the units seem viable =) this game is so awesome.
+2 / -0
Page of 2 (24 records)