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Cold Take #40 - The Retreat Range Bonus

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17 hours ago

The retreat range bonus was a quirk of game physics that started causing problems six years ago. Removing it would break some basic rules of Zero-K, but something had to be done.

Read it here: https://store.steampowered.com/news/app/334920/view/517492955119878934
+3 / -0

10 hours ago
Another great blog thanks Frog.

I'm a little confused though as you seem to be suggesting that this has been somewhat removed or is less of a thing than it used to be?

I had noticed that units (currently) do a LOT better retreating than they do attacking and had wondered about writing something on this. I think this is a part of why I hate the current Pyro - it's easy to kill if it moves forward, but very hard to kill when it is running away. To be fair though, this applies to all raiders currently - one of the worst for it is a Kodachi - that thing will kill an almost unlimited number raiders if it's running away.

It leads to the bizarre situation where to kill an enemy raider, I actually need to spend 2-4x the resources to corner it and kill it. I could, however, send my units to their base and give them a similar problem and just run away when attacked - I'd planned on experimenting with this sometime. Counterintuitively, I think it actually gives a very large advantage to the attacker if they know not to charge in and just leave units as a threat.

I think this actually leads to a lot of micro in the general battleline of a game now I think about it - units moving forward do poorer than units retreating - the maneuver function seems to make your units chase enemies as well, which I think means they can be baited like this.

Thinking back onto TA, I think this was a thing too - retreating units did seem to perform better provided their turrets. However... In TA the speed of the turrets of units was slow and sometimes decisive.

- Potential fixes - all with problems - I think the turret speed might be the only viable one, but it would have too many other implications.

- Speeding the projectiles with respect to unit speed to reduce the bonus.
- Forcing units to shoot in the direction they are moving/facing.
- Limiting the turret speed of units to give attackers a chance to close before being shot.
- Gallilean projectiles - I feel like this would work except for artillery getting a run up to throw their spear... I remember playing a jetpack FPS called tribes and it definitely had these hahaha - your brain calculated it after a while.
+2 / -0


9 hours ago
It was more of a thing than it used to be, as it was removed for Bandit, Glaive, Dagger, Scorcher and Pyro. Units do still do a lot better while retreating, which is part of why I think the changed succeeded.

+1 / -0