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Hermit thoughts and proposal

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5 hours ago
There's been a lot of discussion and complaints about hermit balance and as a monospammable unit especially with the recent test to give it regeneration, so I just wanted to put in my two cents about it and assaults in general.

Part of what makes ZK so strategically interesting is the plethora of rock-paper-scissors style counter triangles. Raiders, riots, skirmisher; air, AA, ground; units, defences, eco; etc. Any given class of unit is only good in a given situation, so you have to be flexible with unit composition and adapt to the situation, which keeps the game dynamic and prevents the relatively stale gameplay of monospam. Assaults as a unit class break this by being defined by their high HP for their cost and being otherwise center-of-the-road. This makes them too much of generalists and therefore monospammable unless they are given a specific niche and drawbacks outside of that niche. This has been done very well with most of the other assault units (clearly intentionally). Jack and Halberd can get around defenses to raid backlines, but are held back by low range/DPS respectively; knight is slow and great when it can stun targets but mediocre for cost otherwise; thug has bad DPS but is the defining unit of the shieldbot factory; ravager and minotaur are otherwise straightforward generalists but their status as vehicles and low maneuverability greatly limits where they can act and keeps them interesting and only usable in specific scenarios; grizzly being so expensive makes it more susceptible to anti-heavy strategies.

Hermit stands out by not having a well defined niche. It's primary feature as a spider is it's ability to ignore terrain, which just makes it usable in more situations without limiting it. It's too tough for anti-swarm tools or raiders and way too cheap for anti-heavy tools. A ball of hermits isn't hard countered by anything specific and without strong reasons against it people will spam because it's easier to manage, though much less fun to fight. The recent test of giving it regeneration was a good way of making it more interesting but didn't give much opportunity to give it interesting drawbacks and just made it straightforwardly better.

I propose making hermits more defensive, like smaller crabs to lean into that theme of the factory. Rather than an armored form (which would be too similar to crab) it could increase it's range while stationary. If hermit had a smaller range while moving that increases when stationary, it would decrease the utility of mobile hermit balls and encourage them to act defensively, playing like more armored and less accurate fencers/bulkheads in armies. If the maximum stationary range is slightly less than that of a lotus, it can encourage terraforming small ridges just outside the lotus range so hermits can sit on them and get just enough range to safely kill the lotus and also inhibits vehicles while not hurting the spiders at all, like mini crab spires. It would also be cool to lower the gun on the hermit model so it can't shoot past other adjacent hermits but have it raise and be able to shoot over others when stationary, further weakening mobile hermit balls and encouraging defensive use.

Let me know what you think. I'll probably try modding these changes in pretty soon, especially if anyone else wants to test it.

tl;dr: hermit needs a more defined niche. I suggest making it more defensive by giving it shorter range when moving and larger range when stationary.
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3 hours ago
I was thinking if the hermit could be similar to fence/bulkhead, needing to stand still to fire, maybe give it some range to compensate, making it cost a little more and buffing its hp a little as well, but these changes do set it apart from most units in the game, setting up to fire similar to starcraft's siege tank is very interesting actually, and they would serve the role I thought they would in the spider army, by being that front line wall the other units rely on, we can even give it the regen back with these changes and even set up future crab perch locations early on.
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23 minutes ago
I don't really see the need to change it from it's current state and I would argue it does have a niche which IS the low cost and having a surprising level of range considering it's health.

The regen was merely added as people seemed to still view Hermit as weak despite multiple buffs and even a fix to it's AI. From my own personal experience. It wasn't weak. I knew it was actually decent and with buffs and changes it become actually pretty good. I liked using it before it got many of the buffs it did.

These are all the changes that occurred to it since I started playing besides the regen.
1500 -> 1550 Health
150 -> 145 Cost
51 -> 54 Speed

40 -> 10 Skirmleeway (AI tries to maintain Range - Skirmleeway while kiting. This mean it often let enemies get to 310 range before trying to kite it before this change)

Right now it sorta has it's place and stands out because of the fact it's cheap and thus more resistant to Raiders. (Assaults in general lose their vulnerability to Raiders in mass. Hermit is simply easier to mass)

The other notable trait it having being range, considering it's low price tag and high health.

Overall I think the regen was a mistake but helped at least show people it wasn't actually all that bad.

Before the regen change, Hermit was practically never even talked or used and when it was. The usual opinion was it being bad or average at best.

Even now it still suffers from being the most vulnerable of all assaults from AoE which helps to give it identity. Only change I always felt rather uncertain about was the health change, as it Phantom not being able to 1 shot such a lightweight unit felt a bit disrespectful. (Grizzly technically can but this isn't always liable due to movement even when it had 1500 health)
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