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Zero-K v1.14.8.0 - Unit Icons and Magpie Nerf

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20 days ago

This update improves the command menu by adding larger build icons at a higher resolution. The bottom of the UI also has a scale setting as we move towards better support for increasingly large screens. There are also a few fixes and a setting that automatically disables cables for Linux users with ATI graphics. Anyone coming forward to reproduce, and potentially even fix, the cable bugs would be appreciated.

The main balance change is a slight Magpie rework, and it is probably the last rework before we attempt to do something else with the unit. The main goal is to give it a proper set of counters, which in this case are fighters and dedicated anti-air. Magpie is now slower and has a lot less health to give anti-air more of a chance to retaliate. It also has a slower missile, which makes it worse against fighters and speedy units. The numbers here are a bit conservative, but hopefully they give us a sense of whether the approach works.

Balance



Magpie is worse against dedicated anti-air and has trouble hitting fast units. To compensate it has more range and is slightly cheaper.
  • Cost 210 -> 200
  • Health 740 -> 440
  • Speed 252 -> 234
  • Rearm time 12s -> 10s
  • Range 550 -> 660
  • Fire tolerance 45 degrees -> 60 degrees
  • Missile average speed 400 -> 180
  • Missile starts slow then accelerates.

Ettin receives the Thresher buffs from the previous patch to make it better at shooting while clumped.
  • Changed the collision volume from a cylinder to an ellipsoid.
  • It is now better at aiming when one of its guns is blocked.

Tarantula is also better at shooting while clumped.
  • Flattened its collision volume by 25%.
  • It now shoots in a slight arc, which also helps when behind hills.

Interface



  • There is now a unified scale setting for the bottom of the UI. It is ingame under Settings/Interface (Settings/HUD Presets with simple settings disabled).
  • Increased unit icon resolution from 64x64 to 96x96 to support larger UI sizes. This applies to the command menu, unit selections, and wherever else unit icon appear.
  • Construction icons are now square and take up the whole button. This can be toggled with Small construction icons under Settings/HUD Panels/Command Panel if you prefer the old look.
  • Added an Autodetect setting for energy grid cables. They are now disabled by default for Linux users with ATI cards.
  • Iris and Aspis on Attack Move now try to prevent every non-air unit and structure from entering their bubble.
  • Disabled the shield guard widget now that the default engine behaviour has improved.
  • Unit marker timestamps now include hours in hour-long games (thanks SteelBlue).

Fixes



  • Probably fixed black lines around radar icons on some ATI cards (engine update).
  • Fixed overkill prevention unit behaviour customisation not being applied.
  • Level 1 campaign commander now uses the correct death clone (thanks SteelBlue).
  • Fixed a crash mods could cause by checking whether a not-existent unit type is a commander (thanks SteelBlue).
  • Removed a large meaningless circle drawn around Odin when Show selected unit range is enabled.

+8 / -1
quote:
Health 740 -> 440


Perhaps the most crippling nerf a unit has ever received in the history of Zero-K.

How do we expect people to ever want to build this when a chainsaw can kill a Magpie (beyond) at range due to tracking? There is no reason to build this unit anymore, and I expect anyone who does build it now will be repeatedly flamed for doing so. It just seems like a awful noob trap created on purpose.

quote:
Missile starts slow then accelerates.


It seems like with micro, you can pretty much dodge most things provided your unit is fast enough, but at the same time Magpies will die to pretty much anything now on the way in, so it's far less useful to build them whatsoever. I do not clearly understand why both defining aspects of the unit needed to be guttered in the same patch... why not nerf one and see how it goes?

And:

quote:
Speed 252 -> 234


Not only will you die in under 3 seconds to a majority of AA, but you also can't gap close. How are we expected to use this unit?


It's hard to see this as anything other than an emergency fix to get people to shut up complaining about a unit that wasn't very good in the first place and that carried most of its reputation from people yapping about it 24/7. There were other designs on the table before and at the time of this nerf (even from mods, and while I am vehemently opposed to modded content entering the main game, it would have been better in this case), so I don't really know why we didn't spend time on a actual fix here.

It seems like from the date of initial testing (changes pushed to test branch) there was barely a week of testing, and while some breakpoint testing was done in that time frame, I would hardly argue a week of on and off test branch in TAW is appropriate for a unit that needs a redesign (and had options on the table).

Can't say this is a great patch. Just kill the unit if you don't want it in the game, especially since most lead developers publicly express the sentiment they want it gone and they think it's a silly idea.


EDIT: Ordinarily, I would say that I would give this some time to see how it performs in TAW - but in this case the changes are so egregiously overboard that based on numbers alone I can already tell this is too much. Please revert.






+1 / -1
From what i understand the main problem with it was the lack of a clearly defined role, not so much that it was overall to good. I cant see how just nerfing almost everything without giving it a niche purpose is helping the situation at all.

What does just slightly increasing the range do to compensate? If it is supposed to die vs dedicated aa, why the extra range? This further reduces exposure time to dps-based aa, which i think is the dedicated counter. Id assume that range is the much more important factor here, so why nerf speed at all? It should be the other way around.

If this is meant to be used vs statics it probably has way too little hp. It isnt great at killing raiders because of lack of speed both unit and missile, as well as cost inefficieny, so its probably not worth building it as a counter raider. If i want to kill slow units i will probably make ravens, altho perhaps as an edge case i could use it against some flex aa that has lower range and that raven has trouble with. But since the stats are overall shit and i cant really used this for anything else, i probably wont.

If i were to design it, i would lean heavily into a counter raider role: much faster, slightly cheaper, slightly faster missile, lower range.
+0 / -0


19 days ago
The goal of these changes is to push the weakness to AA and make it better against flex-AA. Range does this, and health doesn't do a whole lot against groups of units such as Moderator or Ogre. There is also not much space between the shortest range dedicated AA and the longest range flex AA. All up, I am much more worried about giving it too much range than too little health. A range buff of 110 is quite dramatic. The reduced speed gives it more time at the edge of dedicated AA.

I wouldn't bet on these numbers being good, but I still want to probe the edge of the space to see what is there.
+0 / -0
Makes sense, however im not sure if the math checks out via exposure time and the reduced distance the magpie has to travel towards the aa. It also means that the aa has to be closer to whatever it is protecting, so is this really a buff to that aa? You might have to make even more aa.

I will try it out vs flex aa. Normally i would make a Likho if there is some decent amount of aa, flex or otherwise.
+0 / -0


18 days ago
their own attempts at attacking something seems to involve driving into death by their bad turn rate, not utilizing their angle fire tolerance, ofc they'll likely not hit their targets either. So one has to do drive-bys and set to fire at will it feels like
+0 / -0