-Op planes: Air fac is the most significant factory in team games, and not having it is a big handicap if enemy has planes. I'm tired of losing these kind of games because of that... as I said once, having high elo and not going most games planes means losing elo. How can such factory be as expensive as the other ones if it is so important? Also, siletto is even more op... i'd like to see its aoe/attack nerfed or its cost increased -Outlaw: It's still hard to predict whether it will reach your units or not, but now it's even harder to escape once you get too close. It wasn't perfect before the change but now it's worse -Tick: As the tick abuser I am, i hate to say this, but tick is fucking op, increase its cost to 140-150 -Domi: Most trolly unit in zk, it has been said many times but I will say it again... kill it! -RPS when picking factory, especially in small games/1v1 What do u hate about this game?
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i posted a rant about the badness of the Dominatrix awhile ago, but noone listened. I also think it needs to go.
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If there is an RPS problem with factories, that sounds more like a factory balance problem. The facplop operates similarly to faction selection in other RTS games (except after game start), so the factory balance should be approached similarly to faction balance in other games, at least as far as the first 5-10 minutes are concerned, as afterwards a second factory is usually viable.
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suprised licho didnt tell you to code it yourself, anyway tremors are OP
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The domi needs to stay because 1: it's the only unit hat actually uses the capture mechanic (we need more units like this) and 2: it's the only responce lv has to mass shields (at the point when leverlers just don't work ant more) Tick is slightly OP, but doubleing cost is probably a bit too much (agreed tick is better then roach in terms of AOE and damage, but the damage counts for nothing if not supported in 20s) Outlaw might confuse a lot, but in any engagement with a shield blob there is no term as "hit and run" - you either wipe it out completly, or stay away until you can. You know that a lone outlaw still dies to anything but a raider pack, so why nerf it? And lastly i always thought of planes slightly underpowerd since they die to everything, but that's just me liking them fall down too much probably. Now what i don't like: the inconsistency of paralize. The issue being that a paralized Razor kiss or halberd close, but a crabe does not. I don't really care what will change, but make the machanic global to all units.
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Outlwas and Domis bother me a bit too. Outlaw's not as bad, but as much fun as capping capped units and capping Domis is, the unit seems kinda wrong. Other than that.. uuh.. people who build solars on a mountain after being linked to mah new zomg epic guide. Oh and MauranKilom of course!! :) edit: kmar, for Halberds and statics "closed" is the offline state, they can't shoot when closed. Crabe does not close, but merely "deploys" or whatever you call it. Anyway, I think the "units close when emped" issue is an engine bug.
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On the topic of consistency, I don't like how, if I want to queue up a unit to the front of my factory queue, I hold ALT when clicking on the unit. On the other hand, if I want to queue up a building (or any command) to the front of my constructor's command/build queue, I hold SPACE when giving the command. I would prefer either ALT or SPACE be the button to accomplish both of these tasks.
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Oh, almost forgot: the thing when factory starts rebuilding a unit when it's owner changes, but i think that's a known bug
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Planes are not that OP. Simply mostly best player of team goes AIR that's why it looks like they are OP. When some newb goes air... On the other hand napalm bomber wipes whole cloak factory and cloakies have like the worst AA unit ever. I will better add what I love about ZK! Its strategy variety also all kinda of weird stuff. Like newton ramps, emp, slow, gravity, cloak. You always can think of new strategy because of those. While at the same time these things are pain in the ass for newbs and requires much longer learning curve than any other RTS.
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quote: Planes are not that OP |
Planes are op because if your enemy has them, you either lose, or enter air war. Ground AA never makes cost against planes (except screamer vs licho). If you build enough to shoot down a bomber, the bomber just targets another spot; if you build enough mobile or static aa to actually prevent his bombing, then you've invested a fuckton of metal to stop nothing more than a few cheap napalms. And in team games enemy can have planes right from the start. Ah screwit, i've been rushing phoenix in duels recently and it's awwright.
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Tick is certainly not OP. Tremors are also not OP. Outlaw might be, considering most units are below 1 or around 1 in cost damaged/investment. And emp plane is hard to say from this table. It certainly does massive emp damage. But might be also friendly units and all depends if emp-ed units gets killed. And I agree with the planes. You are basicly forced to have a good air player. Early game air without enemy air has a huge advantage. scouting, sniping comms, expensive units and emping. late game when there is lots of ground aa its almost useless.
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For the record, tick is statistically one of the worst emp unit(per collected stats). Best EMP unit is EMP bomber which is imo a bit op.
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Statistics really doesnt matter. Newb can spam 1000 of ticks and here goes your statistics.
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airfac is certainly very important, but not op as such. and i dont think you can change much about it anyway, its just the way planes work in general - in reality, when planes were invented they immediately turned into a if not the most important factor in warfare. theyre fast, they ignore terrain and they ignore most units on the ground, you cant change those things but thats what makes them special and pretty much necessary. in zk you already have an unrealisticly high amount of ground units beeing able to shoot at planes, plus you have strong aa to the point of complete area denial (blastwing spam not taken into account here), and planes even need to reload after each drop - you cant do anything more to nerf planes. emp bomber is easily the most important unit in the fac and can be a game turner, but thats what planes are about - be anywhere on the map and deliver devastating air strikes. its not that difficult to protect against (=shoot down before it drops all its load) tho, and many uses will be suicide missions so you need to stun at least 700 metal (and have teammate kill it) to make cost. not sure if it really is that op, its just incredibly useful. i guess it could be more expensive, but the effect shouldnt be changed. that said, it is the early game where you cant afford enough ground aa which is difficult without a planes player in your team. but thats just how it is. gunships are even more dangerous and hard to protect against in this stage, even if both teams got planes. probably cant do much about that either. a random idea about the domi, what about making it able to only control a single (or any other fix amount of) unit/s. add a button that selfds the unit(s) that its currently holding (in addition to the button thats already there), so you can get rid of all the dirtbag spam clogging them up easily. its a rather large nerf but would solve the problem of domi spam stealing whole armies.
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quote: gunships are even more dangerous and hard to protect against in this stage, even if both teams got planes. |
You can, theoretically, shoot down gunships with most non-melee unit, everything up from glaive. Planes, though, are not only epitome of attrite-repair-attrite heavy-unit playstyle, but are also conveniently out of range of most things that could kill them. I'll retract my OPness claim, but i'll insist that only valid counter to planes is your own planes.
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I suggest domi loose control over a unit if it takes more then 50% damage (value might change to balance).
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quote: You can, theoretically, shoot down gunships with most non-melee unit, everything up from glaive. Planes, though, are not only epitome of attrite-repair-attrite heavy-unit playstyle, but are also conveniently out of range of most things that could kill them. |
yes true, you can kill gunships with some more ground units, if you manage. on the other hand, gunships can do a lot more damage in short time because they stick around - like wrecking whole bases. planes can snipe coms or napalm some cheap crap or stun one or more heavies but thats pretty much it.
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quote: planes can snipe coms or napalm some cheap crap or stun one or more heavies |
... and exterminate those gunships, while at it.
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Yeah gunship AA unit sucks as AA
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