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Revert outlaw

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10 years ago
the new outlaw dosent work, please revert it back to its old stats

the new outlaw (without pulse delay) is too strong vs evrything, and is basicaly unstopable (without snippers).
+0 / -0

10 years ago
The delay was horrible. Units would stray into range, then walk out of range and take damage ages after having fled.

If it's OP it can be nerfed more. The delay is bad.
+0 / -0
the delay was horible, but the multihit without delay is even worse

unless you plan to remove its damage complely, it will be OP without the pulse delay
+0 / -0
I heard you like levelers...

And 1 thread ago you boasted about how effective rokkos are...
+0 / -0
mauran wach some of the tourney games... i slaughtered levelers with 2 convict and 2 outlaws... and rokko don't actualy work that well vs shield balls

there are strategies that work, but the shieldball is really too strong with outlaws in it(the shield lab units actualy have some of the best synergies with themselves in ZK)

a few games with atom doing just that:
http://zero-k.info/Battles/Detail/171636
http://zero-k.info/Battles/Detail/171617
+0 / -0
Then the problem might not be the outlaw but the shieldball ._.

Listen, i'm not arguing outlaw or shields is UP. However, you are arguing for nerfing a riot unit because you are unable to kill it. This almost implies that the complementing units make it that strong.
+0 / -0
replays of me abusing outlaw shieldballs (literaly just 2 convicts+an outlaw)
http://zero-k.info/Battles/Detail/171725
http://zero-k.info/Battles/Detail/171729

ill add more as i abuse it more
+0 / -0


10 years ago
quote:
Then the problem might not be the outlaw but the shieldball ._.

Nope, the problem is very much oplaw, because:

- it has no back side. you cannot surround it like you can leveler, warrior, mace.
- it shoots everything. the more units you send, the more damage it dishes out.
- it can shoot all the time, working as a decloaker and minesweper
- it shoots right through terrain and obstacles without even caring
- and each time the pulse delay got lowered - even if that decreases the ugly-factor of the unit - it got better and better at intercepting mines, the enemy number one of the abominable ball.
+0 / -0
10 years ago
Couldn't the problem be traced back to Convict shields as well?
Of course comparing it to a small jammerfield and cloak on the Rector is hard.
No other con has so much HP or cost and you can only get under the shield if the Convict is alone and you micro.

Multiplayer B169929 2 on Aquatic Divide Revised v02

In this game I push dabadab with mostly Convicts and Outlaws.
He tried some ticks but usually he only got the Outlaw and nothing else.
+0 / -0
not really, concivt shields without outlaw are fairly balanced

ive tried convict+mace and other papery units but the effect is not nearly as great and much more micro intensive

the convict shield is really too small to protect anything other then skirmishers or outlaws...
+0 / -0
Difference is that the Outlaw fires through the convicts so you can mass convicts infront of the outlaw while the Outlaw closes the distance.
It is much easier to micro than something being blocked by the Convicts.

Edit:What do you mean with balanced?
No other con can tank for other units without taking attrition damage. Its' a pretty strong combat ability for the Convict compared to any other cons.
+0 / -0
actualy the welder can tank and shoot stuff, clams make pretty good tanks (in water), if you attach a cloaky con to a zeus it makes the zeus basicly immortal with repair, and spider con+closed crabbe is almost funny

anyways other then outlaw, theres no other unit in sheldlab that can benefit from convict shields.

the old delay let you tick/roach convict/outlaw balls quite effectively ...but now
+0 / -0
quote:
theres no other unit in sheldlab that can benefit from convict shields

Poor felon... Coincidentally, another unit that makes your army close to immune against crawling bombs (if they aren't used as mines).
+0 / -0
10 years ago
mauran you dont quite understand how shield energy transfer works do you?

simply put convicts do not charge a fellon shield unless the shield is at like 10%

so please... be quiet
+0 / -0
Tank cons need repair whereas the Convict shield is free. Clams are not anything special on land. Rector is really weak with only 450 hp. Spiders cons are slow and relatively weak so you would be better off using shield cons.

Particularly Outlaw benefits from Convict shields, yes. Linkage is still useful for any shield unit and with micro even Bandits can hide inside the shield of the Convict.

quote:
the old delay let you tick/roach convict/outlaw balls quite effectively ...but now
Yeah. I know. I said that would change even before they implemented the change and the devs responded by saying that they would nerf Outlaw in turn which they kinda did. http://zero-k.info/Forum/Thread/3735
Mobile bombs used to counter Outlaws. It was a bit unintuitive as the wave would visually hit the mobile bombs several times before they would take damage.

Now it is a knifes edge. If the Outlaw is moving towards the mobile bomb, the mobile bomb will get it and stuff coming in from behind as well.
If the Outlaw is moving away the mobile bomb might get the Outlaw but nothing behind the Outlaw.
+0 / -0
10 years ago
quote:
simply put convicts do not charge a fellon shield unless the shield is at like 10%
More like 75%.
+0 / -0
Convict should not be replacing Thug wholesale. Convict gets 6.4 shield power per cost, thug gets 6.9 per cost. Thug has 5.3 hp per cost, convict 4.6. The Thug has more shield regen (16 vs 9), but I think on the whole the utility of the convicts nano (Given that it's fairly cost effective on nano alone) massively beats out the very poor DPS that the thug brings.

These numbers look quite off. But what's the best way to nerf it while preserving desired traits? Max shield will lower the point at which it starts to charge ally shields and make certain shots start to pass through entirely, while cost makes it's nano power worse. We can nerf it's range but then AoE starts to penetrate earlier and it has a harder time protecting what it's constructing (which is meant to be one of the intended uses).

The original implementation was pretty experimental, just a sort of 'sounds cool, add it and change the values if we need to' thing. It just goes to show how long it takes to reach the metagame that it's been in the game this way for this long and we're only seeing it really abused now.

I'm pretty happy with bombs vs outlaw. Riot units are meant to semi-counter bombs and there is nothing else short of the felon that does, for a factory especially weak to bombs.
+0 / -0
Skasi
quote:
The delay was horrible

Yes it was. Increased wave speed requires a range decrease though, otherwise counters like bombs/skirmisher are weaker.

quote:
and there is nothing else short of the felon that does

Don't forget that Dirtbag is great to scout for bombs too. Also keep in mind that no other lab has units as efficient as Felon (perfect accuracy, nice range, insta-hit) and Oplaw (counters any nearby cloak) when it comes to dealing with bombs. The combination of anti-cloak and super accurate insta-gib - especially with the wave speed increase for Oplaw - made bombs useless against shieldballs.

I feel like people repeat the same problems over and over. Most shields regenerate for free, can't really get an attrition bonus. Wave speed buffs made cloak counters weaker, most cost efficient counters used cloak.
+0 / -0
Ever since Convict got its' shield, Shieldbots have been my standard choice on maps with heavy reclaim. No other lab can safely keep up with Shield con reclaim.
Convict got 900 shield HP and 650 HP which requires unmicroed raiders to do more than 1550 damage to kill the Convict. Even if the enemy can mitigate the shield by microing underneath it, the Shieldbot player can use similar micro to keep his Bandits under the Convict Shield so the advantage is still there when both players micro well.

Now it is hard to compare the combat ability of the convicts to the mostly non-combat abilities of jammer and cloak on Rectors, speed on vehicle cons and hover cons and allterrain on spider cons.

Anyway. I think that Convicts shield should be nerfed with about 200-400 shieldpower and 100-200 HP.
+0 / -0
bombs are meant to counter the great ball of shield, but outlaw makes it pretymuch imposible to do, especialy if you add in a fellon. once you have outlaw ageis and fellon, the game is pretymuch over since there is no really effective way to stop the ball without air or snipers/heavy artillery
+0 / -0
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