Loading...
  OR  Zero-K Name:    Password:   

Commander weaponds problems.

15 posts, 1219 views
Post comment
Filter:    Player:  
sort
I started to write someting on the dev channel in zero k.I want to ask for your opinion about the weaponds.From what i know many of them dont have that unique feature that represents it.

For example heatray is not that effective as shotgun when you are close, and is usless when you attack from range, thus shotgun beats up the heatray weapond easily even if som1 attacks you in a close fight.Idea? Give heatray double dmg when you get closer(double dmg from the curent dmg it has when you are close to the target)

Another weapond problem is shotgun when you make double of them.Weird it is that you cant adjust the delay between weapond 1 and weapond 2 fire .Add a feature where we have that and double shotguns, double riots, etc. wont hit same target and waste bullets.Its weird that my double shotgun on commander kills 1 glave with while i am attacked from 6 or more of them.

Multistunner problem.Yes...cause its usless to morph a commander with this d gun.Dezintegrator gun is more effective than this because you kill that unit, instead with multistunner you just stun for 12 seconds, thus making it ineffective.Imo give it more range(at least 50% more) and faster reload time.

Machine gun is usless if you use range modules on it.It only gives its range when you jump with that commander, thus its a bit unfair. Is there a chance to fix this bug?

DIstruptor bomb problem, because it just acts like an antiraid and doesnt do real serious dmg.Imo i suggest make it like the old outlaw attack wave for 15 seconds in the area where it was fired.So technicaly we will have a bomb that acts like an outlaw attack for 15 seconds in that curent area(and it will be cost effective regarding the other d gun guns)
+1 / -1


10 years ago
basic weapons besides the shotgun, rocket launcher, shock rifle and riot cannon that are worth packing in an optimal build = 0
+0 / -0
What about torp in an optimal water build?
+0 / -0


10 years ago
playing water maps isn't optimal
+7 / -0

10 years ago
torps are a subwater weapon. therefore its naturally suboptimal.
+3 / -0
10 years ago
Hey! Do you know why there are no ships underwater?
Because they are all substandard.
+2 / -0
The problem was that the heatray was so completely devestating on, say, a jump comm if you just jumped directly on top of an enemy comm or other heavy. It's 0-range damage was so obscene you would burn him down in seconds, while still being a reasonable anti-swarm weapon.

As a response, it was simply owled. I think there is a balance point for it which would be better, especially since being at 0 range with an enemy comm means you take the full explosion damage.

The delay between weapons would be something like -another- state button, because we cannot make this default: Often you want to get out all your damage in a high alpha burst (say when fighting against a heavy unit with a double shotgun + disruptor ammo recomm, then jumping away before he can critically damage you).

Multistunner stuns multiple targets. AoE. So. Yeah.

The Machine Gun should benefit fully from range modules. It's weapon velocity is more than high enough to hit well beyond it's max range. However, like all ballistic weapons, it also gets a range bonus with height (like jumping or being up a hill).

The Disruptor Bomb is popular enough that I don't think it's a problem, it's great when stacking with other slow weapons (like disruptor beams or Ammo) and is good with recomms who can slow down and escape from a swarm trying to overwhelm them.

P.S. Beamlaser is almost all you should ever use if playing seriously, sometimes maybe shotgun for 5% cheese cases.
+1 / -0
10 years ago
1v0ry: There are actually several other used weapons: slow ray with the damage upgrade is deadly, and the flamethrower does a huge amount of damage.
+0 / -0


10 years ago
quote:
basic weapons


also: for serious play, use the riot cannon instead of the beam laser 100%
+0 / -0
riot does not fit on support chassis ;)

...so i play seriously with beam laser!
+3 / -0
10 years ago
ROrankForever, the Multi-Stunner stuns for three seconds, not 12.
+0 / -0


10 years ago
question:

how much metal does 0.8m income equate to per minute? Knowing spring, I assume the answer is not 48
+1 / -0
FIrankAdminAlcur then multistunner is USLESSSSSSS. Just think about the dezintegrator gun, you just bang and kill while stunner stuns for 3 seconds and after that what? you die to that unit?
+1 / -0
quote:
torps are a subwater weapon. therefore its naturally suboptimal.


What you just did, there.

I saw it.
+1 / -0
Firepluk
10 years ago
Yea, the most useless weapon at lvl3 is multistunner, pile of crap.
3 seconds? LOL, are u jokin, devs?
+0 / -0