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

Units you find Disgusting

46 posts, 2626 views
Post comment
Filter:    Player:  
Page of 3 (46 records)
sort
It came to my mind that i harbour harsh feelings for some units in current ZK. Not that they are particularly overpowered or underpowered.

But they meet a pair of certain criteria that makes my skin crawl each time i see them:

1) Unpleasant and unrewarding to fight with. It's just hard to use them and feel efficient while doing so. They break my flow, and being a flow junkie is the only reason i play the game, really.

2) Unpleasant and unrewarding to fight against. Much as it feels bad using them because of whatever ugly qualities they have, these particular units also project the feeling of despair and irritation each time i have to fight them, because of some particular properties making any action against them just as unrewarding as an action taken with them.

My list goes as follows:
1: OPanther
The current state of the panther with its "heavy antiheavy antiraider raider" makes me want to cringe. They're monotonously effective against most everything, but they also deal only a little real damage. They cause fights to stagnate and at the same time you cannot afford to not use them. They one-hit stun most units, and two-hit stun the rest, causing unpleasant stutter-step movement for all involved. And if they fight each other? Ugh.

2: Halberd
While somewhat reasonable when used with fight command, Halberd quickly becomes frustrating for both parties when you reach the skill levels where you can holdfire and aim individually. Virtually unstoppable by the defenders, in curled mode it is a fast-moving brick that you just shoot, shoot, shoot, shoot, shoot, shoot. This gets tiring very fast, and it's not like it's any big deal once you kill one. And for halberd users? You have to hold fire and be shot, shot, shot, shot, shot, controlling each shot, maybe killing some things but not fighting. Halberd feels like a dull brick that is all about not fighting. Except unlike a very similar dirtbag, you have to babysit them much more cause they supposedly can fight and you should fire shots sometimes if you want to use them.

The only time i feel efficient when fighting Halberds is when i manage to snatch them with Dominatrix - and oh i know how many of you dislike that one.

They do have a redeeming quality of enabling hilarious penetrating overwater raids in late game, streaming past heavy defenses and ignoring bomber fire to kill juicy eco, but that's about it, every other use of them is disgusting to play with or against.

3: Shipyard
Remember or those organic and physical unit classes based on no contrived special damages, as enshrined in ZK design goals? Shipyard makes ships that go in water and piss this water on those design goals and fight in a medium that seems to be a separate game called Sea ZK, and that game seems to be built from nothing else but targeting hardcounters where you need unit A to kill unit B, because nothing else is even capable of attacking unit B.

It's really not as disgusting as the first two nominations (that's why it's #3), but the targeting hardcounter structure has some local optima that quickly degenerate into disgusting monocultures. Doesn't help that even if you don't settle for optimal unit selection (which is snake spam), there is absolutely no weapon diversity underwater.

Adding insult to injury, ships are required to be op by design because their domain-specific units are required to be able to whack any unit deployed by other factories entering the naval realm (since their other weapons simply cannot attack other domains)

What do you think? Do you find those units disgusting or nice? Or maybe you find other units disgusting?
+10 / -0
10 years ago
Panther - I think they feel nice with all that fast rolling zappyness, but your assessment seems correct. Maybe panther should become the lowest weight raider with nerf to emp, and then Kodachi should become something like a skirmisher by getting a range boost to 500ish. Heavy could use a real skirm.
Halberd - Agree
Ships - Give hunter aoe and limited emp (riot). Reduce snake tracking and buff (assault sub). Add new sub with long range, good tracking but much lower dps (skirmish sub).

Dirtbags - This unit is basically an attack of massive annoyance rather than strategy/tactics. I wish they would be much higher weight or remove.
+1 / -0


10 years ago
fully agree, though you seem to have forgotten the Dominatrix..
+5 / -0
Halberd doesn't really fit into the first category at all, using halberds is the most fun you can have with the hover lab, its the token troll unit. once you figure out the hold fire attack method its great to frustrate the enemy with them

that being said i think they make up a important part of a proper hover lab, they provide scouting(for pen) and meatbag support for a lab that as its main trait has no HP to spare making it a great unit, being able to frustrate the enemy to no end while doing so is an added bonus...

Dirtbag on the other hand is horrible, its role is basically the same as the halb, but its not fun to use, or to counter. you only seem to make them when you are losing and they don't contribute anything to shield bot strategy as they are. if they were deleted i don't think anyone would miss them (the 35m cost increase already killed them)

Dominatrix just feels like cheating, swich its damage to HP based already...
+2 / -0
If I had to pick three they would be wolverine, halberd and dirtbag. For me, all of them are unfun/frustrating to play against, all of them are unfun/frustrating to use.
+1 / -0
quote:
being able to frustrate the enemy to no end

"Frustration generator" is my definition of a disgusting unit, see above. I especially dislike the receiving end though, where you have to dedicate long attention spans to finish off unrewarding metal blocks.

Dirtbags, at very least, die faster - and are much less common after their almost 2x cost increase.

quote:
you seem to have forgotten the Dominatrix

The reason i didn't include Domi is that i can feel efficient when both fighting with and against them, even despite its evil nature. I'm selfish like that.

The fact that different units are frustrating for different people is to be expected, but the hidden agenda behind this thread is to out the ones that occur more often.
+1 / -0
10 years ago
quote:
heavy antiheavy antiraider raider

lmao
Add that to their description
+9 / -0
In general I find the mechanic of units that exploit "shot-waster" mechanics to be frustrating and problematic, but I see that as a unitAI problem and not a unit problem.

In the Halberd, I only "attack" with it in two cases: I've emptied out the threats from an enemy base and I need to demolish the eco, or I'm completely screwed and the Halberd is my last option before obliteration (it won't work, but it's better than doing nothing). Do other folks use it more extensively?

GBrankKyubey

Agreed on the Domi - its bizarre cost-based damage is special-damages in a fancy costume.

I'm going to be extreme here and say:

*the entire bomber game*

It just doesn't feel very interactive.
+0 / -0

10 years ago
fighting against funnyweb or additionally with fully equipped shieldball.

the drohnes decloak anything and the strong shiled block the rest of its counters mostly.

the issues with funnyweb and shieldball is already in discussion. just wanted this to leave here ;)

i demand at least to give the funnyweb drohnes LOS of zero!
+1 / -2
10 years ago
quote:
i demand at least to give the funnyweb drohnes LOS of zero!

This.
+0 / -1


10 years ago
Derailgun engage: Those drones are same as commander's though. This would also mean comm drones become blind.
+0 / -0
@Mojjj



Decloak tests the presence of units, not the presence of LOS.
+4 / -0


10 years ago
quote:
Decloak tests the presence of units, not the presence of LOS.

Both, actually. Decloak conditions out of enemy sight will not trigger decloak; stray tremor shots blindly hitting scythe will damage it, but won't betray it.

Funnelweb is likely to watch out for its drones, so it matters precious nothing.
+0 / -0
10 years ago
Well, the point is that drones shouldn't decloak stuff
+2 / -0

10 years ago
The drones could fly higher but then they'd be a bit harder to hit with ground (they could probably do with less range, actually).

Panther seems weaker to me than before, [ISP]Lauri felt the same way. Probably need more games though, I can see them maybe being worse in team games.

Halberd dies pretty badly to raiders, particularly Scorcher cuts them to bits. I can see how it's harder to use raiders in team games. Perhaps a 'If I take damage, I close' micro-state for Halberds would help with the auto-micro issue. That's a decent rule if all you want to do is raid eco and means if you roll up to an LLT with several of them, only the one being shot closes, etc.

I'm really surprised so many people are having trouble with Halberds. Is this since their projectile speed buff? Did it make that much of a difference?

Assessment of sea prettymuch correct.
+0 / -0

10 years ago
Flyhight? I thought decloak radius was cylindrical, not spherical.

> Perhaps a 'If I take damage, I close' micro-state for Halberds would help with the auto-micro issue. That's a decent rule if all you want to do is raid eco and means if you roll up to an LLT with several of them, only the one being shot closes, etc.

Then you get the reverse micro of "touch every halberd with an LLT in rapid succession to close them all". Then you get the counter-counter-micro of "re-open after damage stops". Then you get a widget that rapidly cycles the LLT over all open Halberds.

... longer close animation where the Halberd has worst-of-both-worlds during open/close might discourage in-combat open/closing micro, but it could lead to tedious pre-opening micro when you want to attack a target further away so you have to open before you arrive.

Ow, my head.
+1 / -0


10 years ago
quote:
I'm really surprised so many people are having trouble with Halberds. Is this since their projectile speed buff? Did it make that much of a difference?

I can't say for others, for me, when fighting against halberds, it's the sum of two things:
1) they don't want to fight and actively evade
2) they take forever to die, and they require stupendous amount of firepower to stop

Between those, they require a lot of focus to kill if enemy microes them, for very little reward.
+1 / -0
10 years ago
just send 2 glaive chasing each halberd, the glaive will track them till they die (due to stupid attack command script that does not clear tracking if units cloak/leave los)
+0 / -0


10 years ago
Except that glaives don't jink halberds for some reason. The second you stop watching, he kills them at point blank.
+0 / -0
10 years ago
I'm pretty sure units with no LOS doesn't decloak units. Nanoframes doesn't decloak units although a wall of nanoframes still prevents cloaked units from entering.

Also, cloaked units only decloak from damage if there is actually a enemy(or neutral?)unit that see them.
+0 / -0
Page of 3 (46 records)