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Zero-k v1.2.3.7 - Messing with Jumpies

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AUrankAdminGoogleFrog
3 years ago
This release messes with some underused Jumpjet units and makes Pyro less frustrating. There are some other minor things such as an easy way to split targets when using area attack. On the infrastructure front we have completely split 1v1 and Everything Else ELO.

Balance



Moderator is more expensive and now has a high reload time Disruptor Beam.

Pyro aims much faster and has a little overshoot.

Placeholder has a slightly smaller Area of Effect and significantly increased duration.

Djinn
  • Speed 1.4 -> 1.8

Support Commanders Build Power increase has been flattened to +2 per level starting at level 1.

Minor Stuff


  • CTRL+area_attack will split target among selected unit.
  • There is a new marker 'ping' sound and the maximum number of marker sounds at once is 3.
  • New Heaving Particle Beam sound.
  • Blackdawn description: Heavy Raider/Riot Gunship -> Heavy Raider/Assault Gunship
  • A small window will pop-up to show active non-default modoptions.
  • Improvement for Edge Extension visual effects.

Fixes


  • Fixed an Overdrive error.
  • Fixes for airplane rearming.
  • Removed lagmonitor at game end to prevent fluctuating unit transfer.
  • Morphing a unit no longer kills its drones.
  • Fixed Penetrator wreck.

+7 / -0


DErankAdminmojjj
3 years ago
quote:
CTRL+area_attack will split target among selected unit.


this! good work!
+3 / -0



EErank[ISP]Lauri
3 years ago
(edited 3 years ago)

Pyro feels great to use now. I also like the concept behind the new moderator. Never thought I could like a perfect accuracy disruptor skirm, but very long reload, fragility, costliness and short range provide enough counters for it to be an interesting unit.

Numbers will probably have to be tweaked, though, as people figure out more how strong or weak it is.
+1 / -0

GBrankPrincey
3 years ago
(edited 3 years ago)

I found a bug where rackateer decloaks a com and it says decloaked even after disarm time is over. was in previous build. Was wondering if it possible to show team elo only on the ranking board? and if possible see team elo somehow?
+0 / -0

UArankIvica
3 years ago
(edited 3 years ago)

No oremex mention... Aw.

Edit: I saw once cloak (K) button disappear from integral menu on morphing.
Also if no one gets on it, GBrankprincereaper I will check that disarm thing you mentioned and if it's bugged I will try to fix it.

Also ... no zeppelin?
+0 / -0

GBrankTheSponge
3 years ago
quote:
Also ... no zeppelin?

Also, why no kestrel? There was a lot of talk about it and I made the model, but then it was completely dropped. Why?
+0 / -0

MYrankxponen
3 years ago
(edited 3 years ago)

UArankIvica, *Maybe useful info* I remember that CMD.CLOAK was no longer used since r12663 (which is ZK v1.2.2.7) ( http://code.google.com/p/zero-k/source/detail?r=12663 )

quote:
kestrel

What is the unit name? I would like to try with cheats. (I'm curious)
+0 / -0


EErankAdminAnarchid
3 years ago
(edited 3 years ago)

quote:
I made the model

Kestrel is still using the old model. Are you sure you finished yours?

quote:
What is the unit name? I would like to try with cheats. (I'm curious)

It's bomberstrike. It's not ready for the prime time yet, and i don't think Eclipse is ready either.

Kestrel issues:
1) Gibbing each other when flying in a pack.
2) Flies too low to ground because thinks it's a fighter. Headbangs stuff.
3) Boring sounds.

Eclipse issues:
1) Sometimes visits nearby solar systems.
2) People who don't realise it has a huge turn radius complain when it won't drop the bomb without at least a 1000 elmo lead on target.

And for a little extra, Nebula issues:
1) Drones are still bit too spazzy and lack animation (though they won't visit nearby solar systems).
2) Needs some balancing (likely lower health and maybe lower drone dps).
3) Needs command and drone-launch sounds.
4) Funnelweb needs to lose drones and have them replaced with some adequately devastating dgun.
+0 / -0



AUrankSaktoth
3 years ago
(edited 3 years ago)

Why are any of these units needed? What do they do, what role do they fill? How are they meaningfully different from shadow.

These questions were asked in the Zeppelin thread and never answered.

Someone seriously fucked up with the zeppelin too. No projectile model on its projectile, it's hitvolume is way too small, and a box: If anything should have a round hitvolume it's a zeppelin.
+1 / -0


EErankAdminAnarchid
3 years ago
(edited 3 years ago)

Zeppelin was originally intended as a way to split the omniuseful (or omninerfed) ultra-generalist Licho into a separate anti-static inaccurate heavy assault bomber and some antiheavy single-target unit.

Kestrel, however, seems to have exactly the same function as Shadow, only much much better at hitting underwater stuff due to use of missiles instead of bombs. Shadow is reliant on diving to hit its targets, but it cannot dive underwater so ducks and snakes can simply dodge away like in good old times.

Nebula is not needed and is purely cool factor.
+0 / -0

UArankIvica
3 years ago
We have detriment. Why not make nebula be like end-game unit, with the difference being: detri is land, nebula is air.
+1 / -0



AUrankSaktoth
3 years ago
Licho has always been bad against statics, who uses it against statics unless they have to?

Shadow is the one that is good against statics. Possibly too good against statics. Why would we want something better against statics?

Kestrel is lolop, it's projectiles are tracking, they don't even miss a glaive.

Nebula is fine, whatever, you can add as many mechs to the strider hub as you like, as long as it's not another Funnelweb: That thing is actually good and probably OP and a viable single unit spam in lategame. That's rubbish and bad for FFA/big teams.
+1 / -0


EErankAdminAnarchid
3 years ago
quote:
Kestrel is lolop, it's projectiles are tracking, they don't even miss a glaive.

Neither does Shadow, really. Shadow is much better at missing submerged Scallops, of all thing, than glaives.

Either way, nothing happens with Kestrel until science develops a way to stop it from ramming random stuff and backstabbing each other.
+1 / -0

PLrankFailer
3 years ago
(edited 3 years ago)

quote:
On the infrastructure front we have completely split 1v1 and Everything Else ELO.

Why not Team elo vs everything else elo? ;/

Team elo is teh only which really matter. FFA and 1vs1 elo dont balance anything, but team elo does. And now it still can be boosted/lowered by FFA.
+0 / -0

GBrankPrincey
3 years ago
Yeah that a fundemental flaw of combined elos is the ability to manipulate your elo by lowering one really low then raising team elo to a value but then go back to the other one and improve the one you lowered to greatly increase your elo which does and has been exploited. Of course this creates quite a balance issue.
+0 / -0

FIrank[ffc]killer
3 years ago
But we need nebula space ship wars...
+0 / -0



EErank[ISP]Lauri
3 years ago
quote:
Yeah that a fundemental flaw of combined elos is the ability to manipulate your elo by lowering one really low then raising team elo to a value but then go back to the other one and improve the one you lowered to greatly increase your elo which does and has been exploited. Of course this creates quite a balance issue.

This post makes no sense unless team and 1v1 elo gain/loss aren't calculated separately after 1v1 games. I'm pretty sure they are as it's possible to gain one elo and lose the other elo after playing a series of 1v1 games.

Doesn't really matter either way as all-elo isn't here to stay.
+0 / -0

GBrankPrincey
3 years ago
(edited 3 years ago)

team elo didn't effect 1vs1 elo but did the other way round. I noticed this when i watched optmius get 1722 1vs1 elo way way back and it changed his team elo, of course as he played team games, his elo dropped back down to 1500's but his 1vs1 elo was still 1722

It was the same with sfireman. his 1vs1 elo was 1850 but he had like 2000 team elo and his team elo (all elo) dropped to 1800's but it didn't change his 1vs1 elo.

Of course with the latest changes this is not possible anymore. But i was just stating the flaw with the current system of a combined elo system in regards to balance.
If you noticed my 1vs1 elo is terrible and i kept it that way. Of course I could easily improve my 1vs1 but then it would unbalance all team games so I have on purpose kept my 1vs1 elo bad as my team elo (all elo) has risen to 1600-1700's.
+0 / -0


EErankAdminAnarchid
3 years ago
(edited 3 years ago)

quote:
Of course I could easily improve my 1vs1 but then it would unbalance all team games so I have on purpose kept my 1vs1 elo bad as my team elo (all elo) has risen to 1600-1700's.

That's wrong.

If you don't play 1v1, you get no influence. If you play and purposefully lose to tank it, you're making the game worse for everyone by making it "better" for a short while for yourself.

Either way, R.I.P. All-Elo. We won't miss you.
+3 / -0

GBrankPrincey
3 years ago
(edited 3 years ago)

Yeah it wrong to say I did it on purpose. It was more I just avoided improving it as I have reached 1800s in team games by playing in small team games in the past but it ended up with me getting really stressed out with my teammates because of the way the game was balanced that i eventually ragequit for a few months.

but i guess there nothing that can be done about that but since i saw that the team elo (all elo) was actually getting split. I felt i should voice my opinion because this will help team games to be more balanced + 1vs1'ers won't get so angry and avoid teamgames like marmite because they get stacks of nubs because of their excessively high combined elo.

Of course now I can not be worried about losing/winning 1vs1 games and having it effect my elo in team games and vise visa.
+0 / -0
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