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Rackeeter OP

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Rackeeter is to OP for its cost,a few rackeeter can make thunderbird,KROW,striders and all heavyies and defenses usseless in seconds.I recommend to incerase rackeeter cost or reduce disarm DMG,or incerase reload time.
+1 / -0

9 years ago
"counter" - what do you mean by that?

pro
high alpha - tracking - long range

contra
no damage
dies to swarms of any pewpew-equipped unit.

a few rackeeters do cost some moneys. use the same amount in units to fight them. tadaa.
+0 / -0
9 years ago
mojj from yur grave you missed that Rackeeters ATTACK cloaked units without vision.
+0 / -0

9 years ago
if you mean by that, that it keeps track of once visible units and contiues to fire when they are cloaked, thats old news. was debated before, considerin other units. why was this silly thing not fixed?
+0 / -0
9 years ago
no,they fire before an unit gets visible sometimes.and by rackeeter I didnt meaned that rackeeter vs raiders,they are just 2 op with ally assistance,I played a lots of teamgames,rackeeter spam was unstopable with ally support,more op with shieldball.
+0 / -0
Skasi
9 years ago
Oooh the op thing about Racketeers is that they are ALMOST completely "build and forget". Turrets don't have to aim, kbot pathing and turnrate means that unlike Wolverine and other units this one almost never gets stuck and can very easily skirm.

I'm not saying remove the "build and forget" part, it's nice that unitAI works this well. I just think Racketeers might have been balanced without taking that into account.

On the other hand Racketeers counter some trollcomms, so buff them! :P
+0 / -0
9 years ago
Rackaters were OP at teh very beggingi nwhen teh ygot disarm instead fo EMP and tracking. They had AoE too. THAT was really OP. If u face few rackaters maeke Eraser and few roaches. Makes cost even when enemy has onnly 3.
+0 / -0
Skasi
quote:
Rackaters were OP at teh very beggingi nwhen teh ygot disarm instead fo EMP and tracking.

PLrankFailer, you are doing this on purpose, right? You using Firefox or Chrome or something different?
+2 / -0
Nah, I use ZKL, and I type too fast, while being 2 lazy (most of teh time) to correct all the typos ive made QQ.

Why are u derailing the thread anyway? Be damned.

Oh, plus my keyboard is shitty, it has very high buttons, so I'd have to raise my fingers very high if I'd like to type properly. Thats why when pushing H right after lets say A, I push S and G in the process too ^^. But Im usually clearing those in the forum, I dont in the lobby tho.

BTW I didnt make any significant typos in this one! But it took me 2 minutes to type this post, instead of usual 15 seconds.
+0 / -0
Racketeer is quite devastating to some factories, especially tanks.
It quickly shuts down Reapers and Banishers, while raiders can be easily stopped by other shieldbot units. All this while being effective vs porc and air.
Imho Rackeeter is one of the units that make gameplay worse, it discourages heavy assaults, and encourages porc and static frontlines.
+1 / -0
9 years ago
rackeeter is good vs porc (so doesnt really encourage it).

If you are having difficulty countering them, then the solution is to give them multiple targets.

Since they do disable air. Then when you do a bombing run with a thunderbird or bombers, send your swifts in just before. They are cheep and will draw the AA fire for your bombers to come in and do the job.

I Personally feel comfortable with the rackeeter since they dont do AOE and they dont actually kill troops. (they just disable).

I usually go shield bot lab but rarely get racketeers because they dont do real damage.

Shields area also slow moving. so if you fall back, and hit them with artillary while keeping a bunch of light units around your artillary the racketeers will typically fire at targets that are not the artillary.

The only change i could possibly think for them is to slow their movement speed. (shields are a Slow movement, but flexible mobility lab) their best counter i find is always somethen faster that can stay at range of them, or go around. (shieldballs are slow movement typically)
+0 / -0
quote:
Racketeer is quite devastating to some factories, especially tanks.
It quickly shuts down Reapers and Banishers, while raiders can be easily stopped by other shieldbot units. All this while being effective vs porc and air.

In my (limited) experience tanks vs. shield is a complete mismatch. As well as the racketeer problem, you don't really have good tools to break a shieldball from range and on some maps roaches/rogues can make the map impassable for you.

On a big flat map you can abuse your mobility but that's about it.
+0 / -0
9 years ago
If you find yourself in a situation where you cant counter with a unit from your factory (effectively), try switching labs. Such as snipers being effective vs shieldballs, so if you make a spider factory to make fleas to counter the snipers.

Also i find heavy vehicles to be excillent counters to shieldballs.

The Tremmor (aoe artillary spam) is great for reducing a shieldball. With a couple of the more precise artillary to hit the aspis.

Remember, dont restrict yourself to just one lab. A new one is relatively cheep.
+0 / -0
I'm not really talking about a later stage of the game where there's a huge enough shieldball to be worth hitting with a tremor, or where a facswitch is plausible. If the shield player just builds a felon, a couple of thugs/outlaws and some cons and attacks your options are sharply limited.

Like I said, though, on a larger and flat map (which is mostly where you would want to pick tanks) you can use your mobility.
+0 / -0

9 years ago
Well you're not even talking about Racketeer now Aquanim.

The Racketeer is important as the factories anti-heavy option: But it's actually pretty easy to spoof (I'm surprised people feel it is 'fire and forget'...) and you can always run out of range if you get disarmed. It's also flex AA, and in a factory with very light, low range AA it's useful to have that. Thunderbirds are the bane of Shieldballs so if a Racketeer can help to disarm them before they get in range, that gives counter play (Like spoofing or sending multiple Thunderbirds).

Shieldballs fall off in power in lategame as big AoE options, 2k units and Striders come onto the field. Racketeer gives the factory the anti-heavy options that keep a shieldball viable into the late game.

That's fine, IMO.

If we're REGULARLY (rarely is fine) seeing Racketeer Rush into a comsnipe or Racketeer balls capable of disarming absolutely everything that even gets close (Like the old AoE one did) then that's a problem. Link to replays if that's the case.
+0 / -0

9 years ago
Yeah, I was getting away from the point. Problem is, my attitude to the actual topic of this thread is "racketeer is fine, what are we even discussing".
+0 / -0
quote:
But it's actually pretty easy to spoof (I'm surprised people feel it is 'fire and forget'...)

AI fault; game-design success. People just don't expect their units being so stupid in ZK.

Probably fairly easy to solve given any spare time. Do you think your arguments would apply if a widget would make it efficiently spread missiles across multiple targets and become spoof proof?
+0 / -0

9 years ago
AUrankAdminSaktoth
quote:

..... I'm surprised people feel it is 'fire and forget' .....


Exactly, racketeer is the only artilery unit does awful on fight command. You can easily see bunch of racketeers shooting same poor solar on fight.

I even tried to fix the derpy AI with external widget, but I couldn't.
+0 / -0
Skasi
9 years ago
As far as I know Racketeers, like other slow/disarm units, are supposed to automatically switch targets for that reason.
+0 / -0
Skasi, yes, they should switch targets and don't shoot already disarmed target. Still they do so, which make them uncontrolable in big numbers.

For instance against spiders (recluse + venom), the only counter for shields I can see is racketeer, but you have to target them manually, which is completely unmanageble.
+0 / -0
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