The discussion on thread 888 seems to have touched a nerve.
No one is suggesting an uprising just yet, but there is... talk.
The problem brought up in thread 888 was this:
Players in team games these days fly the hammer flag more than communist Russia.
The reason for this is simple, I think.
After putting the quills on their noobcupine, cloak bots or shield bots are usually the first factory for a new player to make, and Hammers are the longest range units in them. This is because most new players are not familiar with the terrain of the map they are playing on.
Here's what happens next.
New players are, to put it gently, a little less than aggressive. It's just like Proverbs 26:13.
When artillery starts to hit their lovingly built sim-base, the typical response is a lot of hand-wringing and shields when our heroes ought to build radar and mount swift counter-attacks.
You and I know that these generally faze artillery, but noobs are usually too scared.
Sometimes I find that a relatively courageous player is willing to send out a few riots, even scouts, even as a distraction.
When this happens, the enemy hammers get confused or the hammer-producer, assuming it's a newb himself, will run them away to take care of the "threat," which he will immediately assume to be a comm (on radar). Either that or the Unit AI will kick in.
Regardless, given a team game comprised of newbs, the first team to build hammers will often, usually, win out. (NOTE="See game 27561" ; URI="http://zero-k.info/Battles/Detail/27561")
Ultimately, this is not due to a lack of balance, but more to the fact that 0-K is not just Zero-K. Zero-K is made of about nine games formed by the following criteria:
team OR 1v1
new OR experienced OR veteran
cohesive team OR thrown together (for team games)
Each of the 9 permutations will play differently, and have a different balance of units.
In an expert 1v1, Hammers will be a sideshow, if used at all. Krows, Dets, or Dantes will not even be considered.
In team matches played by cohesive teams, however, they become the game enders.
In a team match played by newbs, with a forest of LLTs and turrets, Hammers will be so effective that one side will accuse the other of cheating.
All sets of players will cry their way to the devs, each with opposite complaints. Because they are each playing a different game, though, they usually have more sense to them than meets the eye.
Hammers are not OP in Zero-K. However, in Zero-K-TN (team noob), they ARE.
This is part of the reason why I applaud the unlock system. It keeps the units that are unbalanced in Zero-K-N from use in that mod, and allows them in Zero-K-E.
Balancing Zero-K requires that we take into account the presence of nooblets in our midst.
A slight nerf to the hammers is just part of the price we have to pay.
This is partly a response to thread 888, but after I keyed it, it seemed like I ought to post a new topic.
A link to thread 888 follows:
http://zero-k.info/Forum/Thread/888