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Sea testing player perspective 1v1 video

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Date Editor Before After
11/18/2016 1:33:11 PMAUrankAdminAquanim before revert after revert
11/18/2016 1:26:16 PMAUrankAdminAquanim before revert after revert
11/18/2016 1:24:58 PMAUrankAdminAquanim before revert after revert
Before After
1 [quote]1. How is it supposed to interact with ground combat? I think it was one of the biggest issues with ships overall since the only 2 factories that could really hurt anything in-land were Warlord and Reef.[/quote] 1 [quote]1. How is it supposed to interact with ground combat? I think it was one of the biggest issues with ships overall since the only 2 factories that could really hurt anything in-land were Warlord and Reef.[/quote]
2 * Skeeter has enough range to kill any mex which Mariner can build 2 * Skeeter has enough range to kill any mex which Mariner can build
3 * The Mistral missile frigate has a LOT of range for a skirmisher (it currently outranges Defender and Stinger!) 3 * The Mistral missile frigate has a LOT of range for a skirmisher (it currently outranges Defender and Stinger!)
4 * The Crusader equivalent has a bit more range than it used to 4 * The Crusader equivalent has a bit more range than it used to
5 * The Siren has an Impaler sidearm; it only has 700 range but should be able to destroy Urchins on high cliffs overlooking the water, as is found in maps like Sail Away and Folsom Dam 5 * The Siren has an Impaler sidearm; it only has 700 range but should be able to destroy Urchins on high cliffs overlooking the water, as is found in maps like Sail Away and Folsom Dam
6 * When drone technology permits it I have some nebulous plans for a light carrier in Shipfac which deploys drone-bombers 6 * When drone technology permits it I have some nebulous plans for a light carrier in Shipfac which deploys drone-bombers
7 \n 7 \n
8 [quote]2. Where do hovers and amphs fall into the new sea design. [/quote] 8 [quote]2. Where do hovers and amphs fall into the new sea design. [/quote]
9 I mostly haven't changed them at this point, besides giving them all sonar as well. The ships were designed with hover/amph in mind, so even though the hover/amph units themselves haven't changed the context in which they are used has. My feeling for the state of the hover/amph units at the moment is: 9 I mostly haven't changed them at this point, besides giving them all sonar as well. The ships were designed with hover/amph in mind, so even though the hover/amph units themselves haven't changed the context in which they are used has. My feeling for the state of the hover/amph units at the moment is:
10 [spoiler] 10 [spoiler]
11 Amph: 11 Amph:
12 Duck is perhaps a little worse than before but still entirely viable as a transition from ships, especially as a finishing blow when you have the eco advantage. 12 Duck is perhaps a little worse than before but still entirely viable as a transition from ships, especially as a finishing blow when you have the eco advantage.
13 Archer's still inherently bad because impulse weapons are bad on flat water surface. Nothing much I can do about that. 13 Archer's still inherently bad because impulse weapons are bad on flat water surface. Nothing much I can do about that.
14 Scallop sees a lot less use because Siren (the sonic-gun destroyer) beats it pretty handily. They might still be good to escort your ships against Ducks, and if there's land on the map they are still perfectly good at controlling that. 14 Scallop sees a lot less use because Siren (the sonic-gun destroyer) beats it pretty handily. They might still be good to escort your ships against Ducks, and if there's land on the map they are still perfectly good at controlling that.
15 Buoy appears to be Amph's answer to Siren. 15 Buoy appears to be Amph's answer to Siren.
16 Grizzly is a late-game option which probably gets better if land is available. 16 Grizzly is a late-game option which probably gets better if land is available.
17 \n 17 \n
18 Hover: 18 Hover:
19 I think Dagger is a bit outclassed by Cutter (scout) and Hunter (torpedo raider) on the water but if there's land to abuse the situation changes. 19 I think Dagger is a bit outclassed by Cutter (scout) and Hunter (torpedo raider) on the water but if there's land to abuse the situation changes.
20 Scalpel I am uncertain about. 20 I am not sure about Scalpel. It's possible it's too outclassed by Mistral in terms of range to be good on water, although it does have about double the DPS and much higher alpha. I suspect the viability of Scalpel will depend on what ( if any) land battle is adjacent.
21 Mace seems better than before as a sea unit; as long as it stays near maximum range it is effective against Corsair. 21 Mace seems better than before as a sea unit; as long as it stays near maximum range it is effective against Corsair.
22 Claymore is still ok at what it does on sea, and still a joke unit on land. 22 Claymore is still ok at what it does on sea, and still a joke unit on land.
23 Penetrator and Halberd are still very, VERY good. 23 Penetrator and Halberd are still very, VERY good.
24 [/spoiler] 24 [/spoiler]
25 \n
26 I can't predict with any accuracy how things will work out in the context of a larger team game, where factories and number of players are asymmetric (e.g. one team may choose to prioritise water more than the other). I'm cautiously optimistic but the problem is too complex for me to come to a firm conclusion. At some point I'd like to see testing of this. My immediate goal was to make the ship mirror plus switches feel fun to play, since I think that is a necessary prerequisite for making a sea which involves ships fun to play.
25 \n 27 \n
26 [quote]3. What is the role of subs if any ship unit has sonar? [/quote] 28 [quote]3. What is the role of subs if any ship unit has sonar? [/quote]
27 Submarines are quite fast and are effectively immune to radar; they're still good for raiding and picking off isolated stuff. Eco buildings do not have sonar so it can be difficult to find subs which slip away from your army. Duck fulfills a similar role, with less "picking stuff off" and more "overwhelming enemy anti-sub defences over a broad front". 29 Submarines are quite fast and are effectively immune to radar; they're still good for raiding and picking off isolated stuff. Eco buildings do not have sonar so it can be difficult to find subs which slip away from your army. Duck fulfills a similar role, with less "picking stuff off" and more "overwhelming enemy anti-sub defences over a broad front".
28 \n 30 \n
29 Even though every ship can see underwater, they can't all shoot underwater. There is a balance to be maintained between building the units which can shoot underwater (like Siren and Hunter) and building the units which can't, but are better against surface targets (Corsair, Mistral, Ronin, Shogun). 31 Even though every ship can see underwater, they can't all shoot underwater. There is a balance to be maintained between building the units which can shoot underwater (like Siren and Hunter) and building the units which can't, but are better against surface targets (Corsair, Mistral, Ronin, Shogun).
30 \n 32 \n
31 In a while this will hopefully be more accessible than "get it yourself from Github", but besides any balance/design stuff that needs doing I will also need to clean up the code before that happens. I was not at all familiar with Spring when I started so there was a fair bit of trial and error. 33 In a while this will hopefully be more accessible than "get it yourself from Github", but besides any balance/design stuff that needs doing I will also need to clean up the code before that happens. I was not at all familiar with Spring when I started so there was a fair bit of trial and error.