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Summarise your ideal balance changes

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Date Editor Before After
3/6/2018 9:47:24 AMEErankAdminAnarchid before revert after revert
3/6/2018 9:44:43 AMEErankAdminAnarchid before revert after revert
3/6/2018 9:43:13 AMEErankAdminAnarchid before revert after revert
3/6/2018 9:31:17 AMEErankAdminAnarchid before revert after revert
3/6/2018 9:30:59 AMEErankAdminAnarchid before revert after revert
3/6/2018 9:01:51 AMEErankAdminAnarchid before revert after revert
3/6/2018 9:00:05 AMEErankAdminAnarchid before revert after revert
3/6/2018 8:59:34 AMEErankAdminAnarchid before revert after revert
Before After
1 [quote]The more pressing problem is that decloak range is spherical (so that planes don't decloak things) but then in deep water amphs and subs can't decloak one another (without the amphs floating).[/quote] 1 [quote]The more pressing problem is that decloak range is spherical (so that planes don't decloak things) but then in deep water amphs and subs can't decloak one another (without the amphs floating).[/quote]
2 Now that cloak can only exist on the surface (or close to the surface) this issue becomes entirely an amph issue because any seaborne cloaker (amph or not!) can be trivially found by ships or hovercraft. There are three things that could be done to address this, then: 2 Now that cloak can only exist on the surface (or close to the surface) this issue becomes entirely an amph issue because any seaborne cloaker (amph or not!) can be trivially found by ships or hovercraft. There are three things that could be done to address this, then:
3 \n 3 \n
4 1) The seaborne cloaker units could have large decloak radii. While this doesn't guarantee that things cannot avoid detection by amphs passing beneath, this can be practically similar to Athena. 4 1) The seaborne cloaker units could have large decloak radii. While this doesn't guarantee that things cannot avoid detection by amphs passing beneath, this can be practically similar to Athena.
5 \n 5 \n
6 2) The sea maps could avoid having *so* much depth that the previous approach breaks. Maps which have this much depth could be modified or removed. 6 Note that it takes around 90 depth for the largest meaningfully submersible unit ( Grizzly) to completely go under. At this depth, area-cloaked daggers on the surface are currently decloaked by ducks walking on the sea bottom, so i would say this is probably unnecessary even now.
7 \n
8 Depths much larger than this are problematic for other reasons (camera and general UI), so i'm not sure they should be a concern here at all.
7 \n 9 \n
8 Note that it takes around 90 depth for the largest meaningfully submersible unit ( Grizzly) to completely go under. At this depth, area-cloaked daggers on the surface are currently still decloaked by ducks walking on the sea bottom. Depths much larger than this are problematic for other reasons ( camera and general UI) , so i'm not sure they should be a concern here at all. 10 Seawolves specifically are currently not cloakable because they are fully submerged and exist with their center below the waves. But if they were cloakable, their decloak sphere would also be closer do the ducks, so also more decloakable by them.
9 \n 11 \n
10 Seawolves are currently not cloakable because they are fully submerged and exist with their center below the waves. But if they were cloakable, their decloak sphere would also be closer do the ducks, so also more decloakable by them. 12 2) The sea maps could avoid having *so* much depth that the previous approach breaks. Maps which have this much depth could be modified or removed.
11 \n 13 \n
12 3) Amphibs could have a surfacing unit useful for screening/sweeping. Perhaps an inflatable dirtbag, or a thing that can do hops while floating, or a squid with multiple surfacing sidekicks. I don't have any robust designs, though. 14 3) Amphibs could have a surfacing unit useful for screening/sweeping. Perhaps an inflatable dirtbag, or a thing that can do hops while floating, or a squid with multiple surfacing sidekicks. I don't have any robust designs, though.
13 \n 15 \n
14 [quote](2) Amphs can hide from land units on maps with puddles (e.g. Onyx Cauldron, Iced Coffee).[/quote] 16 [quote](2) Amphs can hide from land units on maps with puddles (e.g. Onyx Cauldron, Iced Coffee).[/quote]
15 Conceded, with provisions: unsure if that impactful. Even if they are visible, they are still invincible there, and, additionally, even if you remove the water outright, these basins come with sharp cliffs that likely have enough LoS shadow to hide anyway. 17 Conceded, with provisions: unsure if that impactful. Even if they are visible, they are still invincible there, and, additionally, even if you remove the water outright, these basins come with sharp cliffs that likely have enough LoS shadow to hide anyway.
16 \n 18 \n
17 [quote](1) steeper learning curve[/quote] 19 [quote](1) steeper learning curve[/quote]
18 It's not even steepness that i find annoying here, it's discoverability. The mechanic is invisible because it is not shown in any way except in the unit description excel table and in the consequences of you being rekt by its use. 20 It's not even steepness that i find annoying here, it's discoverability. The mechanic is invisible because it is not shown in any way except in the unit description excel table and in the consequences of you being rekt by its use.
19 \n 21 \n
20 There are even outright misleading bits. Los for ground units is still rendered on sea bottom where in fact it has no power: 22 There are even outright misleading bits. Los for ground units is still rendered on sea bottom where in fact it has no power:
21 [img]https://i.imgur.com/AuJwAR4.png[/img] 23 [img]https://i.imgur.com/AuJwAR4.png[/img]
22 \n 24 \n
23 [quote](2) is it aesthetically pleasing that underwater units have some intel advantage of this kind [/quote] 25 [quote](2) is it aesthetically pleasing that underwater units have some intel advantage of this kind [/quote]
24 They do get to keep their radar stealth. This also applies to the naked eco argument. 26 They do get to keep their radar stealth. This also applies to the naked eco argument.
25 \n 27 \n
26 While i formerly advocated merging sonar and radar buildings, the sonar building no longer exists, and i don't feel any need to reintroduce it, perhaps aside from the los rendering argument above. But i feel it's much less impactful and important for radar, which is rendered in outlines anyway. 28 While i formerly advocated merging sonar and radar buildings, the sonar building no longer exists, and i don't feel any need to reintroduce it, perhaps aside from the los rendering argument above. But i feel it's much less impactful and important for radar, which is rendered in outlines anyway.