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Superweapons cost vs strider cost

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Date Editor Before After
11/14/2021 1:44:52 AMPLrankZenfur before revert after revert
Before After
1 I feel like striders are much more fun element of the game rather than giant superweapons that just force resign and they should appear more often. Detriment never gets built in team games, even though it is in a much better spot than before. I don't play a lot of FFA so I'm not commenting its balance, but for team games there is like 0 consideration what to build - it is always DRP - the cheapest, safest and most reliable and best out of options. It can kill enemy from the safety of your base without much risk once it's built and it counters absolutely everything. 1 I feel like striders are much more fun element of the game rather than giant superweapons that just force resign and they should appear more often. Detriment never gets built in team games, even though it is in a much better spot than before. I don't play a lot of FFA so I'm not commenting its balance, but for team games there is like 0 consideration what to build - it is always DRP - the cheapest, safest and most reliable and best out of options. It can kill enemy from the safety of your base without much risk once it's built and it counters absolutely everything.
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3 I really wish that all superweapons costed closer to 2x the Detriment cost so the bigger striders have more incentive to be built in comparison. My suggestion is that the cheapest superweapon should start at 50k pricetag. 3 I really wish that all superweapons costed closer to 2x the Detriment cost so the bigger striders have more incentive to be built in comparison. My suggestion is that the cheapest superweapon should start at 50k pricetag.
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5 Also in another thread concerning Zenith there was a little bit of talk about superweapon balance and I brought a small detail to attention that I wanted to restate here. DRP is clearly the best in team games (and probably in a lot of FFA scenarios). I suggest a very small nerf to it that will help by taking a little bit of its power away to allow for more counter play. It's the most offending feature for me is the EMP stun time - it's almost equal to the Shockley at 25 seconds, which is way more than necessary to keep things stun locked when focused. It also brings all striders that attempt to escape it to a halt. I suggest to cut it down to no more than 10 sec. In some clutch scenarios I saw it would make a difference, mainly in trying to counter play it with a silo. I probably should have saved the replays so I have some more concrete evidence for @GoogleFrog that it matters. 5 Also in another thread concerning Zenith there was a little bit of talk about superweapon balance and I brought a small detail to attention that I wanted to restate here. DRP is clearly the best in team games (and probably in a lot of FFA scenarios). I suggest a very small nerf to it that will help by taking a little bit of its power away to allow for more counter play. It's the most offending feature for me is the EMP stun time - it's almost equal to the Shockley at 25 seconds, which is way more than necessary to keep things stun locked when focused. It also brings all striders that attempt to escape it to a halt. I suggest to cut it down to no more than 10 sec. In some clutch scenarios I saw it would make a difference, mainly in trying to counter play it with a silo. I probably should have saved the replays so I have some more concrete evidence for @GoogleFrog that it matters.
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7 Another small nerf that it could use would be make its range a little bit lower so it needs to be in a more risky spot compared to other superweapons. 7 Another small nerf that it could use would be make its range a little bit lower so it needs to be in a more risky spot compared to other superweapons.
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9 I suggest 7500 -> 7200 or 7000. For reference, Big bertha is at 5600 range (using wiki numbers). 9 I suggest 7500 -> 7200 or 7000. For reference, Big bertha is at 5600 range (using wiki numbers).
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12 Another small change I'd make for all superweapons is to increase their footprint to make them harder to wall off/terraform and protect from cloaked enemies. Basically introduce a bit more weaknesses that could be used for comeback in some clutch scenarios. Also bigger = more epic. 12 Another small change I'd make for all superweapons is to increase their footprint ( by +1) to make them harder to wall off/terraform and protect from cloaked enemies. Basically introduce a bit more weaknesses that could be used for comeback in some clutch scenarios. Also bigger = more epic.
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14 What do you think about those changes? 14 What do you think about those changes?