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Super weaponized commanders?

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Date Editor Before After
7/4/2023 10:32:10 PMAUrankStuff before revert after revert
Before After
1 IMHO the issue is just the fact that comm modules kinda suck. Most comm modules are just less cost-efficent than their unit counterparts. 1 IMHO the issue is just the fact that comm modules kinda suck. Most comm modules are just less cost-efficent than their unit counterparts.
2 There's basically no module that doesn't suck 2 There's basically no module that doesn't suck
3 take damage modules for instance... they cost 150 metal before morph costs and you get out about 45% of a scorcher... or about 70m of dps... 3 take damage modules for instance... they cost 150 metal before morph costs and you get out about 45% of a scorcher... or about 70m of dps...
4 I know dps isn't everything about a unit but... this is just way too horrible. it's not any better with other comm modules. the shield and area cloak modules are just more expensive than aegis or iris while not being more efficent... would be nice if they were better. 4 I know dps isn't everything about a unit but... this is just way too horrible. it's not any better with other comm modules. the shield and area cloak modules are just more expensive than aegis or iris while not being more efficent... would be nice if they were better.
5 \n 5 \n
6 The main reason low level morphs are still efficent is that at least some of the special comm modules are still quite cost-effective. but the majority of the repeatable upgrades just don't do enough 6 The main reason low level morphs are still efficent is that at least some of the special comm modules are still quite cost-effective. but the majority of the repeatable upgrades just don't do enough
7 \n 7 \n
8 Here's my proposals, going to be a bit conservative I think to not stir balance too much 8 Here's my proposals, going to be a bit conservative I think to not stir balance too much
9 Damage booster: +15% -> +30% damage 9 Damage booster: +15% -> +30% damage
10 Range booster: +10% -> +15% 10 Range booster: +10% -> +15%
11 Ablative Armor: +600hp -> +1000hp 11 Ablative Armor: +750hp -> +1000hp
12 High Density Plating: +1600hp -> +3000hp 12 High Density Plating: +2000hp -> +3000hp
13 Autoregen: +10hp/s -> +20hp/s 13 Autoregen: +10hp/s -> +20hp/s
14 Personal Shield: 1250hp, 16hp/s regen -> 2500hp, 32/s regen 14 Personal Shield: 1250hp, 16hp/s regen -> 2500hp, 32/s regen
15 Area Shield: 3600hp, 50/s regen, 12e/s, 350 radius-> 7200hp, 120/s regen, 25e/s, 450 radius 15 Area Shield: 3600hp, 50/s regen, 12e/s, 350 radius-> 7200hp, 120/s regen, 25e/s, 450 radius
16 Personal Cloak: Fine as-is 16 Personal Cloak: Fine as-is
17 Area Jammer: +60% range, +75% energy use 17 Area Jammer: +60% range, +75% energy use
18 Area Cloaker: +60% range, +75% energy use 18 Area Cloaker: +60% range, +75% energy use
19 Nanolathe: +4bp -> +5bp, +25 lathe range 19 Nanolathe: +4bp -> +5bp, +25 lathe range
20 \n
21 IMHO this is still kinda bad, but at least not as bad
22 Examples of what can be done:
23 2.5k gets you 8 range modules. this boosts rocket launcher up to 946 range, with 2x120=240 dps. 3 emmisaries cost 2.1k and have 3x86=258 dps and 1150 range. SLAM goes up to 1540 range with 50 dps. Impaler has 1500 range and 80 dps
24 2.1k gets you 8 damage modules. With machine gun this gets you 1224 dps. the closest comparable unit is... uh... ultimatum. which is squisher but has effectively infinite dps
20 \n 25 \n
21 And for the fun of it all the repeatable upgrades could also go back to maxing out at 8 upgrades 26 And for the fun of it all the repeatable upgrades could also go back to maxing out at 8 upgrades
22 Might make a tweak/mod to test this out with 27 Might make a tweak/mod to test this out with
23 \n 28 \n