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Title: TEAMS: Newbies welcome!
Host: CZrankSpringie1
Game version: Zero-K v1.0.3.2
Engine version: 87.0
Battle ID: 59877
Started: 12 years ago
Duration: 21 minutes
Players: 12
Bots: False
Mission: False
Rating: Casual
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Team 1 Lost
Chance of victory: 30.8%
XP gained: 70
DKrankRallehop died in 18 minutes
NLrank[NC]Gretchen died in 17 minutes
AUrank[V]Crutch died in 19 minutes
CNrankqwerty3w died in 21 minutes
MYrankstormgrid died in 21 minutes
BRrankVorlon2005 died in 21 minutes
Team 2 Won!
Chance of victory: 69.2%
XP gained: 85
EErankAdminAnarchid
FIrankVarikonniemi
DErank[VALTIO]gl0g
DErankzeeker
FRranknanois
AUrankTeslaTrooper
Spectators
UArankCorvus_Corax




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12 years ago
wtf? infiltrator stuns god com for only 2 seconds?

This kinda makes infiltrator the epitome of uselessness
+0 / -0


12 years ago
Infiltrator does 8000 damage and 40s max stun. 40s stun occurs if a unit has 2x it's max health in emp damage so that commander must have had almost 8000 hp. Simply use 2 Infiltrators.
+0 / -0
12 years ago
I checked, it had a little over 5000.
+0 / -0

12 years ago
Sometimes you need to use 2 infiltrators. We could increase the weight of infiltrators so that only one always works, but then it is worse vs cans, reapers, etc.

If it is felt that. A. Heavy units dominate too much and there is not enough appropriate anti-heavy B. The spy uses a good mechanic, with the cloak-and-1-shot. C. It is well placed for people to use in the situation that they are faced with megacoms, in the spider factory. D. It is too weak for its intended purpose...

We could just flat out buff the damage. It had 10k. But as I recall, people complained about the unit, mostly because of B- the mechanic is very hardcounter.
+0 / -0
12 years ago
I'll just use 2 next time.
+0 / -0


12 years ago
I forget if the damage was complained about. It has not had 10k for a while and that does nothing to early comm balance. I gave it 8k to emphasise the role of emping damaged units. For example Reaper is more effectively stunned if a bit damaged beforehand. It is good that 2 are required for the really large units.
+0 / -0
12 years ago
It got nurfed before mega comms. Also back then it had no energy cost. I liked it better with more damage it could 1 shot a reaper. I think it had 12,000 DMG.

I was abusing them and I suggested that it get a energy cost. But it also got other nurfs.
+0 / -0

12 years ago
The lower damage changes how the unit is used. With high damage, it is an opener- a big unit is walking down the middle of the map, you zap it with a spy and then move your forces in. With the lower damage, its more of a closer- your whole army of spiders is dead to a sumo or dante invasion, but you managed to pump out a spy and zap him before he can eat your base.

It may be a bad mechanic that any unit at any time if not surrounded by raiders on all sides can get zapped for the whole stun time: but it is only stun. The skuttle has a much more brutal mechanic.

Anyway, whether we bump the unit up to its old stats (Or bring the cost down? But it is so micro heavy...) depends on how we feel about how heavy units are playing in the game etc.
+0 / -0
12 years ago
Well it is kind of useless for units other then comm. By the time, you have 6 solar to power it. You are likely late enough in game that you have other units. Recluse is great vs. heavy stuff and not a throw away unit. Two spies or two extra recluse. I would take the extra recluse except vs comm.
+0 / -0


12 years ago
I think it is great and doesn't need changing. 2 of them stun everything except mechs.
+0 / -0
12 years ago
Well its ok but I never start spider anymore. Unless for map reasons
+0 / -0

12 years ago
>By the time, you have 6 solar to power it.

It used to require only like 6 energy (not 12) to power the cloak while walking. It was changed because 6 energy is not much, and people were using spies as a pure starting strategy far too much. Many, many coms were killed in the first 3 minutes of every game due to a spy + raider rush.

Requiring 12 energy per spy is perfect because it doesn't nerf the late-game ability of the spy but reduces its rushability quite a bit.
+0 / -0
12 years ago
It required 0.5 energy for most of CA's time frame.
+0 / -0


12 years ago
I think it would be better with more damage.. I dont like to use it as a counter against golly etc because a bunch are needed and its too easy for one of them to get uncloaked and squashed en route, foiling the attempt. prefer skuttle... 2x the price, but a permanent solution
+0 / -0
12 years ago
Leave them alone I guess they are ok I guess.
+0 / -0


12 years ago
Commanders were immune to EMP in CA.
+0 / -0
12 years ago
If you nerf spy's energy consumption, then perhaps you should also nerf sharpshooter and scythe energy consumption. Sniper takes 5 when moving. Scythe only 1. It is quite possible to sustain a sniper army (5 or more snipers) powered by a single fusion, but to stop any decent unit with a spy, you will need at least two + a fusion + something to actually kill what you stunned. Spys usually die in the process of stunning something big so you can write that metal straight off. As Jasper said, skuttle makes much more sense. Or 5 snipers, a volley of 5 snipers should put a serious dent in most heavies and they aren't suicide units like spys and skuttles.
+0 / -0

12 years ago
Idea: give it a cloak field. Not just a personal cloak, but a short-ranged version of the Eraser's field. Then its obscenely high E-cost could be justified because you can field two of them but keep one turned off.
+0 / -0

12 years ago
It needs to be easier to use, not harder to use.
+0 / -0
12 years ago
If it gets a buff it should be a damage buff.
+0 / -0
Page of 2 (21 records)