CrazyEddie that is unfair and I think there is a real concern here. Zero-K has definately become less janky over the years, and part of the purpose of Quant's Rule is to preserve uniqueness. An idea similar to Quant's Rule is that of making every unit rediculously OP in its own way, instead of nerfing all the units towards some sort of bland average.
These aspects of Zero-K (and CA earlier) are quite important to me and I try to preserve them when possible. I also disproportionately remember the jank from 10 years ago. There used to be an energy storage and it used to self destruct for 4000 damage at 400 range. You could put one beind a terraformed wall and kill enemy commanders. Newton has always been used to launch Pyros. At one point you could cloak structures and cloakered units were not even uncloaked by proximity. More recently, I did the nuke-bomb trick with a few Dirtbags instead of an Athena. There are still special tactics to be played around with. Just this week I killed a Crab on a spire by launching a Lobster at it.
Anyway,
Forever I think you have a legitimate concern in this general area. More specifically I can sort your examples into these categories:
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Tactics that were so cheap or effective that they would warp the entire game, so had to be removed.
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Tactics that disappear once everyone has access to good unit AI.
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Tactics for which very little nerfs were applied, but which may have fallen out of the meta due to other changes.
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Thunderbird.
Space (and the upper atmosphere)
Most of the tactics that have been directly removed or heavily limited involve going to space. By space I mean going significantly higher than can be achieved with a standard Newton ramp. It is very difficult to interact with anything in space and some powerful things have been possible up there. As far as I recall Space Charon Skuttle looks like this:
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Launch a Charon with a Skuttle high into the sky.
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Move the Charon over an enemy Singu.
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Drop the Skuttle.
There was a related tactic that involved launching a Skuttle with a Newton and having it jump down onto the enemy. This is why Skuttle (as well as Toad and Jugglenaut) cannot jump from mid-air. Note that I went out of my way to create this distinction between jump
jets and jump
legs, preserving our ability to do orbital Pyro, Jack, or Constable drops.
I think it is fairly obvious why both methods of precisely dropping a Skuttle from orbit were removed. Such an ability essentially makes Berthas and Missile Silo obsolete. Shields do not stop it. The Skuttle cloaks while it is falling so it cannot be shot down. The only halfway reasonable way to counter this is hovering Hercules over your important structures every time you hear a Newton fire. I forget what I did about Space Charon Skuttle but it was possibly blocked by one of the following mechanics. I do not know if the latter two mechanics are in the game or whether I just dreamt of them. Also, if any of them exist then I may have implemented them for other reasons.
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Newtons deal 25% impulse to gunships in the vertical direction.
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Units are dropped out of transports with a bit of random impulse, ruining accuracy.
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Increase the climb speed of gunships as they enter space, making them return to their normal cruise altitude quite rapidly.
The Newton Flea scout is much more straightforward. You could launch Fleas across the map for a very cheap scout along a line. This is significantly cheaper than other scouting options, especially since I don't think Swift boost existed at the time. This is perhaps the most questionable instance of limiting a tactic, but I did so because it would be the only way anyone should scout. I stopped the trivial version of this tactic by making ground units have reduced LOS when flying high in the air. This change approximates what a unit may see if its LOS range was a sphere instead of a cylinder. You can still scout with Newton ramps if you launch your unit such that it hits the ground near the area of interest.
If Newton ramps no longer work then this is news to me. Make a demonstration and report issues. Here is a history of Newton:
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2017 - Buffed Newton impulse by 20%.
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2013 - Added the Newton Firezone widget.
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2012 - Reworked Newton impulse so that it is more reliable/predictable.
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Various tweaks over the years to fix impulse sticking.
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Unknown changes to how impulse works in the engine. At least one commit in ZK that buffs Newtons to counteract such changes.
Other Tactics
Sometimes something is sleeper-OP and suddenly dominates the meta. I tend to nerf units when that happens (eventually) but there is a worry that repeating this process makes the game tend towards blandness without anyone noticing. This is why I am very hesitant to nerf the unique strengths of a unit (and as an extension, keep quoting Quant's Rule). That said, sometimes nerfing a weakness of a unit can make it useless too. I try to keep my eye on the units that are 'left out' of the meta. There aren't that many, and the gunships are the most worrying at this time.
Likho does not seem to have gone away. It was nerfed because a Likho rush could dominate large team games on small maps. Here are the changes:
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2018 - Had its rearm time nerfed from 5s to 20s.
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2015 - Given burnblow to fix all the cases when it would randomly miss.
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2013 - AoE reduced by 25%, damage reduced by 20%.
I resisted all the calls to nerf Raven and Scythe for a long time because each of them has a lot of unique attributes. Nerfing those attributes would effectively narrow the range of what units in Zero-K can achieve (I felt a similar thing while increasing Flea cost, but it seems to have been required). I finally nerfed Raven to 320 cost from 300, and it still seems to be quite good. These units have had a big indirect nerf in the form of reducing the income tied to commanders and the significant increase to their health.
Locust, Gnat, and Revenant have been quite problematic units. Revenant was only ever good in rushes, it gets buffed sometimes. Perhaps it will be good sometimes. Locust was really good in massive swarms quite a while ago. It was nerfed a bit and this must have pushed it off the edge. I tried using it recently and it is ok but a bit underwhelming. I'm quite happy with Gnat now in its role of anti-heavy that can be countered by raiders or thin turrets. This makes a Gnat rush require an extra 2 or 3 Gnats per enemy raider or turret in order to keep it stunned, while allowing Gnat to retain its high damage for stunning heavy units. Harpy was dominating the meta fairly recently and lost 9% of its speed and range in 2017. Overall the Gunship factory needs to be looked at.
Thunderbird has been nerfed quite a bit because it always looks so unfair in the hands of someone who is really good at using it. It is an impactful and high-skill unit, so as a side effect it will look bad in the hands of someone less experienced. Imp is a bit similar in that I tend to nerf it whenever I feel like it makes me win 1v1 too often. I should probably revert some of the Imp changes. The situation of Krow is quite similar to Thunderbird, except in the most important way - Krow has not been changed in a long time. It had a cost buff from 4500 to 5000 in 2013 and 25% slowdown while bombing in 2012.
I really don't know what to say about the area shields. They recharged 20% faster 8 years ago but that is about it. Shields still seem to be very powerful today.
The Athena Nuke Bomb involved moving an Athena into the path of a nuke, blowing up your opponent's base. It was limited by making Nuke Silo open and ready to fire at a moments notice as long as it has a nuke stockpiled. Previously the silo would open just prior to firing so the Athena player knew when to strike. This was removed as it was more a case of bad unit AI than an exploit. Players could already give an attack command followed by a Wait command to 'prime' their silo for firing. The alternative to making this behaviour the default would be to make the launch process unable to be aborted, which sounds terrible. Nukes still collide with units. As a bonus it is now possible to scout whether a Nuke Silo has a nuke stockpiled.
Conclusion
I've looked through your examples and some things have become less powerful in a way that could flatten the game. Thunderbird and the gunships may be the best examples. I stand by limiting most of the space-related jank that I limited, but I have made sure to leave as much as possible in place (like orbital Pyro and limited Newton scouting). It is interesting to reminisce on what once was, but it could be a seductive trap - and one that you may have fallen in to. You should look at what has been gained over the same time period, and I think the gains outweigh losses when looked at without the bias of nostalgia.
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Djinn, Lobster, and Placeholder exist.
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Planes are now buildable all the way until the lategame.
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All the striders are now buildable.
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Terraform is usable enough to be mainstream.
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Games are less about turrets and more about armies.
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Sea works.