I tried to write a ticket but ended up writing something more like a post. Here it is: https://github.com/ZeroK-RTS/Zero-K/issues/4793Basically, I don't think commanders should outrange LLT without significant drawbacks (such as low DPS with Missile Launcher, or inaccuracy with Rocket Launcher). It breaks them out of their tank/riot role and can make some skirmishers obsolete. I think a particular Strike morph arguably outclasses Grizzly in many situations. If anyone wants to discuss it is probably better to keep it here.
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I'm hardly a good sparring partner, but I hadn't ever felt comms were overpowering in the lobsterpot. So many ways to kill them.
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I have some strong (objectively correct of course) opinions about commanders as combat units. I think anyone morphing or using a commander to push front (in a team game) is committing a mistake, commanders are firstly an income source and buildpower second. It's really fun to destroy exposed commanders since it has a snowballing effect on enemy economy, the earlier it is done the more damage it applies. However it's only possible because players keep gambling with their commanders by idling for too long or are "having fun" with making a commander into a combat unit. Commander income is also not well communicated to players, as many of those that know about it often try to revive their dead commander to mistakenly reclaim their lost income. Those that don't know about how important this income is will instead needlessly expose their commander and lose it. It takes a disproportionate amount of resources to make a commander competitive with other units, the risk vs reward is just not worth it. There's of course an exception, when it's a cloaked disintegrator commander - it costs about as much as an ultimatum yet offers much more flexibility. I think all other commander variants are just different flavours of noob-traps that are admittedly fun to explore and fail at, to the detriment of game quality.
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Commanders are not too powerful. Fun flavor. When I started to play this game, I pretty much jumpbot + guardian trollcommed my way into top 10 casual ladder. Now its not much fun (or efficient!) with good commander micro anymore(maybe with recon, but I wont use that cheat jump-away-from-juggle bs chassis). Downhill for commanders started with in-built radar. To me, playing without commander at front amongst the units is much less fun and excitement. You can gamble a lot with rushing dante or paladin or whatever similar, same goes with morphed combat commander. Big risk big gain. Sad to see things taken away. I actually like it when someone kills me with some fancy morphed commander. Well done. Also, about long range, yesterday I tried engineer sniper commander, holy crap thats a lot of range and damage early in the game. Guess it wont be for long... Why should commander be limited to riot/tank role? :o (Ok, I came from BA where commander was just the good old commander, zk morphing was cool)
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quote: Long ranged commanders still seem to be a problem, in that they put commanders outside their role (tanky/riot) and are reasonably effective. |
Long ranged commanders are a problem? They are reasonably effective?!? What?
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Another option:
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make blue modules tiny, say 2% or whatever makes it so you can't reach the major breakpoints. Cost appropriately.
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add purple modules for weapons, fine-tuned so that with maxed blue modules they only reach desired thresholds, and that carry an appropriate tradeoff. For example maybe Beamlaser has a fairly plain upgrade that puts it just below LLT range and no tradeoffs, while LPB gets a minimally larger upgrade that puts it above LLT but also has -35% health or whatever.
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perhaps gate the purple module behind some number of blues just to maintain slot efficiency and so that they aren't completely owled.
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I looked at GoogleFrogs post a bit more, and it looks like a prime example of "how to lie with statistics". Look at this: quote:
Mid strike 2200 5800 503 288 42 2.636 0.131
Cheap has four range and one speed module. Mid has seven range and one speed. Top has eight range and three speed. They each have 2x beamlaser. Mid seems the most interesting.
Compared to Grizzly, the mid cost commander is a bit more expensive, slightly slower, has a bit less health, has 500 instead of 600 range, and slightly more DPS/cost. This would already be questionable, since a commander shouldn't be doing approximately well as units. | Wow! The lvl1 commander has INFINITE DPS/cost AND HP/cost!!! That is amazing! Perfectly balanced and without exploits! Thank you GoogleFrog for this game design blessing.Seriously though - Get a hover fac + 2 lances = 2800 metal -> mid strike com dead safely and easily. (Or skuttle or widow...) Did you kill 2200 metal for 2800 investment? No! Not only you still have 2 lances, you also killed the enemy commander - which means enemy loses 4 metal per second, his storage, 6 E per second, and a tanky builder with which to expand. By morphing your commander, you are using to fight, not to build, so you are throwing away a very powerful builder unit. Destroying the enemy commander is worth much more - I'd say the real value loss for destroying the "mid strike com" is about 6000 metal. I'd break it down like this: Morphed value: 2200M Metal gen: 2880M (12 mins potential future income) Energy gen + storage 380M Base value for lvl1 com: 1000M Total: 6480 metal I still can't comprehend how someone, much less the lead developer convinced themselves that commander morphing is overpowered. I thought we all agreed that com morph is a meme that is done because it's fun despite it being a terrible idea.
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Metal cost? If u pay more you should get more.
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I'm claiming that commanders are poorly designed more than that they are OP. But some comms aren't UP either, and fit an annoying spot. Something can still be on average bad but make the game bad by existing. Fighting a ranged combat comm feels bad in a way that isn't countered by winning a game after you kill it. I don't think commanders can be all-round more balanced without first removing some degenerate stuff. Commander cost is tricky to evaluate. Here are some things to take into account.
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I am not referring to an open early game, so being an armed constructor at level 1 isn't that relevant.
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Commanders can build and fight at the same time.
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Constructors are more valuable on the front than your base, since they can reclaim, build turrets, and repair.
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Morphing a commander gives it 2k-3k health for free, which lets it exist on the front more safely. People often morph a bit of armour to make it even safer.
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A commander in your base is only as good as a 180 cost Caretaker - as long as you don't lose your combat commander (to keep the income).
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Commander morphs don't have walk time, whereas a strider might take 30-60 seconds to walk to the front.
The 2200 metal thing doesn't take the "loss" of the level 1 commander into account, but it also doesn't take the gradual buildup and lack of walk time into account. I think it is a good middle ground, especially since level 1 commanders can quickly become glorified builders in a dense game. So I think my heuristic of requiring level 4+ commanders be no more powerful than similar units is justified. Morphing improves the commander as a constructor because it gets more HP, and can use its weapons to clear more space around itself. Think about the advantage of an area cloaker on a commander compared to a standalone cloaker. The commander isn't going to die to some stray AoE. It's the whole reason Paladin is good at range. It's essentially two Lances that cannot die. The whole "build two Lances" thing comes down to timings/momentum. Two Lances are an investment and require support. Commanders build up on the front over time. If you build the Lances blind then you are committing to protecting them and have to hope they find a target. If you build the Lances in response to a commander, then the commander is going to make a lot of value until the Lances appear. Also, Lances only work if the terrain is appropriate. Balancing commander power with the risk of losing the commander isn't healthy at high levels of risk. It results in games that might come out even in the long run, but which were each warped by a commander being in them. This is why they all had health buffs a while ago. It just seems to me that they need some corresponding nerf to stop them sliding out of their role. quote: Also, about long range, yesterday I tried engineer sniper commander, holy crap thats a lot of range and damage early in the game. Guess it wont be for long... |
I consider that to be a specialised weapon since it has high reload as a clear downside. At the moment I am considering weapons with riot characteristics being used to outrange skirmishers. So beamlaser and light particle beam. Continual precise damage at 500 range is rare in ZK and comes at a high cost. Only Fencer comes to mind, and it pays for it with poor health and the inability to move while firing.
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I might have overdone the mockery, sorry GoogleFrog, I apologize. quote: I'm claiming that commanders are poorly designed more than that they are OP. |
Sorry, but you claimed that long-range commanders are "reasonably effective". I think we can all agree that commanders are poorly designed. But long-range coms are just noob traps. They always were. (for the last 5 years at least) The way I see this, considering the way you are interpreting the data you made, you are approaching this from such a wrong angle that you are bound to come to wrong conclusions. Sure, a com redesign could be good, but focusing on the "long range beam commander" as the prime commander issue? Why? Nobody uses it! Dante has a similar design and that's mostly fine.
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Commander morphing is completely legitimate in 1vs1, though recent nerfs to the particle beam make it lower on my tier list than it used to be. Probably the easiest way to get the effect you want would be to have all the rioty weapons be similar ranges and have the range upgrades be a number that gets the shortest ranged one that you're willing to have reach 500 get there. It would hurt less rioty weapon types of course but it's not like there's more than a handful of people who think upgrading commanders is remotely viable anyway so not being able to outrange stingers on your guardian rocket commander anymore isn't going to make many people sad.
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Commanders are a unique unit in the game. Starting there, the important question must be what makes the game fun, rather than what is consistent with regular units. Is it a problem that certain builds could outperform conventional units? You can build more than one grizz, and they don't provide eco. In practice, I do not see anyone doing anything with commanders that seems like its too powerful (other players should chime in if they have other experiences). IMO the question is more what could be done to make the comm more fun, and I would like to see more opportunities for comms in the late game. For example I often provide an iris for a dante operated by my partner in crime. I have few or no units that can hang with that. I would be delighted if my comm could shadow them into combat and do its thing, but that is currently suicide for a gaurdian. Its just not good enough at anything really, just an armored construction bot. :( A recon has the jump which is incredibly useful for saving oneself, the strike could maybe be fast enough but I don't care for the weapons. But back to a gaurdian: the ability to morph in place on the front is indeed the point, I could grow that guy as a way to keep up with and support allies who move to striders. I would prefer my comm to be there in the first skirmish and the final showdown, one small step behind the front line.
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I think to address this, if it even needs addressed at all, you'd need an entire overhaul of the com morphin system. I think it would be easier balance wise if we removed or limited the blue basic com modules, such as speed, health, and repair. I think nanolathe should still exist, but the rest shouldn't stay. After that, we could implement Supreme Commander style upgrades that are indivually much more powerful than a simple gun or stat upgrade, but can't be built upon or stacked like the blue modules. For those that like guardian rockets? Morph the "Rocket Pods" upgrade. Then you could get a cluster of rockets as a dgun, but your commander is fairly slow, has no riot abilities, and can't upgrade much past it's basehealth. Still though, you get a mini merlin with build capacity that's fun to walk around with and blow stuff up, and you dont end up with some weird flex riot-skirm-assault-raider that can repair itself at 75 hp per second and is fast and costs 15k. Alternatives could include more assault based upgrades, since I think commanders are more fun to play on the frontlines anyway, even though currently it takes a million upgrades to get any kind of survivability, not including the myriad ways to destroy a wayward trollcom. An expensive morph to guardian or strike that gives them much more armor and shoulder mounted guns in addition to it's normal 2 when upgraded would also be fun to use. However these would be basic plasma guns, not any sort of riot weaponry. Then you can fulfill your "Tank Commander" fantasies while also keeping the general weaknesses of assaults, such as skirmishes, air and raiders. This isn't a jack of all trades com, it's beefy and powerful but still needs an army to back it up. Additional ideas could include a lance cannon for engineer which has an unpack mechanic, perhaps a dualwield gun upgrade for recon that has two machine guns and no other noteworthy upgrades other than a decent health increase, and even perhaps a giant scythe melee weapon for strike that includes a strong shield, autorepair, health, and some ok speed as well. We could even include other purple modifiers, such as keeping napalm upgrade for the rocket pods but also having the option of disarm pulse rockets that explode, both damaging and disarming enemies caught in the blast. And of course, slow ammunition for recon, and perhaps an advanced sensor suite for strike, only possible with scythe mode already morphed. This would give it a large vision range, and radar stealth.
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I think splitting starting commanders from modular units would be the better approach. Upgrading a strider tier unit is the cool part (like SACUs in Supreme Commander), the other jobs of the commander is to kickstart the economy buildup and stabilize the early game in the face of raider x 500. Commanders are part liability past the early game due to the penalty if they die, and mandatory high risk/high reward situations are pretty oppressive (SupCom again). Modular units starting around 4-5k metal should be easier to balance, and can be given significantly better stats than the starting commander since counters will exist at that point of the stage, and they cannot be incrementally built up. It might be beneficial to add some variety to the highest end units too so there is some alternative to Paladin, or provide answers to a Lance ball.
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The issue with long ranged commanders is nothing to be bothered with. It is as it is. it has no meaning past 3 first minutes of game... on other stuff you said i should think about, i thought about, my post had met all standards. it has punctuation. so i came up with this: "you tryin flex on me dont be silly getting jiggy with it" [Spoiler]and i got better things to do:
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quote: I think to address this, if it even needs addressed at all, you'd need an entire overhaul of the com morphin system. |
The defining feature of a comm is perhaps that it is not specialized, and I don't see the appeal in having a choice of various narrow specializations. (A sniper or heavy particle beam comm, or certain dual weapon builds are a bit specialized.) Build units to do your specialized things. I can sympathize that it takes "a million upgrades" to achieve a lot of the goals which are interesting. I basically never add range or damage because the small steps seem like a poor deal compared to the ability to run away (probably from far too many units to defeat), or compared to hitpoints to survive another lance or liko that comes out of nowhere. That said, a lot of small steps is a reasonable way to front-line morph into the comm of your dreams, in steps that have a reasonable price and completion time. For this reason, I would like certain "free" upgrades with each level that might fill a bit of the things a player doesn't really need/want to click a million times. Then there might be a small number of more impressive range or damage upgrades to choose. - - - - - - - - quote: mandatory high risk/high reward situations are pretty oppressive |
I think its important the comms are not forced to any particular role. Staying home should be viable. (Though the extra guns on the initial frontline can be a big deal.) quote: It might be beneficial to add some variety to the highest end units too so there is some alternative to Paladin. |
I'd like to see detri brought down to be a peer of pally, morphable would be icing on that cake.
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Sometimes I think I end conversations by talking too much. But comms are so interesting. So anyway, trying to keep it close to what GoogleFrog was talking about, IMO the base laser is satisfying as-is at its default range, and I think range upgrades themselves, as implemented, are not that exciting. Therefore if it is deemed super important that comms can't outrange certain other things, I am not too offended. The niche of dual base laser is kind of interesting and I've tried it a few times, but IMO its just a giant neon "come kill me" sign as you stand there patiently drilling holes in things with your Ferrari of a commander.
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quote:
However, Grizzly has a lot less DPS in practice. I commented on range to raaar and he said that continuous fire isn't a benefit since it doesn't scale, that if you make a few Grizzlies it is mitigated. But on reflection this isn't true. Grizzly overkils significantly against most targets. There is no way it is using more than 2/3rds of its damage, and I would not be surprised if it only used half its damage, on average. With this estimation, the mid cost commander has more than twice the DPS of Grizzly.
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Being bursty is a double edged sword : - makes weapons clumsy and wasteful against low weight units (depends on AOE) BUT - allows them to burst down enemies before they get a chance to fire back, requires less exposure within firing range to actually deal most of their damage In terms of "raw" cost-efficiency it's kind of a neutral property unless reload time is extreme (i'd rate grizzly's as only slightly negative) : can be good or bad depending on the situation. Basically you want to kill the medium (500ish) range reliable skirmisher/brawler commander, which already is a rare unit type in ZK. It seems the goal is keeping "the path clear" for a variety of cheap units with weak bodies up to the cheap 450ish range skirmishers but that design is flawed as they naturally counter or are countered hard depending on whether they outrange or are outranged ( assuming they're hit semi-reliably) and many such options exist, just few big tanky ones (which the game also provides hard counters for). Without commanders being able to fill that role you're stuck with cyclops, grizzly or striders, which means less variety. People will just stop using them for that role and go for the few other units that can fill it, or skip the role and play around it by either getting either shorter range faster assault/riot units or longer range fire support units. In other words, a sense of "raw cost-effectiveness" or "power curve" matters. Compare what you get from the 2-3k commander investment into being a max-range brawler with what you'd get from a dgun assassin or a fast tanky build with area cloaker and disruptor bomb and what you'd get by making some unit composition (you can borrow survivability from area cloaker and area area shields). Also note that you can get a reliable 260 dps 390 base range weapon setup by using the engineer chassis. quote:
I would be quite happy if the ability to outrange LLT were relegated to specialised weapons with clear drawbacks, such as Rocket Launcher and Missile Launcher. This implies a hefty range module nerf. There are a few options.
- Range module +7.5% -> 4% makes beam laser cap out at 435 range. This is a small number though and might make range module too specialised. - Range module could give a flat bonus rather than percentage. This would make it more useful with low ranged weapons. For example, it could give +15 range (current gives +24.75 for beam laser) to make beam laser cap out at 450. This would let riot cannon reach 405 range though, which could be concerning. 405 range isn't quite skirmisher-level, but it takes a bit of leeway to outrange something. - Some sort of hybrid, which seems terrible but may end up being a good middle ground. For example +2%,+8 would give beam laser a limit of 446, and riot cannot 394. Barely seems worth the complexity. - Reduce the maximum number of range modules. This was suggested by raaar but surely he didn't mean to do so without a buff to compensate. Still, reducing the modules alongside a full-stack nerf would make each module feel better. However, this makes long ranged commanders happen earlier in games, and it is inconsistent. I could get behind reducing all module limits to 6 though, with some buffs to compensate many of them. Even 6 of the current range modules caps beamlaser at 478 range. I would like to reduce the maximum speed commanders can reach though. - Reduce beamlaser range. I would rather not do this, I think it works well with the early game and has good interactions with riots. - Give range module some massive penalty. Perhaps it could reduce damage, but it's damage would have to go down a lot to be relevant.
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lotus itself isn't very relevant here, stingers are what affordably keeps enemy commanders away. The 460/lotus range threshold is important because it reliably outranges cheap skirmishers which are fast and have high dps/cost like ronin or have crippling weapons (stun/slow) : Moderator, Placeholder and buoy are especially important. There's no reasonable commander build that can endure being stunned/slowed in a contested front line. It also allows them to trade blows with Dante, Cyclops and Scorpion to some degree. Another important threshold is about 360, which reliably outranges most of the cheap riots with some margin for kiting and dodging enemy assault and slow projectile skirmisher fire. Without this, commander can't reasonably go into a brawl with relatively cheap high dps/cost units which populate the ZK roster and is going to trade poorly especially since they often have crippling damage. My suggestion is reducing the max number of range mods from 8 to 4 (+30%) but increasing the base range of ALL weapons by 10%. If you don't want people to try to skirmish with the weapons you intended for riot, you also need to take a good look at the whole set and apply buffs and nerfs to keep all of them interesting. Missiles and rockets are slightly too weak at the moment (compare hybrid damage/range modded missile/rocket with range modded beams). Maybe different chassis could have different limits for some modules.
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quote:
(from myself) Also note that you can get a reliable 260 dps 390 base range weapon setup by using the engineer chassis.
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but the engineer chassis after 5 levels lags 1400 hp, 30 hp/s regen and about 8 m/s relative to the strike chassis, which makes this a weak option. It's very easy to fail when trying to build it up in team games and either do nothing useful in the front, get killed or both.
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quote: Basically you want to kill the medium (500ish) range reliable skirmisher/brawler commander, which already is a rare unit type in ZK. |
I think that the fact that this is a rare unit type in ZK is a positive reason why it shouldn't be a commander archetype. quote: Without commanders being able to fill that role you're stuck with cyclops, grizzly or striders, which means less variety. |
All of these units (among other considerations) pay the price of being an expensive useless nanoframe until they are complete, which the commander does not.
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