Loading...
  OR  Zero-K Name:    Password:   

DRP needs to be addressed.

12 posts, 600 views
Post comment
Filter:    Player:  
sort
13 months ago
I'm going to say it simply; DRP is trash. It was nerfed too hard from its original glory, now is barely ever built, a DRP would not almost guarantee a win like a Zenith would.
+6 / -0
13 months ago
DRP for special party occasions only
+2 / -0
13 months ago
I'd take a drp over a starlight. I'm not usually the one building super weapons though.
+0 / -1
I agree with Logix

I am not here long enough to know how sw meta evolved - however in that most recent patch when all 3 were adjusted i like that Starlight get kind of separated from the other 2 as 'ultimate' sw and it is doing that job great. But if it comes to choose between drp and zenith there is no a single thing drp do better (i guess u can argue dpr don't have visual indicator where it is, but with its short range it is easy to scout anyway).

I really would like to see a game where building drp was meaningful - that it did something that zenith would fail at. I fell like ppl build it more for meme when they know game is won already. Pls prove me wrong

Now for my private opinion what should be addressed.
Option 1: buff it range to that of zenith. In that case both sw would work quite similar - both annihilate some portion of map, zenith at one go after a saving, drp gradually but unavoidable. There is tempo to each one. With zenith u feel that pressure of meteors building up as u wonder where and when what force will be released, but u have time window between each shot to take action. With drp u see how a certain place slowly get destroyed by ever so faster rainbow bullets, but u have other places on a map that u know will be save for a while (cause of that turning speed nerf). What is important here is that both sw can counter each other and are equally exposed to threats.
Option 2: make it shoot projectiles faster and don't slow it down after turning; also reduce cost. Kind of like old drp (but with reduced range) when it get fully charged it is unstoppable. It would be top prio to find it and destroy before it reach full speed and nothing would be able to get close. It is important that such drp controls battlefield better then zenith for a similar cost but is more exposed (apart from range keep in mind hp nerfs) and also ultimately zenith would counter dpr because of range - that is why price need to be similar imo.
Option 3: nerf zenith - u can't consider yourself unhappy when there is no happiness in the world around you (or something like that)
+2 / -0
I sort of prefer nerfed superweapons. I think they are supposed to be stalemate breakers, but it's more interesting when they arent just an autowin button. Currently, they are not, except starlight. Unless the lobs are building 3 at the same time instead of just one... or a lob is controlling it. DRP does seem to be the weakest at the moment. Last game I played was 86 minutes, each side built a DRP and the game went on for over half an hour after that with neither being destroyed. I'd probably make starlight beam slower and DRP spin faster and zenith more expensive.
Conceptually, it might be beneficial for superweapons to evolve into something more interesting. They all have their quirks (terraforming, reclaimable asteroids, projectile effects), but they rarely come into play. Maybe I dont understand superweapons well enough, but I dont see that many practical differences between them. All of them are artillery that does a lot of damage. There are slight differences like aoe vs single target, burst, range, etc, but they are not very interesting. There isn't much consideration as to which super to build, especially now that it's either zenith because it's cheap or starlight because you can afford it.
+3 / -0

13 months ago
I'd rather see DRP transformed into a demi-superweapon along side bertha, sort of how we have the cerb & desolator pair. Shorter range, but tougher to get rid of.
+0 / -0
13 months ago
Imo, the best solution is to take away that it loses speed when turning or loses less. As tivoris said, it is used to kill a certain spot of the map, and that certain spot is normally economy, superweapons, or a porctress. With the limited range, how could it reach another SW that was built in the back without DRP being in silo range? And economy at the back on long maps like All That Glitters? DRP has no chance. Either do what I said first, or drastically increases the range, to outrange Zenith, BECAUSE DRP COSTS MORE THAN ZENITH. BY 4K METAL.
+2 / -0
4K metal is not a significant difference.

In most cases, the range difference is not important, as either both SWs can reach each other or the map is small enough that everything is in range of both SWs, regardless of where you build them. In the rare cases where it would make a difference, it is a nice strategic thing to consider; if you find your team being outranged, it is mostly because the guy building it did not check the range, if you build it just a little bit closer to the front, you can reach everything in the enemy territory and you are still mostly safe from enemy silos.

I would not underestimate the fact that DRP does not reveal its position. To scout a DRP, you need a competent teammate that plays airplanes and has a significant number of swifts readily available; very often, there isn't such a fleet of swifts available or the guy just does not scout, because he is too low-ranked, which means you cannot target it with a silo for 3+ minutes (until a competent played makes an airfac plate, builds swifts, scouts, and builds an appropriately positioned silo.

When DRP is stunned, it does not damage your team with falling meteors. And generally, once some location is protected with 3+ funnels and a bunch of shields, Zenith has a hard time damaging that location, you have to wait for like 2 minutes to gather enough meteors, and if there is even a wall, they might not work at all.

Despite those arguments above, I do agree that all in all, Zenith is now the stronger weapon - mostly, because it is much easier to use it to deal with paladins and detris, which means it helps your team to deal with the logical last-effort push from the enemy team (which often has a stronger army, if they did not build a superweapon). I would either suggest increasing DRP turn rate or raising the cost of Zenith to 40k metal as well.
+1 / -0

13 months ago
quote:
Imo, the best solution is to take away that it loses speed when turning or loses less. As tivoris said, it is used to kill a certain spot of the map, and that certain spot is normally economy, superweapons, or a porctress. With the limited range, how could it reach another SW that was built in the back without DRP being in silo range? And economy at the back on long maps like All That Glitters? DRP has no chance. Either do what I said first, or drastically increases the range, to outrange Zenith, BECAUSE DRP COSTS MORE THAN ZENITH. BY 4K METAL.


I think the point of making it lose speed when it turns is that it was otherwise performing too well if just left to fire at will and auto target.

By default the Zenith does nothing until the player controlling it tells it where to make meteors rain. It's also not very good if just left to continuously fire, unlike the DRP that showers continuous destruction in a considerable radius.

Having to tell the DRP where to shoot means the player must dedicate some level of control over the building, which is more interesting than just "I have it therefore I win".

Also the DRP doesn't broadcast it's exact position. You can try to guess based on the trajectory of the projectiles, but it's not as clear as Zenith/Starlight having a very visible beam to the sky that just yells "silo target is here".


I think this was mostly to address a concern in FFA where players would secretly build a DRP from their one massively overdrived base in a corner of the map and once turned on, it was hard to tell where it was and who had it.

For teams, I'm guessing most games that do involve a DRP, the opposing team just resigns when they see the first few shots. If not, most of the time, the DRP probably aims at singus and the opponents then resign a wooping 5 or so minutes later than after the first shots.

The starlight does clean up everything everywhere on automatic targeting though.
+1 / -0
13 months ago
Starlight seems to be the King of the supers
+0 / -0
13 months ago
I am in favor of turning DRP into a stalemate breaker instead of a superweapon. Heavily nerf range and cost. Impaler<DRP<Silo range, with ~20-25k cost. Have it used to break a single porcline or to take a cluster of mexes near a contested area. This also allows the enemy to simply fall back, allowing the game to continue but some movement to be achieved. Also increase the charge time to allow counterplayer to defend the targeted area.
+0 / -0
DRP is really bad because of
- Gain speed as it fires
- Lose speed as it turns
- Slow turning speed

Comparing with other super weapons, they don't have the same losing DPS as you changes target nonsense. The other super weapons simply have much more reliable DPS to deal with wider variety of situations. Given that RTS is much of a zero-sum game, it simply make sense to use reliable options.
+0 / -0