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Siegebots - New Factory

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Hello,

I am working on a new factory called Siegebots. They are pretty much a premium bot factory as the units are generally tough yet pricy. It has been playtested in 1v1 and teams but I would like more feedback to help balance the factory.

To play with them please type in the following while in game lobby:

!game Siegebots





Currently there are 10 units with plans to add more.

After playing please post feedback here so I can note it.


Siegebot Factory:

Ranger - Constructor - 165m (Has laser with is capable of killing a bot)
Ares - Raider - 90m (Has dual laser guns. 360hp, 97 spd. 100dps. 228 range)
Cougar - Heavy Raider/Riot - 220m (Has heat mechanic to lower DPS like stardust)
Catapult - Shelling Artillery - 500m (Shoots 4 high arc shots in 2 bursts 280dmg each, has mobile radar.)
Apollo - Assault Bot - 500m (4k Health, around 67 speed, has manual fire for terrain missiles with 45s reload)
Boreas - Anti Air - 500m (High range missile AA unit)
Shiva - Bunker Buster - 700m (1.5k Health, long range sniper. 620 dmg a shot, around 12s reload. Has AoE.)
Atlas - Siege Mech - 2500m (8k HP, around 56 speed, 500-570 range, gauss/missiles, +15HP combat regen)
Ragnarok - Nuclear Bomb Carrier - 4000m (24k HP, 35 speed, suicide unit with a weak gun. Nuclear missile death explosion.)
Thor - Dual Lightning Bot - 600m (1.7k hp, Skirmy stun unit, has lightning guns.)


Do note the factory is still a Work In Progress. Please report anything notable in this thread so it can be looked into or addressed.


What's Planned:

Factory new model
Ranger - new model
1-2 more units
More model adjustments


Special thanks to Garfild, Zarconite, and whoever else assisted me with learning various things in blender and for various models.


*On another note first time download speed varies person to person. Sometimes it can take a minute or even 5ish minutes. Just an observation I have noticed.

+9 / -0
Mod has updated, your lobby will say 2.49 now.

Notable changes:

Cougar dps increased to 220(not accounting for heat)

Tactical AI changes/fixes(attack move)

+0 / -0

38 hours ago
no download me 2.49 version
+0 / -0

38 hours ago
done. works fine
+0 / -0
quote:
Quantum Bomb Carrier - 4000m (24k HP, 35 speed, suicide unit with a weak gun. Nuclear missile death explosion.)

I've done some stuff to make a similar unit: https://vimeo.com/593377065?share=copy&fl=sv&fe=ci

The reason it's so weird is that there are game design issues with an unstoppable 4000m nuke that you could lob with gravity and ignore any need for antis. So instead, this is a channeling-cast EMP shockwave unit: The idea is that it deploys, and then once the animation is complete and the channeling period is over, everything in a nuke radius is stunned for 30 seconds or so, including the unit itself.

Then any assets positioned around the stun zone can go in for the kill. Raiders, aircraft, a prepared execution-drop squad, you name it.


This was also supposed to be a strider, going into the strider hub.

This was abandoned because i kinda lost interest, but also converting the animation to lua was going to be super annoying. But these days we can have gltf-packed animations *inside the model* in the engine, so maybe it can be reanimated.
+0 / -0
I agree it can potentially have game design issues. To help alleviate it potentially it can not be manually deteonated instantly. Instead it will have to be killed or control-K with a short timer.


Although for the cost I do not think it will be too crazy, the death radius atm is 640 elmo.

In the end it needs to be tested thoroughly to determine whether it needs to be changed based on whetehr it feels bad/unfair or n not. If it turns out a bit too much it will be adjusted accordingly.

Your emp idea is interesting. I will keep it in mind.
+0 / -0
Replaced apollo model with new model and added a manual fire option for it.

Apollo reworked.


should be version 2.86
+0 / -0

24 hours ago
2.91 update:

various patches for targeting for con and cougar.
+0 / -0


18 hours ago
I played some games today and was impressed. There is still a lot to do and polish, so I won't comment so much on balance or minor visual things. A lot of the effects and models seem to be placeholders or WIP.

I also haven't really compared these units head-to-head with those of other factories or really looked into the stats. This is hampered by the lack of a repository to refer to (I could extract the sdz, but that can wait). So don't go violating Quant's Rule just because I say things like "unit X might be a bit slow/tough/whatever".

Ranger - This feels like a reasonable design. Cost is between Conch and Welder but it is fairly fragile. The fire arc was very annoying but I hear you've since fixed this. It felt fairly slow. My main concern is that it doesn't fit as a bot con because it's name doesn't start with con.

Ares - As the light raider I have the least to say about this until it is really tested head-to-head. As it is, Bandit speed makes it pretty close to Bandit. I am a little concerned by Ares vs. Ares always resulting in one survivor on 1% HP. In other raider mirror matches the projectiles flying through the air create a lot of space for equal trades.

Cougar - This initially felt like it made Ares obsolete, but with more play I saw that Ares had a small niche. Cougar is definitely not a riot due to its speed and riot matchups. Ares and Cougar should just be the two raiders. I was most impressed by how bad Cougar seemed to be against defenses, and at dealing sustained damage in general, which gives Ares a niche. Ares could lean into that niche with more speed and/or damage. It is fine for a factory to have a main raider and a more niche one, and these two seemed to share space a bit more evenly than most. I would expect Cougar to end up with nerfs when compared to other factories.

Catapult - This unit is ok. I barely built it due to what was going on in the rest of the factory, but short-ranged burst AoE artillery is a decent role to fill. The high AoE risks inducing a lot of Fighting the UI in the enemy, because the shots really shouldn't be hitting clumps of units, yet they are devastating when they do. The downside of high trajectory and inaccuracy is that most turrets are small when viewed from above. This is the problem Badger mines were designed to solve, but the high AoE of Catapult also solves it. Whether it creates too many other issues remains to be seen.

Apollo - Didn't really build this either. 4.2k health for 630 is awkward and less than Minotaur. The projectiles also seemed very fast for an assault so it is hard to tell whether things should be dodging them. They aren't plasma as the description suggests (they seem to be a speedy Halberd bullet), but visuals can be changed, although in general I prefer it if weapons are reused with similar visuals and stats, because it makes everything a bit more cohesive. A long range targeted manual fire on such a cheap unit is a lot, not even demi-striders get these. See Cold Take #39. It is also unclear why a bot factory wants a smooth weapon.

Iron Dome - Firstly, way back last decade, we decided names would be limited to one word. Plus might it get a bit dated? Anyway... this seems to be a heavy Angler and I'd be a bit worried about stepping on its toes. It should have script reload so as to not be very frustrating to use, or it could have individually larger missiles. I would not want to make it cost any more than 500 as AA shouldn't be survivable. That would ruin the ground interactions (so there is no AA strider).

Shiva - Shiva is a terrifying design. People were calling it "riot artillery" because it hits with the force of three Rippers at Stinger range. The AoE means it can outrange Stinger, which makes Catapult a bit obsolete. I'm not sure whether this design fundamentally breaks ZK or not. Units with more than around 420 range pay a premium for the privilege, often by having terrible stats or having trouble hitting anything (or both). So the question is whether Shiva has terrible enough stats. It has very slow turret turn speed, which may be a bit of a Fighting the UI issue in itself, but it does keep it from being amazing AA. The reload time of 12s is fairly long, although 1600 HP is quite a bit, and puts it out of Phantom range. I tried forcing Shiva for a few games, with some success. I suppose that once you have five of them you could have had a Dante. But I'm still concerned with how fun it is to play against. I expect Siegebot matchups to be defined by whether the factory can rush, tank, or outrange Shiva. That said, it wouldn't be interesting if the factory didn't have at least one unit on the edge of completely breaking the game.

Atlas - Didn't see this one in action. It's a bit weird that it has rockets and gauss, does it need this? Cyclops has two weapons, but it needs them because they do very different things. Perhaps this is ok at 2.5k metal. I am not sure how I feel like having a demi-strider that makes it sound like someone built a Detriment. The gauss spam bug seems to be easy to cause with this unit (I saw it after a bit of testing), which is ok for Det but probably not for such a cheap unit.

The Status Effects Unit - You didn't list this unit and I forget what it was called. The EMP:Damage ratio on the lightning is bad enough that it should have similar graphics and sound of Venom, not Knight. The effect for the slow bomb also seemed to be broken, so it was hard to tell what it was meant to be doing. I'm not sure how I feel about it. Two weapons on a 500 cost unit is a lot. They sort of do the same thing, but also one has AoE while the other is point target. But they are both status effects. That said, mixing status effects on one unit like this has a kitchen sink/mary sue feel. You'd probably get a stronger design if you picked, say, the lightning, and stuck with it.

Quantum Bomb Carrier - This is a simple idea that has been knocking around for a while. A lot of design work would need doing to solve all the obvious issues with it, where it would just delete large swathes of strategy space once the game reaches that point. Also, demi-strider cost prettymuch caps out at 2.5k. Even above 2k is a bit much. So if this unit were added, it would go in the Strider hub. The factory should probably have a bomb (just like the constructor should start Con-), in which case the obvious gap is disarm. Seismic and ground fire are other possibilities, although seismic would be a bit niche and weird for a bot, while fire maybe means the factory wants fire elsewhere too.

On the models in general I would suggest finding some artistic way to bring the arms in. Firing weapons from the extreme edges of unit is cursed for many reasons. Units can still look like they fire from the edges without having that many problems. Eg Reaver is mostly fine. The models that do this also look a bit similar when zoomed out.

I'm not sure what the theme of the factory is. Bot factories tend to be fairly theme, this is just heavy. Which are the units that the factory wants to build (ie because it follows its best game plan), and which are those that it builds to react to problems? These are the sorts of things that will take quite a while to figure out as the units are brought in line with each other. Names are also hard. Other factories have an overarching theme, or a few interacting mini-themes. We don't have that many names of gods, but iirc they're scattered over miscellaneous units and structures rather than being in factories. Siege equipment could be a mini-theme, which you've already got going with Catapult (perhaps we could put Ram in somewhere).
+2 / -0

14 hours ago
Thank you alot for the feedback.

I will be noting it and adjusting some things accordingly.
+0 / -0
Update 2.93:

Thor no longer has slow gun. Has dual lightning guns now to make sense with name. Slow gun would miss too often/buggy sometimes.

Ares:
speed buff 93->97
Dmg per shot 30->31
Range nerfed 235 -> 228

Apollo:
HP buff 4.2k-->6k
Speed buff 66.5 -- 75.5
Damage per hit 250->280
Weapon velocity lowered slightly
Cost 630m -> 700m

Cougar:
Range nerfed 263->260
Cost 200m -> 220m

Irondome renamed to Boreas and is less burst feeling.
Cost decreased to 400
Range decreased to 1000

Bomb carrier renamed to Ragnarok

+0 / -0
12 hours ago
I have some ideas going for the suicide tank.

make it 30K HP, but It cannot shoot, and if its killed When being Affected by PEM/Disarm, it won't explode.
Another Idea i thinked off, make it that It has a defense mechanism, making it imposible to be carried/lifted/pushed over by allies and enemies equally, making it fairer(I think its spelled like that) because you don't have to care about someone sending in a hercules with a trinity warhead on your head.
If the gun won't be removed, then make it shoot anything except damage at all (slow, EMP, Disarm, choose as you wish), so the tank can support the ongoing siege(beside the status effect are fun :D).

I would suggest the addition of a new riot, because the cougar feels like a heavy raider(based on the opinions of the lead developer), so, a riot bot wich shoots like a reaver but its a shotgun instead of a mg (see the AA12/USAS12 shotgun for inspiration), would hit harder than a 300 meteor attack from the zenith, this would make a riot which has DPS and crowd control, but im just saying.

be advised, im not a tryhard veteran, in fact Im not even a veteran of RTS games at all, so take my opinion based on the fact Im not an expert in RTS games, even less at Zero-k.
+0 / -0

12 hours ago
I am likely going to create a mid range heavy flame riot bot that will be relatively slow(around 50 elmo). I will start working on it either today or tomorrow. By tomorrow evening it should be functional and in game.
+0 / -0
10 hours ago
Can't find it. So if I enter !game Siegebots in the command line of the lobby then it should appear in the factory selection with the others? Or how?
+0 / -0

8 hours ago
!game Siegebots should work.


2.95:

Apollo HP lowered to 3.8k
Speed 69.5
damage per shot 280
around 1.5 reload

Missiles dmg fixed back to lower values
+0 / -0

3 hours ago
2.97 included some nerfs to apollo for cost, dmg, range, speed. New general stat info updated at top of forum. More specifics in game ofc for those who wish to check.

Due to frequent updates I won't post every tiny change.

Also the AA unit had it's range increased back to 1200 and dps adjusted to 180 due to it feeling very bad with 90 dps and 1000 range. It costs 400m currently.

Thor had emp damage halved and dps lowered 40%.

Overall things are looking good but more feedback is apparecciated.


Also I am in need of someone to make unit icons for them. Let me know if you are able/want to help with that.
+0 / -0
I am not liking the current state of this factory. I like the art. I like the effects. There are a lot of cool ideas here... There is also too much in this factory that is too good at too many things, and most of the answers I have been given for counterplay mostly boil down to "you're playing the wrong factory" (and you need to spam dedicated anti-heavy and assume your opponent doesn't know how to screen).

All comments are regarding team games, not 1v1.


Ranger - Constructor - I am morally opposed to having a constructor with a gun on a factory already basically immune to raiders.

Ares - Raider - Barely built or fought these. They're a slightly less cost efficient glaive, so probably a solid A tier.

Cougar - Heavy Raider/Riot - These don't have much role in the fac due to the entire fac being basically immune to raiders.

Catapult - Shelling Artillery - 380m (Shoots 4 high arc shots in 2 bursts 280dmg each, has mobile radar.) I like this unit, but I don't think it should have radar. Very strong overall stats held back by absolutely abysmal application on the projectiles that make it something of a liability to allies. Really, really, really needs to have Ignore Bad Targets though. Right now I'm having to set them all on hold fire so a single flea doesn't make them kill my own army. It's also very hard to tell where they're going to land.

Suggested Fix: Ignore Bad Targets, remove radar, reduce projectile speed but lower the arc so it's possible to tell where the shots are going to land.

Apollo - Assault Bot - These things are cracked. Like, if you want to win games, just monobuild apollo. They've got the speed of a skirm, the durability of an assault, and the DPS of a riot. Assaults not named knight just die to them, raiders can't chase, skirmishers can't even hit them consistently. I don't like the terraform gun on this because it adds a ton of anti-terraform on a unit you're already going to spamming the hell out of. I would personally move the anti-terraform missile to the Boreas. Some people claim lance counters these, those people are wrong- 2 of these can run down and kill a lance easily losing maybe one apollo. Kills raiders easily. Very easily dodges skirmisher shots. Monospammable.

Suggested Fix: These need their speed reduced considerably and also their damage application slashed, or their health slashed. Even with a speed reduction they'd be a pain to hit with skirms but at least it'd be possible to run them down with raiders. I'd also like to see their DPS cut so they don't counter minotaurs quite so hard.

Boreas - Anti Air - Last I played these they were garbage. They've been buffed but I don't know why you'd build these when you can build Shiva. Sustained DPS AA is just not a strong role generally.

Shiva - Bunker Buster - Some people are claiming this is bad because it has poor DPS. I can only assume those people haven't actually built the unit. It's direct target DPS is indeed mediocre, however this is the single most flexible unit in the factory (which is saying a lot). It outranges stinger, it massacres groups of raiders, it's highly effective at AA (including at killing likhos from maximum range). The long reload ends up being something of a benefit in some ways because it means these can poke and then pull back to safety, minimizing your time to actually do something to do them. They're also highly resistant to artillery because their own range is long enough that if you want the artillery to have any sort of screens whatsoever, it's getting shot by the Shiva (which then falls back). The DPS is too low to monospam, but you could probably make half your army these and just delete entire chunks of heavy units at a time because of the AOE. Kills raiders easily.

Suggested fix: Murder the projectile speed and possibly cut the AOE. I know the projectile speed is part of what makes these so damned cool, but it's also what makes them good against everything. Limit the gun angle to prevent it from shooting air. Also, the projectile impact feels really rough and not in a good way.

Atlas - Siege Mech - This is another problem. It's a cool unit, probably my favorite design, but it's good against *everything*. The missiles have good tracking and have splash, allowing the Atlas to defend itself effectively against both air and raider threats. The gauss weapons are low slung to the ground meaning they actually have better damage application than on the detriment (where the penetration only goes through a few units before hitting the ground), it gets full enfilading fire at almost anything that tries to engage it.

Suggested Fix: Honestly I have no idea here. I like the unit design as a baby detriment, and very few units in ZK have secondary weapons so for a demistrider I think that's okay. The problem is that getting AOE and good application on literally all its weapons means there isn't really an answer to them. At minimum, the missiles should probably get a tracking nerf to make them less effective against planes? Remove them entirely and remove the gauss ability to split fire? I have no idea.

Thor - Dual Lightning Bot - The range and stun ability on these are ridiculous. Reasonably durable, reasonably fast, kills raiders easily. Not really sure what their role is supposed to be. Apollo already counters every other assault easily and the entire fac is highly resistant to most skirms and all raiders. Monospammable. They have way too easy a time of locking down targets, in my opinion. Normally this level of lockdown is on a relatively fragile target, and I think it being relatively difficult to hard-stun units is good for the game.

Suggested Fix: These could prooobably be brought in line just by slashing their EMP damage? That said I'm not sure it's possible to make a good evaluation of the unit because of how overtuned Apollos are, they sort of crowd out everything else in the fac.

Ragnarok - Nuclear Bomb Carrier - I hate this. There's no counterplay. Not giving it manual detonation does nothing when you can just force-kill it. Stick it on a herc or under a cloak and delete an opponents entire army. Fly it into their base and they do... what? exactly? You can't even get clever and lobster it away or placeholder it effectively because it's armed for some godforsaken reason and it will slaughter any units you use to try to kill it while being fast enough that you don't have the option of just pulling your stuff out of range when it gets low. Everything else in this factory I think can proooobably be made reasonable (atlas being a possible exception), but I don't even know what you'd do with this.

Suggested Fix: I have no idea. The interactions with other mechanics (herc, lobster, iris) make this a cheap way to destroy armies of almost any value. The closest idea I have would be to actually increase the radius, but convert it to disarm damage so any army that engages it is *crippled*, but can potentially sacrifice ground to stall until the guns come back online. Alternatively, I think it would be cool to remove the Apollo D gun, slash the price on this, and make this an absurdly powerful terraform bomb and drop the price to like 1k and the health to like 9k.

Responding to commentary I've recieved earlier on this:

"It's weak to air": Weak to air is not an acceptable answer, and it's not even true. Yes, it has bad breakpoints against raven, but the fac has Shiva and asking your air player to bail you out in TAW is not an acceptable response.

"Just plate anti-heavy": Also a bad answer. They plate badgers, your anti-heavy is now worthless.

"[Insert Unit (usually griz)] is better": I can't think of another factory that has so much ability to monospam units. Griz spam dies to glaive. Siegebots are basically immune.

Overall, this factory is too resistant to too many things, denies opponents counterplay too much, has too many monospammable units (apollo, thor, atlas) without clear weaknesses. It is too durable for how fast it is, it is too fast for how durable it is, and everything in this factory hits way too many things too effectively. Worst of all, it's just not fun to fight.
+0 / -0

2 hours ago
lol knightshade is livid blud
+0 / -0