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

Clam blob are overpowered

47 posts, 1470 views
Post comment
Filter:    Player:  
Page of 3 (47 records)
sort
Clam blobS* are overpowered. Overpowered as all hell.

http://zero-k.info/Battles/Detail/128057

All the other players did was spam Clams and build porc. And they won. They won badly. If you pay attention, they only built Stingers and Urchins throughout the entire 3/4ths of the game.

Clams auto-repair just like other Amphibious units, so there is not much micromanagement involved. Clams can not be hit with anything but Torpedoes. There are no riot-torpedoes.

I remember a discussion if Hunters should have an AoE on their torpedoes, but that was scrapped, apparently. The only riot unit I've seen so far is the Depth Charge from the Crusader. The Crusader has the smallest range of all the underwater weapons. It can also be fired upon by both the Stingers and the Urchins, making it impossible to get close enough to shoot the Clams.

I'm beginning to understand why people dislike water levels. It's completely unbalanced and one tactic, clam-spam, is a sure-way to win.


If you give me the same lame excuse as always, that I should change factory and build bombers. All he would have to do is make the 300m Hacksaw, rendering my air useless.
+0 / -0
The only solution, retreat to land make a Amp factory, build more Clams that him, go back to sea to a epic Clam + Porc Battle!!!
+0 / -0
12 years ago
Clam spam was op back when they had rez. Right now it is op in the same way than any other cons. How about rector spam + ddm push? Or cloaked cons spam backstab? I've been spamming cons (of any kind) for several games and it works quite well, but I wouldn't say it's op.
+0 / -0
Skasi
Crusaders and Destroyers both outrange HLT and torpedo launchers. If you can't defend those against amphs, try Penes against HLTs, then deny the area with Mace's insane DPS. You can also use prec bombers and arti subs.

There, that's three different approaches!
+0 / -0
You guys should probably watch the replay and see what sort of a pickle we were in. We did make Arti-subs. But they countered by terraforming the land a little above sea-level.

They repaired faster than we could damage them.

We also did try making Crusader ships, but unfortunately they don't deal damage quick enough. As the clams could simply march in closer and build another
Urchin or Stinger.

Prec. bombers would be countered by 300m Hacksaws.
+0 / -0
quote:
As the clams could simply march in closer and build another
Urchin or Stinger.

This move costs 400 to implement. If your enemy can afford spending 400 metal faster than Crusader dps tears it down, i have bad news for you, and they all have to do with word "outecoed".

I'll have to agree on eventual need for an underwater riot, but underwater combat is such a mess atm that this lack doesn't even make it worse.

For instance, consider the fact: every underwater weapon is a torpedo, that is: guided missile. There are no other kinds of weapons, and there are no unguided weapons. Therefore, underwater combat has no riots, no real raiders, no skirmishers, and no assaults. Everything is almost perfect-accuracy skirmisher riot, only thing that varies is range.

And surface ships only add insult to injury by being jet fast and mixed-class, all of them.

Oh, also shadows fail at hitting anything underwater. You know why? Their is the only anti-submarine weapon that isn't guided.
+0 / -0
12 years ago
I just tried the Clam-blob myself. By god it was glorious. As long as you have Storage, you can reclaim enough metal to fuel your own country.

Aegis shields make them even more powerful, letting you soak up 10 torpedoes before your Clams are even being hit. From one shield.
+0 / -0
Yeah, if someone is outhealing your DPS with pure clam spam, you got hopelessly out-eco'd. As mentioned by others in this thread, there are a ton of long range sea units capable of outranging their porc. Worst case: make a 4k metal Warlord. I guarantee they can't outheal that.

As I always tell people, if something is really, truly OP, then you should be using it to win the majority of games. Often you'll find it's not as easy as it seems.

Ninja Edit because you posted so close to mine:
> letting you soak up 10 torpedoes before your Clams are even being hit.

STOP TARGETING THE CLAMS. They can only build porc. Kill the porc with above-water weapons (Crusaders, Penetrators, Grizzly) and then just drive over them. It's not like they will be able to stop you.
+0 / -0
12 years ago
And just imagine how really clam was OP when it had rez...
+0 / -0
80Janitor has a point.

In case you didn't see the replay. The attacker made urchins and stardust's in range of the opponents turrets and ships. There was so much build power the turrets were made within seconds and were repaired faster than the defender could damage it.

The situation is
Clams can easily clump up and concentrate their BP if they build floating stuff
Clams auto repair themselves in water
Clams can terraform making them immune to torpedo's
Static defenses are dirt cheap and super effective

On land you'd set a group of cons on fire, emp them, riot them or whatever. There are no underwater splash (lol) weapons. So the most logical solution would be to add such a weapon.

********slightly off topic (but this has been on my mind for a long time)********
Static defenses have been too strong in ZK for as long as i have been playing here. (same goes for all other A-mods except XTA for that matter) They make the game more static than it needs to be.

I suggest either or ant combination of
-To make all turrets unrepairable, including land defenses such as DDM and LLT.
-Global cost increase of all turrets by 30%-40%
-Decrease effectiveness from a mobile:static 1:~2,5 to 1:~1,75
-in general i want people to think carefully about if they want to plant down a turret instead of spamming LLTs and defenders with expanding cons without thinking.
-Make turrets unique. Give them something other than raw firepower so they always need to be used in combination with mobiles, like the emp-turret. XTA, for example, gave turrets more range than was accessible to the mobiles of the same level. But would be killed by a slightly larger investment in mobiles.
-remove shields, or make them un-rechargable. You'd spend X metal for an hp increase of a group of units which only delays later damage instead of preventing damage.
+0 / -0
I'm pretty sure Shadow bombs are homing. Do they not home on underwater targets? But I do agree with Anarchid that the underwater gameplay is a bit of a mess with only 1 weapon-type and no real riot/skirm/riader/assault model going on.
+0 / -0
Shadow bombs use ballistics. As in, they try to fire ahead of a moving target. But sea is so unpredictable. Units often get stuck, even for a second, which causes the near-nill AoE of the Shadow bomb to be useless.

Plus, you know. Shadows only take out one target. A hacksaw costs 300m. Shadows cost 450m.
+0 / -0

12 years ago
I will watch the replay when I get home. I used to have a Nanocom that used the exact same tactic back when Nanocoms had HLT range, and smart players would counter it all the time. The only way it wins is if the enemy allows you to progress long enough to have that much spare buildpower, units, and resources. Early aggression renders tactics like these almost useless.
+0 / -0
12 years ago
But in these type of games you can get away with that type of play. Do we want that in ZK?
+0 / -0
SErankThat80sJanitor - from corshad.lua, under the BOMBSABOT weapon

tracks = true,
turnRate = 2500,

I'm pretty sure the weapon is intended to be 100% accurate, and that any misfires are a bug. That said, the in-game behavior is complicated since the shadow uses a fake weapon somehow.
+0 / -0
Antelope has good point. Bring back good old nice cool super enjoyable to play balanced game experience improving walking building shooting funny sexy bloodthirsty oilthirsty long nano range nanocoms already.
+0 / -0


12 years ago
Oh, i have an idea! Let's add an ultrasound beam emitter riot to amphs, and have it ignore terrain, like pyro does.
+0 / -0
12 years ago
so amphibious outlaw XD
+0 / -0
12 years ago
Like Red Alert 2's dolphins.
+0 / -0


12 years ago
Beam, not wave. More like continuous gauss, or, even closer, high-velocity flamethrower.
+0 / -0
Page of 3 (47 records)