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AA options for com moduals?

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13 years ago
While there are alot of AA options, I'm wondering why there isn't any dedicated AA options for the commander? Either as AA weapons ie. defender style missile or razor laser either, or a conversion ie. riot cannon turning into a flack cannon or the rocket launcer being converted to missiles

While this would make coms have alot less to fear from air, it would in turn would make them much more vunrible to ground attacks. I doubt that an AA com would hold up to a dedicated air attack much like any other AA unit, so I don't bileve that this would be unbalanceing
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Skasi
13 years ago
"While this would make coms have alot less to fear from air, it would in turn would make them much more vunrible to ground attacks."

They already are very vulnerable to ground attacks. :)
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13 years ago
better ad it as a 3th weapon :)
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13 years ago
So com's would end up being mini Detriments? is that realy a bad thing >_>
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13 years ago
I have wondered this for a while myself.

Coms are almost entirely defenseless against air and torpedoes.

Even more than an AA mod I want a torp mod of some sort. Why should coms be comepletely 100% defenseless to subs, sniper subs, torpedo launchers, torpedo ships, and destroyers? Half of the sea units have a way of killing the com with no chance to fight back.
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13 years ago
Hmm if you are going to make a dedicated sea com then i think ressing underwater should be removed unless there would be a normal unit that could do that.
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13 years ago
From a gameplay perspective, considering the changes ZK has made to the rest of the TA naval concepts, comms should float.

Which, of course, creates a raft of its own problems.

Perhaps Comms should not be amphibious? Bring back the Surfboard?
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13 years ago
Level 1 AA is a massive amount of pregame RPS. If they start air then AA comm is good, otherwise you shouldn't have picked a weapon at all.
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13 years ago
If there were to be an AA module, it would have to be an upgrade/conversion of a missile weapon (we should add a missile weapon- there are heaps of weapons i want to add actually, the data is just scattered absolutely everywhere and needs to be changed in 12 places and i dont even know what they all are). As another said: Riot cannon to flak, laser to laser aa, missiles to AA missiles. That way you dont ruin the pregame RPS.

A comm torpedo might be OK, but would either have to be really weak and expensive to start with, or be a later upgrade. Unless we just assume that the balance of sea is played with torpedocomms explicitly balanced in (Im not sure it would be so bad, actually to be able to compush the sea just like land, except for the res-reclaim-shield monsters we get later in the game).
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13 years ago
I think the torpcom fixes what I believe to be an unbalanced sea.

Ok, so this is a rock-paper-scissors RTS. On land, no matter what, in early game, the enemy will make something that you don't have the correct units for. This is where your com helps because he can usually kill whatever early units are sent (including light air attacks). So even noobs, who guessed wrong and picked rock when the enemy picked paper, are able to survive because the com equalizes the difference.

Sea fucks over new players for a variety of reasons:
1)Everything is EXPENSIVE. You usually only have enough metal to build 2 units before conflict starts. If you build riots and the enemy rushed a sub, you lose. If you went subs and the enemy built a torp frigate, you lose. If you did everything right vs sea enemy and someone sends air, you lose (why is there no cheap AA unit?!?). I hate playing sea because I know against good players, even if I play well, I may just pick the wrong unit type and lose in the first 5 minutes.

One way to fix this would be to make sea units cheaper so that if you make the wrong initial choices, you can counter with the correct units more quickly. I know that everyone is pretty happy with sea balance in terms of cost though, so that will not happen.

Torpcom sort of balances this out. He allows you to compush like a landcom while also supplementing your forces in case you get caught without sub protection. He wouldn't make subs useless, but he would sort of blur the hard edge of the R-P-S system. Ideally, he would be able to take out 1 sub on his own, but 2 subs could kill him.
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13 years ago
Sorry I didn't continue the numbered points. I just woke up and all my points sort of got wrapped up into that paragraph.
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13 years ago
An upgrade to existing weapons that makes them better-target air would be good enough. Like a velocity/range buff module for the HMG that makes it accurate as a Razor's Kiss. Or a homing + velocity buff that turns the rockets into MT-style missiles.

That said, you'd want there to be at least one module that lets the comm have AA capabilities at L1.

But either way, the more I think about it: the Comms need to *float*.
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13 years ago
It would be fine if you can instant build the first 300 metal into base defenses for free.
Or instant build one mex+solar.

Eco+Defense Plop :D

--- think about it
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13 years ago
Like the days of com dropping and boosting scorchers in the enemy base. :D

Needless to say there is good reason for only factories getting plopped.
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13 years ago
We had Com-AA.
It was called Slow-Beam with Disruptor-Conversion.
It got nearly useless because of the range nerf.

Weapons which needs Conversions shouldn't get nerfed in so much than others ^^.

It was too Multi-Purpose, so they got nerfed after I had a com with that settings + range stuff and others copied it.
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13 years ago
Why they keep nerfing coms so bad i mean they are really expensive most coms lv4 coms cost more than a dante and are weaker than it...

If this nerf spree continues morphed coms will be weaker than a flea....
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13 years ago
The tricky thing about balance at the moment is build power. A com, even with weaker stats, is far better than a dante in the long run because it can reclaim, repair, and then expand its build power and offensive power with nano turrets and factories to build units.

Not to mention, an access to a huge array of static defences and structures that fit to almost any scenario. (Compare to the BA or XTA commanders, which have extremely limited build lists)

In short, to allow Coms to be truly offensive units, they would need to lose their BP in order to be well balanced.
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13 years ago
We need armour-kbot-cons...

Let's make an amphibious Necro which costs 300 metal, has 2800 HPs, crabe-mode to get +50% armour and has only 9 BP.

That would balance many things about coms and porc rushes.
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Skasi
13 years ago
Making nuke silo ploppable would balance many things too.. uh.

Rick, I've yet to see a single player going units only and ignoring their comm other than myself. I don't think there's a reason to end the nerf-spam. :P
*prepares superweapon that destroys every single line of commander code*
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13 years ago
What do you mean by units only? If you mean never morphing coms, I do that. It's a rare game that I use metal to morph my commander.

Otherwise, the level 1 commander is an armed, semi-high hp riot/assault unit with BP and a mobile radar. May as well use it right?
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