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Tremor

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12 years ago
I really love the concept & model of the Tremor, but it really doesn't seem to be very good at what it does, and for a 1500m unit it gets picked off super easy by 2 bombers.. for these reasons they are super rare to see in real games (esp because the pillager is in the same factory).

any possibility of this classic unit getting a boost?
Would be cool if it had more HP in particular, as when I use it I am always mortally afraid of it being immediately picked off.

The other thing it could do with imo is more AoE, since atm it takes forever to make cost even against an ideal dense concentration of porc.
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12 years ago
Seriously? Last time I checked Tremor was perfect at what it does. Clearing out porc, it is vastly better then the Pillager for this cost. Especially when it involves shield spam aswell.
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12 years ago
BTW Rackeeters do as much damage against shields as Tremor, you can stun up to 4.5 high valueable targets and hit exactly the point where you want.

Tremor spreads its shots too much to be usefull as a real porc breaker ( only works against shields or very low health stuff and isn't as usefull against DDMs.

It should get stunner ammo, a higher range better turn/movement ( like Rackeeter ) or shot stronger projectiles.
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12 years ago
The Racket will get the shield down, but then once it's down you're stunning a single target instead of pummeling everything under the shield.

The more I think about it, the more I want the Tremor to get terrain-smoothing instead of its current pockmarked craters... then the weapon would be the catch-all anti-porc device. It spreads out enough damage to make cloak irrelevant, it crushes shields, and it would wear down terrain barriers.
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12 years ago
+1 to that

It is kind of silly anyway to have tremor tear up ground and make it harder for the rest of your tanks to move anyway.
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12 years ago
+1 to Tremor doing that, or at least leveling + wide, shallow cratering
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12 years ago
+1 Pxtl got the idea of the week
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12 years ago
OK I have been trying to use this unit alot.

Its really, really bad at what it does. I had one firing at a closely packed bunch of porc (its ideal target, right?) for ~5 minutes and it didn't make get a single chevron of experience.
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12 years ago
Link to battle?
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12 years ago
I think it's a fairly good unit, but it is just played out a bit in the meta-game. It's good in FFA. Smoothing would be interesting (we'd need to change the effect, probably one that kicks up dirt? We should probably standardize that) but seriously, how often are you going to use that to actually smooth over terrain? I suppose it does kind of mess up the ground if you fire too long though.

I wouldn't mind seeing it buffed, though probably not HP as it already has a fair bit for an arty unit (srsly, what other arty survives 2 precbombs?). These guys were really fucking scary in oldschool BA though and it would be nice to bring back.

I deleted all of Neonstorms crap about scorchers and shields for being offtopic, because this thread is about Tremors and he's said it all before elsewhere.
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12 years ago
its not good for FFA though.. its affect on a large area can be more or less countered with a single nanotower. if you were to attack a solid square of 100 LLTs, it would still take a surprisingly long time to kill even one. 450 DPS is nothing when you consider the wide area it spreads its shots and the low damage and AoE of each projectile
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12 years ago
Most of the time smooth would not be used to level the ground. Mainly you would be able to send tanks into an area which you recently Tremored.

Anyone can add smooth, it's in the weapondefs.
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12 years ago
Well it is a matter of should, rather than can, obviously.

I'll look into smoothing and adding a dirt-kick-up effect (currently it is using the default spring explosion) tomorrow.
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12 years ago
& more AOE
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12 years ago
Note that merl is stats weaker than tremor.
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12 years ago
Honestly, I'm happy with most of the ZK artillery other than the pene. Well, the firewalker drives me buggy, but that's because it's cumbersome (and it's easy to accidentally get my own units running through the fireball), not because it's weak. The pillager can be cumbersome too... but either way, the units are all fine, power-wise, they just look weak nest to the Pene.

I mean, I think the Merl could use some fun since right now it's painfully vanilla... but fundamentally I think ZK's artillery is in a good place. Not too weak like BA arty, but not OP either.
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12 years ago
'The pillager can be cumbersome too... but either way, the units are all fine, power-wise, they just look weak nest to the Pene.'

I dont think the merl is fine, that weapon would strongly benefit from a little AoE
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By quantum's role, merl cannot be buffed with AoE, as it that trends it toward more of a generic artillery unit.


Also, about Pene, I think the one change that made it OP was the removal of the energy cost for firing. The old 300 cost limited how fast you could rush pene, and how many you could have at a time. To support more you really needed energy storage. And getting your opponent to waste shots on dirtbags or fleas was even a way to harass their economy.
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12 years ago
Random idea-spitballing:

Up the Merl's damage to obscene, shield-piercing levels, but convert it into a stockpile weapon. Basically, combined with a LOS-giving spy and an immobile target it steals the assassination-role currently held by the Penetrator.
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12 years ago
Then it sort of takes the role of the entire missile silo....
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