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Blegh Scalpels

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A week away from ZK and came back to some wonderful surprises... and a few poorly founded ones. Namely: Scalpel still hasn't been addressed.

Scalpels are disgusting in their current implementation. Not only are they perfectly accurate, but also high damage AND with high AOE. Can anyone tell me what's wrong with this?

As a Skirmisher/Riot/Anti-Heavy, the scalpel has very few, if any, natural enemies. It is disgustingly safe to spam, often making cost even against RAIDERS. Aren't raiders supposed to be the counter to scalpels?

Please consider one of the following nerfs:

- HP nerf. So that it one shots itself. This means it will lose to faster things when they get up into the ball.
- Removal of the AOE. It's perfectly accurate, no need for it. This would cause it to be purely Anti-heavy and lose to raiders.
- Removal of tracking. This will define its role as purely skirmisher/antiheavy.
- Taken off the anti-heavy role (this overlaps with penetrator) and given regular skirmisher traits. (Does Hover Lab really need 2 anti-heavies?)

TL;DR: They really need their roles defined better. If it lost any of these traits, it would probably be far better and encourage more unit diversity.
+3 / -0
9 years ago
I am not shure what nerf Scalpels need, but its right. They are far to strong, and nearly any Unit can beat them for cost.

I would like to see the aoe removed, so that raider can be more effective.
+0 / -0
Scalpel feels quite strong but Hover as a factory doesn't seem to be overpowering the metagame. A nerf to Scalpel without further adjustment probably kills the fac outside of switches for Penetrator (or occasionally claymore/halberd).

In general the Hover units are flimsy and rely on high damage (high alpha in the case of Dagger/Scalpel/Penetrator, high single-target damage at reasonable range in the case of Mace). The exceptions are Halberd, with high HP but an attack rather ineffective against mobiles, and the Claymore in a derpy class of its own.

It seems very easy for these units to get out of control; Dagger, Scalpel and Mace have all been very strong in the recent past. Getting the first hit is inherently pretty good, even if your unit is quite weak in other aspects.
+2 / -0

9 years ago
Re-role it into a riot (it's almost there right now), give Mace a skirmisher version of the Halberd weapon as the new skirm.
+0 / -2


9 years ago
Fully agree they are horrible at the moment. I'd drop their damage, that way they remain disgusting vs raiders (important for the matchup at present) but lose some of their teeth vs assaults and other high hp units.
+0 / -0
quote:
Fully agree they are horrible at the moment. I'd drop their damage, that way they remain disgusting vs raiders (important for the matchup at present) but lose some of their teeth vs assaults and other high hp units.


One word: Mace.

Does the factory really need 2 riots? Drop the AoE or kill some of it (it's disgustingly large) that way hover has to rely on mace+scalpel instead of pure scalpel.

The scalpel is supposed to be a SKIRMISHER/Anti-heavy, if we go by what's on the label.
+3 / -0

9 years ago
@_Shaman

3 riots. Claymore exists too.
+0 / -0



9 years ago
Claymore is an exclusively sea-only riot thing.
+0 / -0
I would rather remove its AOE and/or nerf missile tracking so that raiders can counter it, but not nerf its anti-heavy ability.
Scalpel is unique medium range non-cloaking anti-heavy that very few units are similar to, imho we should leave this part as it is.
+2 / -0

9 years ago
Either way - scalpel should be riot or skirm, not both. I only suggested the "make Mace into skirm" because obviously the lab still needs a skirm if the Scalpel will be riot.
+0 / -0

9 years ago
Just remove its AOE, there is no reason for a TRACKING missile skirm to have that.
+5 / -0
9 years ago
it's missile also need less speed and much less fuel, else no raider can have a possibility to dodge them. it's askirmiser, it shots shal be "easily" avoided by fast small units. Currently dodging or even running away is anmost always futile. (And smart missile AI makes groups them even immune to decoys.)
+0 / -0

9 years ago
Eh...I wouldnt go overboard, OGS. If you observe closely you will see that it is mostly AOE that is responsible for decimating raider groups; the missiles themselves are too few to counter raiders of equal cost.
+1 / -0


9 years ago
Not sure that is true..
+0 / -0

9 years ago
Scissor AoE nerf would also make the cratering not reach ground when hitting large targets. Perhaps that's good because being stuck in the muck is reliant on map hardness which is bad (hardness very unstandarized).
+0 / -0
Everything on Muck
eventually gets stuck. :D

And I don't think it is worth taking this into account when balancing Scalpel.
+1 / -0

9 years ago
Yes...making holes for no reason is more annoying than anything else. I would not miss it for a second.

INB4 "but quants rule" - variety does not add anything to the game if it is annoying and pointless - random holes qualify.
+0 / -0

9 years ago
I think some nerf to the scalpel should be combined with a proper look at all the other hovercraft to find some spot between their current state and their last nerfs: Halberd, Dagger and Mace have all been OP and recieved small nerfs which practically made the factory irrelevant. Tuning these units just right will help the factory a lot.

But, of course... it also needs other units. :D

If Scalpel loses AoE, having the depthcharge hover have a land weapon with AoE might be good.
+5 / -0



9 years ago
quote:
If Scalpel loses AoE, having the depthcharge hover have a land weapon with AoE might be good.


I hope this won't be the new scalpel.
+0 / -0

9 years ago
As a riot. Obviously. Also fix the sea version while we're at it.
+1 / -0