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Title: MM 3056: 1v1, Rank Singularity
Host: Nobody
Game version: Zero-K v1.7.9.4
Engine version: 104.0.1-1344-g07bdbaf
Battle ID: 771720
Started: 4 years ago
Duration: 9 minutes
Players: 2
Bots: False
Mission: False
Rating: Competitive
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Team 1
Chance of victory: 45.8%

GBrankPRO_Dregs
Team 2
Chance of victory: 54.2%

EErankAdminAnarchid

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I think ZK would be a more interesting and diverse game if gunships had an antisub option. Here we had a symmetric situation where each player's commander was ambushed by a combination of enemy assets in a lonely corner of the map. @Sparkles' commander jumped into water, escaping from Scorchers, but was then pursued by Ravens (which i had to complement with an Owl for reasons). My commander was attacked by two Revenants and was able to walk away because neither Gunship nor Rover has any antisub.

Also in Multiplayer B771713 2 on Crubick Plains v1.2, Godde uses his commander to plop turrets on the cliff. @Sparkles has gunships and rovers, and is unable to counteract this except by committing a several times superior amount of materiel to watch out for the popping lotuses.

Urchin being how it is, it's not even possible to defend against seacliff constructor attacks like these using the antisub turret.

One could argue that picking a factory that has no antisub is your own choice and you should live with the consequences. But i find this kind of echoes how Light Vehicles used to have no AA because that was also a choice you could make.
+4 / -0

4 years ago
Antisub missile for Gunships was something that I always suggested. I guess it is time to implement it?
+0 / -0

4 years ago
I think it's worth a try, especially since forever always suggested it
+1 / -1
It's a fairly common request that I think I've heard from several people. The main problems I perceive are

- What unit does antisub go on? The only real contenders IMO are Harpy, Revenant and Trident and even those are not really great aesthetically. Any of those units getting to fire their main weapons agaisnt underwater targets would probably hose a lot of Amph.
- All of the reasons advanced pertain to commander interactions rather than amphfac. I don't think sea-Amphfac is in need of a nerf at present. Furthermore Amphfac's anti-air is mediocre at best against Gunships.
+0 / -0
quote:
What unit does antisub go on? The only real contenders IMO are Harpy, Revenant and Trident and even those are not really great aesthetically.

Harpy is probably the easiest to make work both aesthetically and balance-wise.

Aesthetics:
- Drop vertically an unpowered torpedo as an alternative to firing the purple missile.

- Like with Duck, firing this torpedo enters reload and prevents the normal weapon firing until reloaded.

- When torpedo enters water, it arrests a large share of its inertia, activates its engines, and becomes more or less Seawolf torpedo locked at the same target at which it was fired.

- Rule of cool is satisfied in a two-stage weapon with clear physics.

Balance:
- Amph AA sucks against heavy gunships because it is very burst based. Harpy is light, so it won't be that hard to burst dead with an Angler.

- Harpy does not do that much alpha or DPS, and if it shoots at amphs in water, that DPS will further be reduced by innate amph regen.

- The antisub version of the weapon can be inferior to the anti-surface weapon for reasons. Could even be a normal torpedo, really. Kind of a last ditch measure, though.

- Harpy is already kind of the jack of all trades, master of none in the gunship factory. Anti-ground, anti-air, anti-raider, anti-heavy. If it's also meager anti-sub, that's just what it tends to do elsewhere.

quote:
All of the reasons advanced pertain to commander interactions rather than amphfac. I don't think sea-Amphfac is in need of a nerf at present.

I am not sure this will be that much of a sea-Amph nerf. If it turns out to be too meaningful though, i guess sea amph can be buffed somewhere else in return; but i am not sure how that would play out at all.

Will people start gunships in 1v1? If the projected outcome is people fac switching later in game to gunship instead of plane because plane is no longer the only way to kill underwater targets from above, or picking gunships as a second factory more often in teamgames, i count that as a win for game quality in general.
+3 / -0
I think that antisub-Harpy potentially eliminates certain gameplay patterns (most obviously Duck/Seawolf runbys and harassment) in games where Gunship is present without adding any particularly interesting gameplay patterns in return.

The effect seems worse than against land raiders since Harpy has to at least respect the possibility of taking return fire against land units, Duck is quite slow and Seawolf is kind of clumsy.

I agree that it would be nice for dealing with silly underwater Commander shenanigans but I remain dubious about its effect on the rest of the game.
+1 / -0


4 years ago
Both Duck and Seawolf still remain immune to radar, so intercepting them without an Owl simply by having Harpies around is not going to be that simple.

Of course, because neither Seawolf nor Duck can retaliate against Torp!Harpy in water (like Duck can sometimes do on land), when these interceptions happen, they are going to be quite brutal.
+0 / -0
How about a submersible Blastwing? Torps would work great against it so it would only really work vs unarmed stuff which is what we want - prevent shenanigans but keep raiding etc available.

Being fire-based sucks for fluff reasons though. I guess you could say it ruins the immersion.
+2 / -0

4 years ago
We've got flares that work underwater, so I'm sure futuristic robots could come up with a hotter version for cooking bad robots. Blastwing isn't good for much except rushing anyway so a bit more utility wouldn't hurt it.

That said, unless its stats got tweaked, would it do anything meaningful against a comm anyway?
+0 / -0

4 years ago
If the comm stays in place trying to build stuff the lingering cloud should be doing some meaningful damage. If it moves away then you've created some space to build a torp or something.
+0 / -0

4 years ago
EErankAdminAnarchid, why not make Revenant rockets water capable?
+0 / -0
quote:
why not make Revenant rockets water capable?

Revenant would be my second pick before the Blastwing idea. It seems inferior to torp-Harpy for these reasons:

- Revenant has tons of alpha. This is very good at destroying amphib units by ignoring their regen.

- Revenant rockets have wobble; so the torps would have to be unguided and inaccurate. Because it would be shooting at submerged targets, barely few would hit under these conditions.

A two-stage weapon like proposed for Harpy would be difficult to figure out because Revenant has no guidance (and Harpy does). It could still be done in a way similar to an inaccurate inverse impaler, but the inelegance becomes palpable.

- Revenant is fast and heavy. Low-dps, high-alpha AA that Archer is would have extreme difficulty counteracting this.

quote:
How about a submersible Blastwing? Torps would work great against it so it would only really work vs unarmed stuff which is what we want - prevent shenanigans but keep raiding etc available.

Being fire-based sucks for fluff reasons though. I guess you could say it ruins the immersion.

Just give it a normal explosion underwater. Fire plus water turns into steam, so it explodes with a bit more real damage (and bubbles!) but no DOT.

Alternatively, if you look a bit closer at the model, that thing in the middle sure looks like it could be a torpedo.
+1 / -0
Whatever you do (or don't), pls no water-capable rockets. Scalpel used to have those for a while and it just looked and felt wrong to have one unit ignore the sea surface like that.

Torpedo sidearms are cool tho. Or boiling blastwings.
+0 / -0

4 years ago
quote:
Fire plus water turns into steam, so it explodes with a bit more real damage (and bubbles!) but no DOT.

What about Inferno? What about Blastwings in knee high water.
+0 / -0

4 years ago
release the explosion fuel into a toxic water oilspill. make it more dangerous by giving it a longer DOT. most amphs can just regen it out. or are you saying that the mid piece looks like a KINETIC DAMAGE BASED torpedo?
+0 / -0


4 years ago
A torpedo Harpy makes the most sense mechanically. I was pretty disappointed with the amphibious Scalpel missiles, so I would just have it drop a short range torpedo in a similar manner to Duck. I want to avoid weapon type proliferation, which makes Harpy a good choice since its weapon is already unique. Its weapon already behaves similarly to the Seawolf torpedo.

Harpy is a terrible choice design-wise because it is particularly good against raiders. Ducks and other light amphibious units do not need to be nerfed in the sea.

Revenant is a better choice design-wise but has trouble mechanically. It essentially has the projectile physics of Merlin and Recluse and very similar to Rogue and Siren. It doesn't fit for it to pierce water. Alternately, it could drop some depthcharges instead of firing. This just feels like the worse sort of sidearm.

I agree that a lack of antisub is a choice that you make when you build gunships. This is not like the case of Rover AA because Gunships is a secondary factory and the usefulness of antisub is dependent on the terrain.
+1 / -0
quote:
This is not like the case of Rover AA because Gunships is a secondary factory and the usefulness of antisub is dependent on the terrain.

In case of a mixed map like this, i think that it's pretty much a non-choice. You should expect the need for antisub to arise, therefore you should not pick a factory that lacks the option.

Revenant anti-uw could could (automatically) drop the missiles with non-ignited engines as depth charges.

This would not require the weapon to be two-stage except maybe to generate splashes when traversing air/water boundary and maybe increasing drag.

It would still be inaccurate and unguided, but it would be ballistic, and thus not subject to losing that much accuracy from added distance to seafloor.
+1 / -0