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Title: ZK Test double health no elo
Host: PLrankZenfur
Game version: Zero-K test-15769-98e3fad
Engine version: 104.0.1-1435-g79d77ca
Battle ID: 829805
Started: 4 years ago
Duration: 17 minutes
Players: 4
Bots: False
Mission: False
Rating: None
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Team 1

RUrankizirayd
PLrankZenfur
Team 2

DErankManu12
CZrankGrandorCZ

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4 years ago
2x hp makes gunships op
+2 / -0


4 years ago
How did you feel stress-wise?
+0 / -0
4 years ago
I think I am the wrong person to ask, as I normally dont feel any stress unless its tournament finals or I play 1v1 vs top 3 (which I rarely do).
+0 / -0

4 years ago
DErankManu12 is the chill.
+1 / -0
4 years ago
Rather than balance (which even GF said would be ballsed), how did the early game pacing, expansion/raiding/etc feel when compared? Any noticeable differences?
+0 / -0
Would require ton of rebalancing. Making mex more durable and more expensive seems like a good change regardless imho.

Having 2x hp makes it a lot more forgiving for the player. Returning and repair is broken though given the hp/cost increase.

Is repairing based on hp/cost ratio or is constant?
+0 / -0

4 years ago
Repairs are baised on metal value, so yea HP/cost.

repairs via nanolatheswork as such: 5m/s buildpower(in repairs case costing 5 energy/second) will repair a unit's HP as fast as being built at 10m/s. if a unit has been damaged recently(within the last 10 seconds), nanolathes repair only at 25%, or 1.25m/s(only costing 1.25 energy/second).dirtbags can be repaired hundreds of HP much more quickly than a widdow.

'combat regeneration' like com, ultimatum det glaive after a delay is flat and constant.
+0 / -0


4 years ago
Repair has been on my mind for a while. The fact that it only costs energy makes heavy units and air units annoying to fight, since you either kill them and gain a massive payoff or they retreat and all your effort was wasted.

Repairing would be so much better with double health so I have made repair cost as much metal as it does energy (half unit cost for 0% to 100% health). This is what I was thinking about doing for the sake of air and large units anyway.
+0 / -0

4 years ago
I suggest AUrankAdminGoogleFrog that repairing units won't require metal if they lost only 20% HP. After the 20% threshold, we can give a slight metal cost for the repairs.

Also, consider the fact that if repairing will start to be at the same cost in making a unit then the game will feel a bit suicidal, meaning people will tend to sacrifice units often than retreat and repair option.

Can you provide more examples with units like what will happen to Paladin, Detriment and even stationary structures?
+0 / -0
Please don't make repairs require metal. That would break the game or at the very least kill all the fun for me. It would also break the tank factory. Just make the repair work with flat hp/energy(bp) ratio for every unit. Also while we're at it, it makes sense to cap the repair rate for all units to something like 5% of max hp/s.
+0 / -0


4 years ago
ROrankForever what is there to explain with examples? Repair is based on cost. In stable, it takes half the time and energy cost of a unit to repair it from zero to full health. The change I'd like to try adds half a units metal cost to the cost of repairing. Nothing special happens to turrets or striders, however I would expect them to be worse with no other changes.

I don't see the justification for making repair cost depend on the units health, or limiting the number of constructors that can repair a unit. Such rules don't exist for construction, which is very similar to repair. Repairing for constant hp/second makes no sense because some units would cost more energy their their build cost to repair, and others would cost less.

PLrankZenfur it could be useful if you were to elaborate. I think it would be interesting for high cost units to not have to be balanced around the power of retreating and repairing.

Obviously repair costing metal won't be balanced. Heavy units will be worse and 50% may even be too high. A similar thing happened with terraform. It used to just cost buildpower and energy. A metal cost was added because it was essentially free lategame, which was a bit broken, but it had to be a lot cheaper in energy than it was previously.
+0 / -0