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Zero-K v1.0.7.8 + new PlanetWars beta

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12 years ago
The new, improved PlanetWars is currently undergoing beta testing. All players are welcome to participate in this game of galactic conquest (and report any bugs you see). Bear in mind though that we may decide to reset the galaxy when round 12 formally commences.

In the meantime, here's some stuff you asked for (and some you didn't but was a good idea anyway). Enjoy!

Game


If there are two teams left and one has over 100x the assets of the other, the smaller team's units are permanently revealed (and any units outside the map bounds are killed outright).

Overdrive scheme can be changed in modoptions. The options are:
  • Investment Return (default): Energy sources give increased OD income to their owner until they have paid for themselves, after which it gradually declines to the normal sharing rate. Lifetime ROI (not counting normal share) is 150%.
  • Delta-based: awards bonus metal based on change in contribution to the change in OD energy input, relative to three minutes ago.
  • 100% share
  • 50% share (previous)

Interface


  • Improved chat console
  • Optimizations for several widgets (particularly the Deluxe Player List)

Graphics


  • Improved LOS mode - displays radar with a blue outline at the edge of coverage. Radar colors are completely configurable in Settings/Graphics/Radar View Colors.
  • New Shadow model
  • New CaptainBenz models for Hermit and Infiltrator.
  • Big mushroom cloud (from Silencer) dissipates faster
  • New map icons for several energy structures, particularly solar and geos
  • Tweaked some award icons

Balance


  • Banisher range 460 -> 430
  • Crasher damage 400 -> 320

Start resources reduced:
  • Resources 650 -> 400
  • Storage 1000 -> 500

Commanders


  • Baseline comm pays 50 metal for its beam laser
+0 / -0
FIrankFFC
12 years ago
fucking start storage nerf
+0 / -0
12 years ago
The storage nerf doesn't geek me out as much as the resource nerf, although thats something I can deal with. Definitly makes your start all that more important so as not to stall.
+0 / -0
Holy crap wtf resource nerf. Sick of rushing strats? Somebody loves seeing storage buildings on the map? Now a few starting comm upgrades will murder your opening... starting weaponless is looking like a really good idea.

edit: isn't the storage building an unlock? 500 storage might be crippling to new players if they can't expand that.
+0 / -0
12 years ago
Neon-K its real.
+0 / -0
12 years ago
Storage nerf is bullshit, now or i am empty or full and "wasting" (team share i know) metal, now have to build storage every game, even more when time to reclaim death units....
+0 / -0
Mmm, yeah, getting lvl 1 comm modules kinda hoses your eco now.

How about making comms start at lvl 0 with nothing except peashooter, and making lvl 1 morph free? (ofc you'd have to play for modules still)

That way, you won't stall at start with any comm.
+0 / -0
12 years ago
The early game long stall is going to be extra-horrible now.
+0 / -0
quote:
How about making comms start at lvl 0 with nothing except peashooter, and making lvl 1 morph free? (ofc you'd have to play for modules still)


Just change the com Weapon to lvl 2, cause if you make a lvl 0 com with no modules, Energy Cell will be useless, its only good thing is that you have E from start, having to morph to use it make it useless.
+0 / -0


12 years ago
WTF starting resources and storage... Seriously WTF!
+0 / -0
Heavy Machine Gun (125m) + Autorepair System (250m) = 375m
Your start metal

400m - 375m

25m = can not even build a mex (or even a wind) lol.
+0 / -0


12 years ago
Yeah 400 starting metal is silly. 500 as GoogleFrog was suggesting would be much better balanced in my opinion.
500 storage is still silly either way, I expect epic storage spam in this version.
+0 / -0

12 years ago
Nice point, Forta.
+0 / -0
12 years ago
Actually looking at it, and probably one of the more hampering ones: Energy Cell+LIghting Gun/HMG =375...
+0 / -0
12 years ago
Autorepair System is worse, cause with Energy Cell you do not need to build solar/wind any more, just mex, at least in begin, so you "just" stall metal (but can only build one thing at time or will still stall E).

But with Autorepair System you STILL need E, and "can not" even build one wind (35m), even worse is that i think Autorepair System to work use/need E, so you get a useless module, and can not build anything cause stall metal AND energy.
+0 / -0
12 years ago
Maybe just those modules are overpriced. For example why some weapon cost 50 while others 125 I dont see any real reason. Its not like rocket launcher is OP or something and beamer is total crap. They all should cost 50m or better nothing = problem solved.
+0 / -0
BRrankFortaleza:
Autorepair doesn't need any E to work. This applies to any unit with autorepair not only coms.

@Wolas:
I agree that weapon costs seems unbalanced. Beam laser for 50m is noticably cheaper than others but is also a very good weapon. Has perfect accuracy and is good vs raiders, and its DPS and range aren't bad either.
+0 / -0


12 years ago
I really dislike the loss of starting resource - no more interesting 2v2 rushes :(
+0 / -0

12 years ago
E-cell + HMG is my loadout on like half my comms.
+0 / -0
USrankBT
12 years ago
There will be rushes still, just different units. It may even be harder to stop rushes as you have less metal to work with. Air rushes will work even harder (2 dudes can still make BD, one dude can make 2 banshees). Facs with only, or mostly expensive units(ships, spiders, amphs etc) are you to become extremely hard to play, and you will lose outright to so much more stuff.
+0 / -0
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