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transport

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4 years ago
is it too expensive to counter transported snitches?

https://zero-k.info/Battles/Detail/892054
https://zero-k.info/Battles/Detail/892066
https://zero-k.info/Battles/Detail/892119


ach fuck it i forgot, it`s pointless. noone is going to read it, AUrankAdminGoogleFrog with his overwhelming expierience has other things to do like thinking of fucking of the game in even more ways.

can someone pls finally ban me forever?
+2 / -2
i think transport rework is being discussed
[Spoiler]
+2 / -0

4 years ago
+3 / -2
4 years ago
+1 / -0

4 years ago



Seems somebody saw his request.
+0 / -0

4 years ago
We already had such thread dear DErankkatastrophe. Crying unknownrankTinySpider also made scuh thread.
And again i must repeat - its not too costly to counter them.
You just need one chainsaw in area. Its best counter vs light trans.
Other methods is HLT near front. From units there is many who work - fellons, grizzly, moderator. Every insta hit unit can deal with snitch dropping. However you need them closest to trans.
AUrankAdminGoogleFrog will tell you very simple words - if you insist that something is OP then you have to abuse it. In this case only thing i see OP in this game is their squad thing and communication. Can you even imagine how costly is counter Mumble team if enemy doesn't have voice chat?
+1 / -0
4 years ago
ok sometimes i like our mods
+0 / -0

4 years ago
To be clear, DErankkatastrophe received a temp ban because he requested it through the "Contact administrators" button, not on account of this or any other thread.
+2 / -0

4 years ago
quote:
To be clear, DErankkatastrophe received a temp ban because he requested it through the "Contact administrators" button, not on account of this or any other thread.


Well i think that is obvious. Dunno if somebody thought that he was banned because he asked in thread. :D
+0 / -0


4 years ago
Wasn't there a thread on transports just recently?

Anyway, I have applied the change that I said I was considering in that thread:
  • Charon speed 321 -> 345
  • Charon transports at 70% speed. This gives it around the same speed when transporting units around Reaver and Ravager weight. It is a 25% speed nerf for transporting very light units.
  • Hercules transport light units at 100% speed.
  • Hercules transports heavy units at 50% speed. This is a bit slower than it previously could transport Grizzly and Dante, and about twice as fast for Detriment.

https://github.com/ZeroK-RTS/Zero-K/commit/b671f60d24b14154504b272db477d736a21788be
+6 / -0
Since we're on topic of transports, I'd like to propose an alternative that I think would be beneficial to both offensive and logistical use of transports:

- Charon gets replaced by multi transport that can hold up to 6 light units or 2 medium ones.
- Drop gets removed in favor of paradrop (10-20% momentum conservation, some delay between drop of units, unloads all cargo over 24 frames or so). Units falling from paradrops are immune to fall damage for a number of seconds or until they hit the ground (similar to lobster).
- Hercules gets replaced by multi transport that can hold up to 12 light units or 3 mediums ones or 1 heavy unit. It also replaces drop for paradrop.
- Transports get an overall increase in hp.
- Transports become slightly faster.
- Transports fly much higher.
- Hercules gets non-connecting shield to protect cargo and allow penetration into medium aa. Possibly turn personal shield -> area shield when it lands to allow LZ support.
- Cost increases for transports.
- Medium class now refer to units between 250 and 800m cost.

These changes would overall buff logistical use of transports while presenting a modest nerf to "combat" charons by making them be far closer to their intended target. It would also allow give transports a new life as a reactionary deployment method or as rapid assault deployers. It would also buff logistical transports by putting metal throughput at a comparable level to djinn. An alternative to this idea would be to replace the light, medium and heavy classifications altogether for a fixed metal value being able to be transported. Hercules's defensive armament could be replaced in favor of more assault support weaponry such as slow guns. This would differentiate it more than its current "it moves striders" role amongst transports by making it the transport you'd send into a hot LZ.

In short I think these changes would make transports far more usable, fun, and tactically useful.
+2 / -0


4 years ago
You can try coding that. I think there is a ticket somewhere. The place to start would be to make Hercules carry multiple light units.
+1 / -0
This post has been downvoted below -5 and collapsed, click here to expand
This game is so ****, people even get banned 4 trash talking - no need to even break any major rules. No wonder theres terrible rumors about the staff. The more i play the more i get to understand players like Firelob.
+0 / -9

4 years ago
The only transport observation I had recently was surprise and dismay that a laden Hercules could outrun locusts while kidnapping a comm ( Multiplayer B888366 8 on Adansonia v4.1 ). Fair play of course to catch me out with a cheap trick, but seeing a heavy transport outrun its own factory's raiders was nonetheless rather jarring.

It looks like the transport change AUrankAdminGoogleFrog would address this though?
+0 / -0

4 years ago
quote:
This game is so ****, people even get banned 4 trash talking - no need to even break any major rules.


Did u read that AUrankAdminAquanim write (for special bright minds) that DErankkatastrophe asked himself ban with 'contact administrators' button not cuz he wrot that in discussions?
+0 / -0

4 years ago
quote:
I had recently was surprise and dismay


Same i can tell about that widow can stun heavy trans who is trying nap your com. Its best way to outtrrol comnapers. :D
+1 / -0
4 years ago
would it fuck the game for at least charon to be buildable without gs fac? i have never, ever seen transports be given out except for striders and bombing purposes.
+0 / -0


4 years ago
Universally buildable Charon would do two things that I want to avoid:
  • It would dilute the game to have many special options available. Having gunship tech would no longer confer the advantage of transport access. I would only like to try diluting in dire circumstances (see Sparrow).
  • It would make the game a lot harder. When there are more options from the start, then optimal play likely involves doing a more diverse set of things. Raiding with a Reaver and a transport becomes viable. Retreating to repair is easier early. Some mex patterns could lean to transports being mandatory just for expansion. Early options make things difficult and put people off (see Sparrow).

The way you say "be given out" implies you are talking about large teamgames. This sounds more like a tricky coordination problem. The payoff for sharing a transport to a single ally is low if that ally does not then share to everyone else who might need a transport. Perhaps there could be some UI for letting allies take control of designated units. More transports might be built if Factory Pads ever become a thing.
+2 / -0