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Proposed Lance fix: switch to continuous fire

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23 months ago
So, Lance's problem is that it combines long range, instant hit, perfect accuracy, burst and AoE with a shedload of damage. Making it very oppressive and doesn't have much counterplay. It's just "Boom, your commander is suddenly dead".

A solution is to reverse the recent small Lance nerfs and instead change it's beam to:
* Deal 150dps continuous damage at 1000 range
* Take 10 seconds to switch target
* Can continue firing at a target that leaves its range up to +50 elmo further than max range
* Will continue trying to fire at the targetted unit even if it is blocked by other enemy units (will end up instead hitting blocking units), but not when blocked by terrain

This stops it decimating entire glaive hordes and allows fine micro counterplay when units are targetted (e.g. jumping your com back out of range or moving your Minotaur in front of your Ogre) while still giving hoverfac a way of dealing with Stinger and Grizzlies.

Solves the raider decimation problem (what kind of "anti-heavy" decimates a glaive swarm?!), the friendly fire problem and the counterplay/oppression problems all at once!


I suspect this will probably be technically difficult, but am wondering if the technicalities could be worked out, would this be a good change?
+5 / -0
23 months ago
"I suspect this will probably be technically difficult"

this is good dev bait
+0 / -0
hmm...

I dislike the idea. Lance's concept is solid. It may just be slightly OP atm and also exist in a context where few mobile artillery units actually outrange it and are actually able to hit them.

What often keeps lances behind shields in check in team games is cerberus and berthas.

alternative suggestion:
- 5% range reduction and 10% fire rate reduction for lance
- +10% cost, +5% range, +5-10% projectile speed to tank and ship artillery
+0 / -0
i have a wierd idea that may nerf the lance without nerfing its burst...

it could have a charge up time and during this wind up time it tracks a thin targeting beam on the target; a bit like a laser pointer

revelaing its location

moving some of its reload to charge up would keep the same fire rate
+2 / -0
23 months ago
Cmon already, try a different approach to this problem. Make lance explosion-when-destroyed bigger. It will still be a powerful unit and to be feared. But there will be less of them. It will be more attractive target. Problem solved.
+2 / -0
23 months ago
this would also cause it to kill the raider ball sent to kill the lance so may sometimes help the lance make better cost vs raiders
+0 / -0
23 months ago
All raiders using the ball formation deserve to be destroyed. Lance often has escorts with it, raiders likely die plenty from them too. Escorts likely to die from lance/chain lances explosions too.

I just want "cloaked lances" to have a new meaning. Snitch is getting so old. <- Joke.
+2 / -0


23 months ago
It's an interesting idea, but it violates the physical weapon targeting heuristic. Generally speaking, the target of a weapon can't impact its behaviour. See https://zero-k.info/Forum/Thread/32350?postID=231293

I think Lance is basically fine. It's a big cool laser on a slow flimsy chassis. Perhaps it needs a tweak, but nothing drastic. I like FIrankKapy's idea but we lack the granular explosions to implement it simply. We only have a few types of generic explosion defined.
+1 / -0
AUrankSmokeDragon 's idea is interesting. give it a small laser weapon which deals 1dps in a different color to reveal its location, and block main gun for some time ( 5 secs?). so people get warning. statics cannot run.
+1 / -0

23 months ago
quote:
we lack the granular explosions to implement it simply. We only have a few types of generic explosion defined

LARGE_BUILDINGEX (Stardust, factories, falling Krow)?
+0 / -0
I would agree that Lance isn't too bad right now. I like the idea of making its death explosion bigger. Also I have some random ideas that could work:

-When Lance fires, it could decloak nearby units
-Or even, Lance could have a slight charge up time for the shot (like half a second or so), and while it is charging it decloaks nearby units (since decloaking takes a second)
-When Lance fires, it could damage (or maybe slow) itself or/and nearby units a little bit
-Lance's laser beam's damage could start out small and then get big, so it punishes staying in the beam and maybe doesn't kill something that's only in the beam for the first half a second (like a glaive)
+1 / -0
quote:
it could have a charge up time and during this wind up time it tracks a thin targeting beam on the target; a bit like a laser pointer

revelaing its location


You mean Future Wars lance? This exists right now. Type
quote:
!game Future Wars 0.31
+4 / -0


23 months ago
quote:
LARGE_BUILDINGEX (Stardust, factories, falling Krow)?

I missed that, I was looking at Pylon explosions. The explosion def names don't make a lot of sense.

Overall I don't see the need for inconsistency with explosion sizes. There are units that have their own explosion, but they tend to justify it with a combination of balance and making sense.
+0 / -0
23 months ago
the makings sense thing could atleast from a lore perspective be justified by an internal reactor similar to the one used for lucifer turret. the lucifer uses a strong energy grid possibly indicating a high energy requirement.. and the balance requirements for said explosion would be this threads actual purpose.. but.. its not my idea or my fight.. and i dont want to die on this hill.
+0 / -0
FYI most of my recent experience is of moderately dense games: something like 2v2 on a 12x12 map.

My problem with Lance is that in moderately good hands it causes a whole lot of problems to counter whilst itself requiring little effort to manage. It seems like it's not unbalanced, otherwise it would proliferate in all game types, it's just quite unfun to deal with in battles where there isn't an obvious hole where the Lance isn't. Typically as soon a Lance appears I have to do one or more of the following:

- Concede territory that I can't defend without huge losses.
- Rush in and trade really badly with the inevitable riots / point defences. Lance retreating plus ability to massacre groups means this doesn't go well.
- Wait for several minutes to get some planes, probably a Licho to have much chance of delivering a shot. This is expensive and usually comes too late to turn the tide.

AFAICT there's little point in trying to get your own arty because Lance will just take that apart bit by bit, plus several facs don't have one with enough range to cause problems. In theory there are other plans like those involving Cloaky, but I have even less success trying to coordinate Imps for example.

Overall if a Lance appears in a relatively balanced game and I don't have enough army to push through and kill it right away, I'm pretty much doomed to lose.

My feeling is, if Lance has to remain as awesome as it is (and it is fun to use), then it should be made more difficult to use as well. Something like making it very difficult to retreat after firing, or more prone to causing damage to ally units, for example, but I'm sure there are other options.
+2 / -0
"coordinate Imps" bah ha ha ha

more like stun own imps and maybe even own troops

remember when blitz used to stun eachother like imps. and using them in a ball resulted in an ever growing emp war zone filled with flashing idle units on both sides..

imp remembers
+0 / -0

23 months ago
I think that terraform is quite underused at present as an answer to Lance. Some terraform walls make it much more difficult for Lance to put pressure on you, and as long as you don't build them too high most of your own artillery can still fire over them. Caretakers can build terraform walls at a distance, allowing you to creep forward at opportune times.
+2 / -0
23 months ago
^terra is a good answer. and catapult / tac-silo can sometimes help allot too
+1 / -0
quote:
Typically as soon a Lance appears I have to do one or more of the following:

Another option is to press Ctrl+M and draw a line covering your important stuff. I updated the terraform page: https://zero-k.info/mediawiki/Terraform

Perhaps that will help nerf Lance.





+4 / -0

23 months ago
Yeah I've done fine with mild terraform as well, was wondering if perhaps that was mostly applicable in the lobsterpot.

It does remain a bit of a PITA to actually get out an kill properly-managed lances, but they can be made to stand around and waste a lot of their time, often.
+1 / -0
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