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Siegebots - New Factory

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Hello,

I am working on a new factory called Siegebots. They are pretty much a premium bot factory as the units are generally tough yet pricy. It has been playtested in 1v1 and teams but I would like more feedback to help balance the factory.

To play with them please type in the following while in game lobby:

!game Siegebots





Currently there are 10 units with plans to add more.

After playing please post feedback here so I can note it.


Siegebot Factory:

Ranger - Constructor - 165m (Has laser with is capable of killing a bot)
Ares - Raider - 90m (Has dual laser guns. 360hp, 93 spd currently. 100dps)
Cougar - Heavy Raider/Riot - 200m (Has heat mechanic to lower DPS like stardust)
Catapult - Shelling Artillery - 380m (Shoots 4 high arc shots in 2 bursts 280dmg each, has mobile radar.)
Apollo - Assault Bot - 630m (4.2k Health, around 144 dps, around 66 speed, has manual fire for terrain missiles)
IronDome - Anti Air - 500m (High range burst missile AA unit)
Shiva - Bunker Buster - 700m (1.6k Health, long range sniper. 620 dmg a shot, around 12s reload. Has AoE.)
Atlas - Siege Mech - 2500m (8k HP, around 56 speed, 500-570 range, gauss/missiles, +15HP combat regen)
Quantum Bomb Carrier - 4000m (24k HP, 35 speed, suicide unit with a weak gun. Nuclear missile death explosion.)



Do note the factory is still a Work In Progress. Please report anything notable in this thread so it can be looked into or addressed.


What's Planned:

Factory new model
Ranger - new model
1-2 more units
More model adjustments


Special thanks to Garfild, Zarconite, and whoever else assisted me with learning various things in blender and for various models.


*On another note first time download speed varies person to person. Sometimes it can take a minute or even 5ish minutes. Just an observation I have noticed.

+6 / -0
Mod has updated, your lobby will say 2.49 now.

Notable changes:

Cougar dps increased to 220(not accounting for heat)

Tactical AI changes/fixes(attack move)

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16 hours ago
no download me 2.49 version
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16 hours ago
done. works fine
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quote:
Quantum Bomb Carrier - 4000m (24k HP, 35 speed, suicide unit with a weak gun. Nuclear missile death explosion.)

I've done some stuff to make a similar unit: https://vimeo.com/593377065?share=copy&fl=sv&fe=ci

The reason it's so weird is that there are game design issues with an unstoppable 4000m nuke that you could lob with gravity and ignore any need for antis. So instead, this is a channeling-cast EMP shockwave unit: The idea is that it deploys, and then once the animation is complete and the channeling period is over, everything in a nuke radius is stunned for 30 seconds or so, including the unit itself.

Then any assets positioned around the stun zone can go in for the kill. Raiders, aircraft, a prepared execution-drop squad, you name it.


This was also supposed to be a strider, going into the strider hub.

This was abandoned because i kinda lost interest, but also converting the animation to lua was going to be super annoying. But these days we can have gltf-packed animations *inside the model* in the engine, so maybe it can be reanimated.
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I agree it can potentially have game design issues. To help alleviate it potentially it can not be manually deteonated instantly. Instead it will have to be killed or control-K with a short timer.


Although for the cost I do not think it will be too crazy, the death radius atm is 640 elmo.

In the end it needs to be tested thoroughly to determine whether it needs to be changed based on whetehr it feels bad/unfair or n not. If it turns out a bit too much it will be adjusted accordingly.

Your emp idea is interesting. I will keep it in mind.
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Replaced apollo model with new model and added a manual fire option for it.

Apollo reworked.


should be version 2.86
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2 hours ago
2.91 update:

various patches for targeting for con and cougar.
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