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Balance thought experiment, +50% dps

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quote:

quote:
+50% dps

?????? There is no combat unit in Zero-K that needs anywhere close to a +50% DPS markup. And Raptor is genuinely not even bad, balance-wise. Its sins lie in the realm of bad UI.


Not saying that they need such a big buff (or maybe, any), just, as a thought experiment, which units could get the +50% dps buff without becoming more than slightly OP (so it wouldn't break the game)?

Here's a list: Stardust, Raptor, Siren, Hacksaw, Faraday, Thug, Trident, Thunderbird, Ultimatum, Scorpion, Dante
+0 / -0
37 hours ago
cutter, hacksaw
+0 / -0
37 hours ago
Cutter DOES NOT NEED A BUFF.
The thing is a MONSTER.
Never give Charmedmage any buffs ever.
+0 / -0


35 hours ago
Dirtbag, Widow, Scuttle
+0 / -0
I don't think anything gets outright broken with a 50% dps buff outside of degenerate early game 1v1 situations. Even buffing a unit that's already strong just causes a meta shift.

That said, some would cause harsher shifts than others. Here are what I'd expect to be least impactful.

The Trivial Club:
Anything with zero DPS, like factories and walking bombs

The Overkill Club:
Starlight, Disco Rave Party, Lucifer, Mistral

The DPS Is Beside The Point Club:
Constable, Dirtbag, Hercules, Felon, Firefly, Badger (but not Claws), Tremor, Artemis, Scylla, all bombers except maybe Odin

And then you get into the Units That Need A Buff Club that everyone else is talking about.




+1 / -0
are you sure.. i guess ill look at cutter closer.. but for cost i dont think its worth it
+0 / -0

31 hours ago
quote:
The DPS Is Beside The Point Club:

quote:
Felon

???
+1 / -0
Stardust - no
Raptor - we've already covered this, no
Siren - ROFL no you cannot be serious
Hacksaw - less crazy than the others I suppose, but I doubt it would make Zero-K better
Faraday - absolutely not, Faraday is already good
Thug - a Thug with more DPS/cost than Hermit sounds outrageous
Trident - this would delete air from the game
Thunderbird - about the only thing this changes is that Thunderbird would reliably one-shot Cyclops and be more reliable against some other heavies, which probably makes the game worse
Ultimatum - meaningless
Scorpion - ROFL no you cannot be serious
Dante - I'm yet to wield the new one in anger, but I cannot imagine this being okay
Cutter - Cutter is one small buff away from terrorising sea again
Dirtbag - When Dirtbag melee attack was initially added to the game it did considerably more melee damage. It was not pretty.
Widow, Skuttle - similar to Thunderbird, this doesnt change much but what it does change is bad for Zero-K
Felon - Giving Felon more DPS but proportionally increasing its shield degradation is probably not gamebreaking but also likely not good for the game.

50 percent is a HUGE number. The combat units that "wouldn't (completely) break the game" would only fail to do so by being niche, in which case they would merely obliterate the part of the game covered by their niche.
+3 / -0
25 hours ago
Scorpion and Dante being balanced with +50% damage is an absurd thought. Scorpion in particular is already a monster held back mostly by limited DPS. With this, I'd actually bet a scorpion could probably solo a paladin.

Tremor with +50% DPS would be an absolute monster. It doesn't seem like much, but it's important to realize that the tremor does obscene dps anyway.

Single Hacksaw almost oneshotting a likho would also be absurd.

Going through more rationally:

Raiders: None of these could be buffed because they're already a menace to everything, including riots.

Riots: Absolutely not. For context, Mace would be doing almost 500 DPS. When a unit already has a ton of DPS, giving it increased DPS as a function of it's existing DPS is a recipe for disaster. Claymore might not completely break everything on its own (Because it tends to overkill targets anyway), but claymore + 1 mace would just kill everything.

Assaults: Cyclops oneshotting thugs through their shields. Knights would be king of anti-heavy. Hermit does damage on par with bandit.

Skirms/Artillery: Ranged damage units are already strong due to preventing enemy interaction. Consider lance with a 30% faster cooldown and that's a good starting point.

The only things I can think of that wouldn't break the game outright (where +50% damage is a coherent concept) are impaler (since it can't hit moving targets anyway), limpet, and moderator (which tends to deal massive slow with limited damage *anyway*), and they'd still be oppressively powerful.

Anything past this is cheesing the question with starlight, ultimatum, etc.


None of these would actually be improvements. Balance can be pretty knife edge in zk, I think.
+0 / -0
interesting

so am i wrong and cutter is actualy good? whennever i make it it seems terrible

your probably right about hacksaw too.. i guess i see how frequently a unit exists as a measure of how useful it is
+0 / -0
Cutter is not especially good right now as a combat unit. It is quite serviceable as a scout.

However, the nature of Disarm on a combat unit is that the outcome of fights is generally extremely lopsided one way or the other. If Cutters can achieve full disarm on the opposing army they will win without further losses; if the Cutters can't achieve full disarm it is because they have died and not got many shots in.

So the gap between "Cutter has bad numbers and can't fight anything" and "Cutter has good numbers which allow it to dominate many matchups" is rather small.
+5 / -0
I think there are 2 semi-geninue contenders:
Chickens: A lot of these units would be healther with a 50% buff to rate of fire. Heck, you can argue a lot of these units would be healthier with a 500% buff to multiple stats, as evidenced by the numerous "chickens but harder" mods floating around.
Commander weapons: Technically not a unit... but 50% faster reload on some of the worse dguns might be a step in the right direction.
+2 / -0

18 hours ago
Maybe you should stop breaking the game with your experiments?
+0 / -0

7 hours ago
Re: Felon, the rate at which it can dump its shields is only loosely related to its overall effectiveness at killing things. The rate at which it can refill its shields matters more. So a 50% DPS increase makes momentary slips more punishing against it but barely effects how much damage it does in an extended fight. Felon had 25% more DPS back in 2024, and it wasn't broken in that state although the shieldball style as a whole was deemed too good hence the nerf.


Mistral's the other interesting case; its raw damage numbers are already well above the skirm standard, to the point where it makes every other skirm in the game look inefficient. But it's unable to deal with most of the threat environment it actually faces at sea, in a way that increasing its damage output wouldn't address much - it still wouldn't hit air or subs and would still massacre any raiders it actually hit but die to them otherwise, it'd still explode to artillery, it'd just be better at threatening Sirens and clearing Urchins.

+0 / -0
5 hours ago
Which actually touches on something interesting I've observed: there are a few maps with very shallow water across large portions of the map that are nevertheless land maps.

On those maps, mistrals can actually be quite brutally effective because of how much they slap the hell out of other skirmishers.
+1 / -0