Loading...
  OR  Zero-K Name:    Password:   

Com modules and weapons

10 posts, 1191 views
Post comment
Filter:    Player:  
sort
11 years ago
Im looking through the modul list atm, and I have to say, some descriptions are not very helpfull. The personal shield has no infos expect its range. And can I combine it with the area shield? Is the gauss range/damage upgrade compatible with the sniper modification? I've forgotten at least two others, lobby needs tabs...
+0 / -0
11 years ago
The explanations are not very explanatory. Currently the best way is just to test them. Since you are on lv8, however, you should be unlocking units and not com modules. I can say that the personal shield does not combine with the large shield and the range booster is applicable to all weapons.
+0 / -0


11 years ago
quote:
I can say that the personal shield does not combine with the large shield

Depends on what you call "combine". You can wear them together, getting two protective bubbles of different radius and different strength, both recharging at their own rates. If you get another shield unit nearby, the smaller shield can actually help larger shield recharge up to a certain threshold.

quote:
Is the gauss range/damage upgrade compatible with the sniper modification

If you mean rail accelerator, then no, because shock rifle is not a gauss rifle and rail accelerator applies to gauss rifles.

quote:
you should be unlocking units and not com modules

This, even if there aren't that many units that require unlocking these days.
+0 / -0
11 years ago
I agree with the OP. The information isn't well documented, also there is far too many modules. Instead of a Module system, how about a talent system for Coms. It would make more sense to choose this but you can't choose this sense. I could draw up an idea on how each five coms could be drawn, this is usually my area of expertise when it comes to game development.
+0 / -0

11 years ago
Unless you're going to implement it that's kind of pointless. Talent trees boil very quickly down to a few viable routes anyway.

And there are not nearly enough comm modules...

All the info is in the SVN:
https://code.google.com/p/zero-k/source/browse/trunk#trunk%2Fmods%2Fzk%2Fgamedata%2Fmodularcomms

Personal shield:
https://code.google.com/p/zero-k/source/browse/trunk/mods/zk/gamedata/modularcomms/weapons/personalshield.lua

Area shield:
https://code.google.com/p/zero-k/source/browse/trunk/mods/zk/gamedata/modularcomms/weapons/areashield.lua

Anyone can write the documentation to this so if you want to help, you can start there.
+0 / -0
11 years ago
A quick idea, how about each com a clickable ability, Recon has Jump Jet, how about:

Battle Commander
Ability - Invulnerability Field - Reduces all damage taken by 50% for 5 seconds. 30second CD

Bombard Commander
Ability - Penetrating Shot - All attacks in the next 3 seconds penetrate shields and deal normal damage to 'pop-up' units.

Recon Commander
Ability - Jump Jet - Allows the unit to Jump. 30second CD

Strike Commander
Ability - Rapid Fire - Reduces reload time by 50% for 3 seconds. 30second CD

Support Commander
Ability - Advanced Stealth - The unit becomes completely invisible to all enemy units for 12 seconds. 30second CD
+0 / -0

11 years ago
This was the original intention for the second weapon slot, that it would be for d-guns and activable abilities. However someone at some point decided it would be better just to allow the player to double their DPS at level 3 instead.
+0 / -0
11 years ago
Still would be interesting to add these, it's an advantage that Jumpjets have had for a while.
+0 / -0
11 years ago
Thanks, Anarchid, thats what I wanted to know.

Saktoth, I may take a look at the SVN next week, depending on my work load.
+0 / -0

11 years ago
The latter 2 of the 3 links I posted take you directly to the relevant files, they tell you the exact stats of both these modules.

It takes a little bit of knowledge to read them (ShieldPower is the shields HP, ShieldPowerRegen is the shields HP regen per second, ShieldPowerRegenEnergy is the energy drain per second while regenerating) but if you want to know all the details, they're right there.

We need some of this info in the tooltips of the modules, but the game is open source so it's just a matter of someone doing it...
+0 / -0