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Combat Autoregen

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11 years ago
TL;DR: make Com Autoregen module only work in combat

When units need repairs, you bring cons to them (where they are vulnerable on the frontlines), pay energy (a small amount, but significant when you're stalling) all the while the units sit immobile (because there's no repair-on-the-run). Now, Coms with Autorepair are different, they don't need snipable cons, they don't need to pay energy - they get health simply for hanging around, and for what it's worth, they could just as well sit down and fap and regenerate too.

Now, what if the module only worked in combat (ie. during the time when normal repair is slowed)? It'd still mitigate enemy DPS during the encounter and heal a little bit afterwards, but you'd need to delegate cons to do any more serious repairs. Attempts to pwn an autoregen Com that leave him at low health wouldn't be effortlessly yet utterly nullified, but fighting him would still be harder, require burst damage and whatnot. Coding should be trivial, whaddya think?
+0 / -0


11 years ago
Would mean that they get healed by friendly Outlaws.
+0 / -0
11 years ago
Do Outlaws still cause allied units to have slow repairs? Anyway, you could make it only work on damage by enemy
+0 / -0
11 years ago
Not sure if I understand this correctly.
Players would just "activate" the combat-repair by allowing by Commander to be damaged very slightly?
Like walk into range of a defender turret, get hit by one missile, afterwards Com heals himself for whatever-the-duration is.
Even without such abuses it seems a bit strange.

Autorepair is imo meh anyway since it is not obvious that/why it is happening.
(Unless you space-click enemy Com and look at modules then watch his health)
With the "hit me and I heal!" idea it gets even more opaque.
I think zK already has better, more clear mechanic to nullify damage: shields.

Neon-section with other (imo) better "Heal while in Combat" ideas:
-gain health from damaging enemies (probally something short ranged like "eating" them)
-gain health from eating wrecks
+2 / -0
11 years ago
quote:
With the "hit me and I heal!" idea it gets even more opaque.

It'd go together with the slowed normal repair, which is just as opaque.

quote:
Players would just "activate" the combat-repair by allowing by Commander to be damaged very slightly?
Like walk into range of a defender turret, get hit by one missile, afterwards Com heals himself for whatever-the-duration is.

Valid point! When thinking of the idea I mostly thought about fights using stuff such as raiders, where damage is heavy and you know that it's happening (because you ordered it or the enemy attacked your army), so the regen functions as a mitigator of sorts. Dunno what to do with the abusable cases like Defender poking, though.

quote:
I think zK already has better, more clear mechanic to nullify damage: shields.

Come to think of it, shield max-capacity modules would probably be better than the Autoregen altogether since they require linked units for faster regen (like cons), have E upkeep (well, at least the bigger ones) and aren't opaque (lots of other shield units out there). Coding one would be easy, too!
+1 / -0

11 years ago
what about "red portions of heal", activated with epic dgun "d" to insta-heal some HP, has reload time etc. now we are coming into rpg! the next thing are items changing on the com on the fly, an inventory, customizable xps,...

omg.
+1 / -0


11 years ago
quote:
shield max-capacity modules

I'm liking. Autoregen is too much better than personal shield.
+0 / -0
11 years ago
Super regen on 1000+ metal units is just "meh"
+0 / -0
Could also try to make something like "armored module" so commander that is standing still gets 1.5x 2.0x and 2.5x armor just like crabe (upgradeable module). (expensive module for battle com and maybe strike com)

But I like shield booster idea more.
+1 / -0


11 years ago
quote:
"armored module"

Requires remodel, or at very least, creative rescript for all commander models.
+0 / -0

11 years ago
The regen module is, IMO a bit bad (it's kind of THE go to 'comm rush' module) but I don't think this is the solution.

I think it just needs a bit of a nerf.
+0 / -0

11 years ago
Armored comm would be better as a new chassis than a module.

But either way, compare the popularity of the regen module vs the plating modules. That should say enough.
+0 / -0
11 years ago
Ehh...

Coms are prohibitely expensive as is. Sure if he goes lv3 you need you work for it, but lv3 com is like a 2-2.5k investment. If you see a lv2 com morphing you have ample time to counter it.

Coms pretty much can get two out of regen, health, range and damage. At an extremely high price I might add. If you go regen and damage it just takes a skuttle to the face. range and damage are glass. If you go regen and health your a slow ass glorified halberd.

One of the few effective setups (cost effectiveness is arguable) are lv1-2 commanders with regen modules and health (depending on frame, so you dont die to things like 2 shadows) as riot/assault. To take the shots of porc and deal with raiders.
+0 / -0

11 years ago
I'm only talking about level 1 because it's really all that is worth discussing, as it is the only situation in which a comm is even remotely viable in a 1v1 matchup as a cheese rush or a push.
+0 / -0
Well, mby just add switch.
Off / Classic slow heal / Massive 15 second overload eating 100 E/S

But i dont think that adding so many RPG elements will help the game.

+0 / -0
quote:
The regen module is, IMO a bit bad

Imo, it is a lot bad, because it makes entire commander hitpoints pool a free thing. Shield only makes a part of your hitpoints free, once enemies get through that, you're taking Lasting Damage.

With a regen comm though, if you escaped with 1hp, that's still just a flesh wound - which grossly contributes to the trollcom phenomenon.

Nerfing it will just make picking just one too much suck, commanders regenerate quite well by default, and if autoregen is significantly weaker, 1 autoregen won't be noticeably different from no autoregen.

Making it only kick in a short time after the combat, like on Kodachi and Glaive, could be a bit better, but i still dislike this mechanism.

Worth noting that only other units that have powerful regeneration - glaive, scythe, koda, banshee -
1) don't do that while engaged in combat
2) have low life expentancy when confronted with even moderate return fire, so you can't actually strike-hard-then-heal with them for free.

A jumpy regen commander here is an unique thing that can almost instantly repair creating an all-or-nothing situation, and can also insta-disengage using jump, which only aggravates that issue - all the while having riot gear, assault armor, cloak to hide from bombers and a slowgun to shoot incoming planes if cloak fails.
+0 / -0
11 years ago
Except for that one or two maps that are really geared towards compushing lv1 coms can be seen pretty early, and they tend to be countered by skirmishes rather easely, or assaults.

In zk the primary resource isnt metal, or energy... its time. Having the cornerstone of your strategy down and out for a minute or two will make all the difference.

I used to battlecom push a lot (i still do with spiders, cause its the only real riot option i feel). But I have gone back to a support com, still putting it with my forces but out of the fighting, till I can swap it out for 2-3 cons.

As far as it being obvious or not, theres 3 choices for lv1 modules... ecell, autorepair or ilosecauseimanoob. I do tend to check the module if they morphed their com since ecell coms are tasty to focus if its anywhere near the front as itll energy crash the opponent if it dies.
+0 / -0

11 years ago
comm needs potions to heal that he can buy in factory
+0 / -1

11 years ago
I like the idea of regen modules only working in combat situations problem is that makes the ridiculously expensive one of kind thing you got even moar vulnerable to being whittled down or sniped as those regen modules would take up space other modules could, and just be inactive 60% of the time

Stackable shield increases: I love that idea shields are pointless atm as High density vs shield is just too rawrsome, even counting that 10% slow(plus it doesn't stop you being cloaked which is always handy)

+0 / -0
11 years ago
In combat only... sooo a com is being attacked by 3 glaives for 300 dps... now its 280 dps.. thats not worth the metal, by a looooooooooooooooooooooongshot.
+0 / -0
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