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Much Awaited Orbital Sniper Base Cancelled, Licho Outraged

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Following the success Orbital Sniper Technique in recent field trails, our top engineers have been hard at work designing a large scale Orbital Sniper Base to protect us from the impeding Chicken Threat. Disaster struck when, early in construction, a crippling issue was discovered with with a pivotal component to the design. After thoroughly checking their results our top scientists concluded that Surfboard is no longer transportable. Leading theorists suggest that a recent change to the Laws of Physics is at work. With this roadblock the entire Orbital Sniper Project has been scrapped.

Licho responded to this with the following statement:
  • AoE 256 -> 192
  • Damage 2500 -> 2000

Also:
  • Brawler cost 850 -> 800
  • Multi-Stunner, +12.5% AoE, +25% spread, +100% duration, +8.5% damage
  • Disintegrator Gun, ~10% more reload time
  • Shock Rifle, 5% less range
  • SLAM, +43% reload time, +35% damage
+4 / -0

11 years ago
nooooo.... not the lichooooooo....
+0 / -0
11 years ago
Wait... are you implying you could previously load a Surfboard with a unit onto a transport and have the unit shoot from midair?
+1 / -0


11 years ago
Yes.
+7 / -0
11 years ago
ROFL! Please tell me there are replays of games using that. :)
+1 / -0


11 years ago
There are replays where this is used in conjunction with a 91.0 bug that caused gunships to maintain their vertical speed when partially reclaimed, and the fact that snipers gain range from height. That's what "orbital snipers" in the OP are about.
+1 / -0
11 years ago
Oh my god. You've got to link some replays, because this sounds absolutely glorious.
+1 / -0

11 years ago
Awesome... well now i suppose we will just have to newton snipers upward to shoot enemy singus... Hey... That just might work!
+0 / -0

11 years ago
instead of roach rain in superspeedmetal, you can send 3 snipers in space and shot from air at the enemy...is verry effective if you hit eco
+0 / -0
11 years ago
Good work. Hopefully the LichOP can go back to being the Licho now. I always find these development reports quite funny, who writes them?
+0 / -0
Skasi
11 years ago
Packages writes them. Packages does all the work for ZK. It's the lead dev!

It's odd how shock rifle got nerfed. Gauss comms are already rare in the top 10 (both 1v1 and team elo). Dgun was the most common special weapon equipped, interesting to see a change.
+0 / -0
quote:
Gauss comms are already rare in the top 10 (both 1v1 and team elo).

FIranksprang was seen frequently recently with a fully equipped sniper com and a cloakybot or fleashield around him, comploding sucessfully his enemies, unverified sauces whisper. (oh well that would be top 31)
+0 / -0
Skasi
11 years ago
Are you talking about 10v10s on icy run & co? Honk.
+0 / -0

11 years ago
partially. but also in normal games. i was using this setup too for quite a whiel, but stopped to play so com-centered. instead i let others play this style so i have something to skuttle.
+0 / -0

11 years ago
Licho nerf is to harsh.....verry harsh...The only unit in plane factory that was efficient now got the nerf...Tell me what units can we use in plane factory now?Stilleto?Napalm?Shadow?
They were all nerfed out...

Now i think its more efficient to spam avengers and use them instead of licho
+1 / -6
Skasi
11 years ago
I'm curious. I've only seen sniper comms being used effectively in overcrowded games and with lots of micro involved (of which there is plenty in such cases).
+1 / -0
This post has been downvoted below -5 and collapsed, click here to expand
You guys play to much 1 vs 1...the people who changed that unit. Why i dont see the admin comunity rush them in icy run 10 vs 10 and see how they behave. I think they will understand the reason that the nerf was pointless because licho was behaved ok from the moment i started playing this game

Whats the reason behind the nerf? Is it because of players that rush it in small maps? For example using it in big maps makes it usless because of the long reload rate and because of big distance, so i ask again? Why this nerf?

Remember also that plane factory is at a crysis right now, and i will use it verry rarly starting from this moment.

Also i tested the Slam Rocket and multistunner....and they dont match with dezintegrator gun.They just dont make at least 50% kills that a dezintegrator gun does.

Slam rocket needs to have main range without modules close to behemoth has but with-10% less range then him and 1300-1400 dmg, reload time is ok. Remember that rushing slam rocket commander with the curent changes makes no difference because of the 2000 m investment. With 2000 m investment you can make sumo, or other strong units that make the cost. Curent dezintegrator commander rush is more effective than this and thats why it needs more range , just to compensate its slow speed, its deficency against raider attacks, and skuttles+clocked roaches.

Multistunner problem that i spoted and tested is just it has to less stun dmg. It just needs stunn dmg that at least could insta stunn a sumo. Remember that dezintegrator gun is again more efficient cause it kills it in 1 shot and you retreat it fast, but with multistunner you just wait there to kill it like 1 minute, and thats a long time.

So curent problems with these modules is just this:
1.Multistunner needs dmg emp buff so it can at least stunn 1 sumo
2.Slam rocket needs range close to behemoth , something like 1700 (behemoth has 1850). In case it will be a bit op we just twich the aoe, reload rate and its dmg.

FIrankAdminAlcur considered to nerf the dezintegrator gun because it outmatches many d gun weaponds including the multistunner and Slam. But Imo i think we need to buff all d gun weaponds to be cost effective as dezintegrator gun is. So it will be just a matter of tactic adjustment and micro regarding that commander.
Nerfing dezintegrator gun will make it pointless to morph commanders into it and will be the same non-cost effective like slam and multistunner curently is.

1.Multistunner will have the purpose of stoping raiding attacks and big units, but wont be able to insta kill them
2.Dezintegrator gun curently has the purpose to insta kill 1 strong unit but dies fast to raiders and other small units
3.Slam rocket will behave like artilery but will die verry fast in case it will try to go near the front.

I was thinking of a twiching program where you adjust d gun weaponds and weaponds with it. Just give Power Indicator Values that helps you balance AOE, RANGE, DMG, RELOAD TIME, SLOW DMG/STUNN DMG/FIRE PERSISTANCE.

For example:

Beam Laser:
DMG- 155 (0,38 dmg per 1 milisec)
Range- 300
Reload time- 1 second
AOE- 0

Assault canon:
DMG- 360
Range- 360
Reload time- 2 seconds
AOE- 0

So from these 2 weaponds we can add these values:
POWER INDICATOR VALUES (PIV) (just a simple suggestion)

100 DMG = 100 PIV
100 Range= 100 PIV
Reload time of -1 second = 300 PIV

This is just something that i started I am curently working on a way to balance Range, DMG, AOE, Reload time, stun dmg/slow dmg/fire duration and i already made 2 pages of calculations.When i am finished il try to give the PIV of each DMG point, Range Point, etc using curent weaponds and d guns that curently are balanced imo.

With PIV i think we can adjust health points to units, speed, special abilities and from this we can make tons of units or why not? make people make theyr own units using the PIV adjustment program.

If som1 can help me give PIV numbers to DMG, Range, Time, Aoe il be happy about it. I will be glad if we have a mathematics student to help us regarding these problem cause they take lots of calculations.
+0 / -7
11 years ago
The game is balanced for high level 1v1 Forever. 10v10 icy would be a horrible balance test.
+3 / -0
Skasi
11 years ago
quote:
For example using it in big maps makes it usless because of the long reload rate and because of big distance

Nope. Licho was very powerful on proper sized games too.
+3 / -0
Quote USrankQuantum_Menace> Wait... are you implying you could previously load a Surfboard with a unit onto a transport and have the unit shoot from midair?

Wow, that looks nice (: Or even Epic? :)
Please don't remove easter eggs!

Surfboat (220) + Vindicator (500) + Pene (1000) + Micro(30m;) = 1750m?
Doesn't seem too OP to me (lasers don't have cylindrical targeting and suffer range).

That is what makes ZK funny, interesting, could draw players.
We should rather fix Orbital Vindi or restrict range buff to +100% or something else.

EDIT: AW: ROrankForever EDIT 15min ago: Devs wouldn't accept it. 100dmg/range = 100 PIV, why not call it dmg instead of PIV (think most ppls won't get it, so I wait for the better explanation if one will come)
+0 / -0
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