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

Forum index  > News   >

Zero-k v1.2.4.9 - Commander nerfs and UI polish

134 posts, 7207 views
Post comment
Filter:    Player:  
Page of 7 (134 records)
sort


10 years ago
In this version we have Recon Commander nerfs and a bit of UI polish. By popular vote the Nuke Bomber is now Wyvern.

Commander Changes



The Bombard Commander is now called Siege Commander.

E-Cell and Torpedo Launcher have been removed.

All commanders:
  • Energy Income 8 -> 6

Support Comm:
  • Weapon Range bonus per level removed (if anything, Siege comm should do this).

Recon Comm:
  • Speed bonus removed (it has the best base speed and can jump).
  • Health 1800/2200/2800/3400/4000 -> 1600/2000/2500/3100/3800.
  • Can no longer use Range Modules.

Concussion Shell
  • Reload time 8s -> 15s (low reload time manual fire weapons are just micro sinks).
  • Range 500 -> 450


Balance



Jumpjet reload time is now affected by the appropriate status effects. Disarm and Paralysis pause reload time and Slow damage slows it down.

Claymore (the depthcharge hovercraft which barely makes it into this section):
  • Health 900 -> 1000
  • Range 180 -> 250
  • Increased projectile speed to make it able to hit things.


Interface



Chat now filters out error messages by default.

Set Target is now supported by split attack. Hold Ctrl while giving an area Set Target command to split the targets between your selected units.

Added a small command indicator effect. There is also an alternate visualization for custom formations which is disabled for performance reasons.

Commander construction can now be queued before the game starts.

Blurry Halo Unit Selections has more options for configuration.

Automatic Retreat is a lot more responsive. Additionally some units do special actions when they start to retreat.
  • Swifts will turn towards their destination and use Boost.
  • Halberds will set themselves to hold fire and cancel their target.
  • Jumpjet units will jump towards their retreat goal.


CAI



CAI now values its units slightly more by giving them access to the Automatic Retreat system. Damaged units will attempt to escape from combat. To compensate for the extra repairing (and general excessing) CAI now likes to make more Caretakers. It has also gained the ability to play the Amphibious Bot Factory.


Unit Renames



The following units have been renamed.
  • Rector -> Conjurer
  • Jethro -> Gremlin
  • Avenger -> Swift
  • Vamp -> Hawk
  • Shadow -> Raven
  • Stiletto -> Thunderbird
  • Licho -> Wyvern (by popular vote)


Fixes


  • Claws (Wolverine mine) cloak.
  • Added repair pad energy build power to its description.
  • Fixed Faraday build time.
  • Fixed some bomber reloading weirdness.
  • Replay control now changes speed directly in all cases.
+9 / -1
10 years ago
Was complete removal of the ecell really necessary?
+6 / -0

10 years ago
quote:
Claymore (the depthcharge hovercraft which barely makes it into this section):
* Health 900 -> 1000
* Range 180 -> 250
* Increased projectile speed to make it able to hit things.


so...its projectiles were really supposed to hit things before?

there are also still confusing named units left. please take care!

else as always: thank you for your efforts!
+1 / -0
Skasi
10 years ago
E-Cell! Ha! I told you!
+0 / -0
10 years ago
Is jump retreat for sumo as well?
+0 / -0
10 years ago
Iam not a friend of this chanches....
And the Unit Names....but when you mean.
+1 / -0
10 years ago
yea these changes : do not like
+0 / -0


10 years ago
quote:
* Rector -> Conjurer
* Jethro -> Gremlin



fFFFFF
+4 / -1
Skasi
quote:
Iam not a friend of this chanches....

DErankXivender, which?
+0 / -0
10 years ago
I don't like the cloaky renames. Other than avenger -> swift the plane renames are ok, but gremlin and conjurer sound weird.
+1 / -0
10 years ago
Renaming units gives only confusion now they will have 3 names from TA from CA and from ZK. Already imagine confused newbs :)
+3 / -1

10 years ago
Good that recon chassis got nerfed.

Wasn't there also a support com BP reduction at lower levels? It's not mentioned in the post.
+0 / -1
quote:

* Rector -> Conjurer
* Jethro -> Gremlin
* Avenger -> Swift
* Vamp -> Hawk
* Shadow -> Raven
* Stiletto -> Thunderbird
* Licho -> Wyvern (by popular vote)

Fuck you and whoever got the bright idea that we need all units to be renamed to something stupid for the sake of thematic similarity. Fuck you a thousand times.

And holy fuck, "by popular vote". You gave two shitty options and people picked the less shitty one. Welcome to democracy motherfucker, now some asshole is gonna argue that people "liked" wyvern, because the other option was even shittier.



Here is a suggestion for the heavy vehicles theme: cutlery!

*welder -> connoisseur (because we dont give a fuck about how stupid the name is as long as it begins with con)
*kodachi -> toothpick
*panther -> spoon
*reaper -> knife (hey, stiletto is no more, it is okay now!)
*banisher -> fork
*pillager -> glass
*tremor -> cup
*copperhead ->chopstick
and for goliath we will have a vote between "dish" and "plate".
+6 / -5

10 years ago
as torpedo module is now gone, which weapons can fire at subs? would be nice to have this information in tooltip popups or similar.
+0 / -0
quote:
Wasn't there also a support com BP reduction at lower levels? It's not mentioned in the post.

That was reverted.

quote:
as torpedo module is now gone, which weapons can fire at subs

The boi is now defenseless in water. You'll have to use urchins. Good thing they're OP now.

quote:
You gave two shitty options and people picked the less shitty one

I figure you want the Eagle back?

quote:
gremlin and conjurer sound weird.

Conjurer makes things out of thin air, and is a con. Gremlin borks planes.

What is a "jethro"?

quote:
Was complete removal of the ecell really necessary?

Would you have gone for the useless-cell instead? Something like +2 e for 100m?
+2 / -1
10 years ago
quote:
Would you have gone for the useless-cell instead? Something like +2 e for 100m?

There was nothing wrong with leaving it alone. I don't know why it had to be changed at all.
+2 / -1
10 years ago
Im all for commander specialization but nerfing them? They were waste of metal as it was before nerf :(

I know its silly but for some people like me commander is like pet and w want to use our pet and be sad if he dies.
+0 / -0
quote:
There was nothing wrong with leaving it alone. I don't know why it had to be changed at all.

In the end it comes down to how silly it looks when your economy has no game-world representation.

You see a solar, and you can shoot it knowing it gives +2 to enemy.

You see a commander and you can only guess if it's an uber skirmisher, or a walking rezzing fusion.

With raised default incomes in previous stable, people (like randy and klon) had those abominable +14e commanders, to the extent that during first 3-4 minutes their bases had almost no energy buildings whatsoever.

And that's boring to look at.

quote:
Im all for commander specialization but nerfing them? They were waste of metal as it was before nerf :(

Jumpy+regen+range+ecell was not particularly cost-ineffective. In fact it was quite good.

Such things provoke the revertman.
+2 / -0
10 years ago
quote:
With raised default incomes in previous stable, people (like randy and klon) had those abominable +14e commanders

I have been using a recon com with ecell+laser (+14e/s) since the income change and saw no problem with it. I preferred that to the supportcom meta of old. Slowing down the game start is a bad idea IMO.
+1 / -0

10 years ago
It only slows economy down a bit. Game itself gets going faster because now you have more metal to put into an early raiderforce.
+1 / -0
Page of 7 (134 records)