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Energy Cell (module) needs buff

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13 years ago
It is currently less efficient than the solar.
70/2 = 35 => 35 m for 1 unit of e
250/6 = 41.6 repeating => slightly more than 41 m for 1 unit of e.
It is basically useless. In my opinion, in order to make it worth something, it should be the most efficient energy producer. More efficient than Singularity.
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13 years ago
Absolutely agree. In fact even if it would produce 3x of e for m of most effective power source I probably wont use it. Building solar is just too fast, for that modules to be usable. + solars connect to grid.
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Skasi
13 years ago
It was already buffed two days ago. It's now pretty close but not exactly as efficient as a fusion. If there's a bug, let me know.

Making it any more efficient would be too much, since the buildpower for the module is totally free. It's kind of a mobile fusion with the potential to jump and fly.

I have been discussing about a new module that would be labeled "Singularity Core", that'd require comm morph 3 and would be limited to a single module, but for now that's only an idea. I don't want modules to be too similar.
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13 years ago
The only use I see in energy cell module is cloaky or shield com push/rush. Or just a quick fusion in speed metal maps :/
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13 years ago
Skasi
Would that com explode like nuke then it dies? :D
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13 years ago
You guys are thinking too MMORPG, where you get better stuff by playing so you are "better" than other players, but not through any skill. You just hit for more damage or whatever.

Zero-K is designed to be a competitive RTS, even with the persistent meta-game stuff. That means that from day 1 with no xp, a good player should be able to be competitive in winning games, and not need to grind to get "good stuff" before being able to play seriously.

This means that all unlockables must be equal to (or when in doubt slightly weaker than) their normal counterparts. Energy cell, when you consider that you start getting +6 energy immediately at game start, and that your commander is a lot less vulnerable to raiding than solars, and is only slightly less efficient pure metal cost to output wise, is actually pretty well balanced (I use it on one of my coms).
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13 years ago
Even if it is slightly less efficent than solar, it is still crap.
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13 years ago
I think it should at least be as efficient as solar.
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13 years ago
Commander module takes no time to build and commanders have a lot more survivability than a solar. Other than "commanders should be flat out better than other options" I see no reason for the module to be better than solar.
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Skasi
13 years ago
Commanders don't provide a grid, their colVol can't be used to wall in your base, Energy Cells don't provide additional HP to the player, no additional LoS, no additional auto-repair, no additional anything, just plain energy.

The free buildpower is kinda made up by the morph cost, the increased survivability is kind of made up by the fact that energy cell commanders are less useless at front.
Example: Imagine Zeus producing 6 energy for an additional 150 metal (Comm with E-Cell). Now imagine Zeus with an additional 500hp for an additional 100 metal. Which one you choose?
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13 years ago
They don't need to provide a grid, because you use that energy for building instead of overdrive.

I don't understand why they should provide those other things you mentioned. Com is far far less vulnerable to raiding than solars already (remember, solars close and temporarily lose energy production if something spits on them).

Zeus is a poor example because it is designed for assault. Would you make zeus so they could sit in your base and produce energy? Uh, no, that's a waste of their offensive abilities, you use them for assault. If you make an eco-based commander though, it is fine to leave him in the base because he doesn't really have any offensive abilities to be wasted.
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Skasi
13 years ago
It should not provide anything else than energy, lucky. That's exactly why it's allowed to be more efficient than solargens. The things I listed are all reasons for it not to be worse - output wise.
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13 years ago
Ha, I swear I wasn't stalking this thread, I just happened to check it now.

Ok, I see what you mean. Yes, a com and 3 solars have more combined hitpoints than just a commander, so I suppose you could say it will 'take more to kill them", and so forth, and I guess that is your reasoning.

But you have to be careful not to get lost in pure numbers. It is good to use numbers as a check, but they need to mean something in realistic ingame scenarios. Realistically, you aren't going to lose your commander at the game start (barring some cheese/all-in you don't scout, but then you rather deserve it). While solars on the other hand tend to be very vulnerable to things like napalm bombers, or even just scouts that poke them closed a bit. So while com+solars has larger numbers in hp, a com with energy production is actually safer. It seems counter-intuitive, but I am quite serious. Some of my early game is just about trying to energy stall the opponent a bit. And this is harder to do to the energy module. Because its not about picking off one, or nudging a few closed a bit. It's all or nothing trying to kill the commander.

Now it's not like the difference between +6 and +8 is game breaking. But you have to remember when it comes to unlocks, everything is supposed to be balanced slightly underpowered when it doubt, for reasons I already described.

I think the main problem is, it is useless at higher morph levels because of the inherent morph bonuses, which all tend toward better combat abilities, even for eco com. So you only want to morph your com to use it offensively, otherwise those offensive abilities go to waste. So you would never equip modules for higher morphs that would leave your com better off sitting in your base.
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13 years ago
Lucky hit the nail on the head. Remove innate bonuses. It should be viable to keep your comm at home.

One of the other main reasons the ecell comm isnt any good is just because the other modules are so damn powerful. When you only have 8 slots and so many incredibly strong options, you dont want to waste your morph slots on something you can get with solar panels. But an armed double-shield or a 8k HP artillery unit or an armed -60 constructor cannot be purchased any other way.
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13 years ago
the energy module does make sense on the first basic level.
-It gives you energy straight from the start of the game
-saves 70 metal. (One or two more raiders)
-saves time making the first solar (so it is a bit of a buildpower boost in disguise)

Of course all of this only effects the first 2-3 minutes of the game. But if you plan to do some sort of rush on a small map i can imagine me using one.
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Skasi
13 years ago
Saktoth, my little buff was already taking op-comm nerfs into account. Otherwise it would've been +4 instead of just +2.

Oh yeah and Floris: Your math is flawed. Choosing the +6 e module didn't "save 70 metal", but rather "cost extra metal". The price of modules on morph level 1 is deducted from your starting resources.
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13 years ago
oh, i should have known that, im such a noob XD
better not to take it then :P
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Skasi
13 years ago
Well, its +8 and more efficient than solargen now, so taaaaake it! And post here if you think it's OP.
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13 years ago
The E-cell absolutely has to be worse than a solar. The whole point of the thing is comm-pushing, and a solar means stopping to plop the solar before you push.

I mean, you're going to build that solar anyways. It's not like that solar's optional. So basically your choice isn't "build it or not" but "built into comm or not". The only advantage of the latter is the ODnetwork - otherwise, the comm is better in every possible way.

The only real disadvantage to he upgrade is that it consumes a slot... and the upgrades are supposed to be balanced vs. *not having them*, not balanced vs. other upgrades.
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Skasi
13 years ago
Exactly. Modules may only be balanced versus non-module stuff. That's why Ecell is more efficient than Solargens: It's more expensive. Same rule applies to solargen vs fusion, etc.

"I mean, you're going to build that solar anyways." - wrong. You only build solars for OD/grid and as a high HP energy source (front/walls). Otherwise you build windgens, which - even on low ground - are more efficient than Ecells. Their output on average altitudes is much more efficient than Ecells, even though they are cheaper. This more than makes up commanders survivability.
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