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Quick neonstorm on Blue Modules. Overview from teamgames perspective

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Date Editor Before After
3/10/2018 2:32:58 AMPTrankraaar before revert after revert
Before After
1 [quote] 1 [quote]
2 Why is the Damage Booster Module considered so bad? Is the DPS lower than if you added movement speed or weapon range? 2 Why is the Damage Booster Module considered so bad? Is the DPS lower than if you added movement speed or weapon range?
3 [/quote] 3 [/quote]
4 \n 4 \n
5 - because there's a cap on how much speed you can get from speed modules, so morphers generally avoid stuff that reduces movement speed 5 - because there's a cap on how much speed you can get from speed modules, so morphers generally avoid stuff that reduces movement speed
6 - because ZK is full of 300ish range high dps riots. It's best to grab a bit of range and speed and be able to kite them while taking no damage than to try and trade hits and die quickly 6 - because ZK is full of 300ish range high dps riots. It's best to grab a bit of range and speed and be able to kite them while taking no damage than to try and trade hits and die quickly
7 \n 7 \n
8 - because stacked movement speed scales the unit value multiplicatively with everything else the commander does ( build+scout+weapon) , while damage only improves the weapons by 10%. Also other modules like HP or build speed give equivalent % bonuses that are much higher than 10%, especially at low levels ( BP module gives +40%, HP module gives +20-25%, regen module gives you the benefit of being repaired by a 5BP construction unit at no energy cost) 8 - because stacked movement speed or HP scales the unit value multiplicatively with everything else the commander does ( build+scout+weapon) , while damage only improves the weapons by 10%. Also other modules like HP or build speed give equivalent % bonuses that are much higher than 10%, especially at low levels ( BP module gives +40%, HP module gives +20-25%, regen module gives you the benefit of being repaired by a 5BP construction unit at no energy cost)
9 \n 9 \n
10 - because the anti-skirmisher paranoia also led to some issues where it's better to choose a shorter range high dps weapon and range mod it than a longer range weapon with damage mods, for example: 10 - because the anti-skirmisher paranoia also led to some issues where it's better to choose a shorter range high dps weapon and range mod it than a longer range weapon with damage mods, for example:
11 2x beamlaser + 8 range mods : 300 dps, 560 range 11 2x beamlaser + 8 range mods : 300 dps, 560 range
12 2x missile launcher + 8 dmg mods : 288 dps, 415 range 12 2x missile launcher + 8 dmg mods : 288 dps, 415 range
13 (yes, the range ceiling is greater, but still...) 13 (yes, the range ceiling is greater, but still...)
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17 That said, it may be worth it to get few dmg mods after getting "enough" range. 17 That said, it may be worth it to get few dmg mods after getting "enough" range.
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