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Zero-K v1.7.7.0 - Commander modules tweaks (discussion)

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Date Editor Before After
8/5/2019 11:51:58 AMPLrankCatLady before revert after revert
8/5/2019 11:51:34 AMPLrankCatLady before revert after revert
Before After
1 Given that the [b]Beam Laser[/b] is now "free" (in fact, credited - you pay 5 metaloenergy for weapon choice at lvl 2) starter weapon, I see no problem with it having current [b]330[/b] [i]range[/i]. It is still, ironically, one of most solid weapons, basically surpassed significantly only by [b]Heavy Machine Gun[/b] as generalist, or very specialized weapons ([b]Heavy Rockets[/b] or [b]Heavy Particle Beam[/b] for [i]range[/i]). 1 Given that the [b]Beam Laser[/b] is now "free" (in fact, credited - you pay 5 metaloenergy for weapon choice at lvl 2) starter weapon, I see no problem with it having current [b]330[/b] [i]range[/i]. It is still, ironically, one of most solid weapons, basically surpassed significantly only by [b]Heavy Machine Gun[/b] as generalist, or very specialized weapons ([b]Heavy Rockets[/b] or [b]Heavy Particle Beam[/b] for [i]range[/i]).
2 \n 2 \n
3 That said, I am glad that HPB is (to become) something worth considering now over [b]Beam Laser[/b] - as long as you're in need of heavier [i]DPS[/i] at the cost of [i]range[/i]. I also like the consistency with Redback's weapon - you see the characteristic effect, you know what to expect. 3 That said, I am glad that HPB is (to become) something worth considering now over [b]Beam Laser[/b] - as long as you're in need of heavier [i]DPS[/i] at the cost of [i]range[/i]. I also like the consistency with Redback's weapon - you see the characteristic effect, you know what to expect.
4 \n 4 \n
5 Mind you, all - the changes from round 2 PR (Pull Request) are about Light Particle Beam, not beamlaser (beamlaser wasn't touched in any form). Just stressing it to ensure that we are on same topic. 5 Mind you, all - the changes from round 2 PR (Pull Request) are about Light Particle Beam, not beamlaser (beamlaser wasn't touched in any form). Just stressing it to ensure that we are on same topic.
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7 \n 7 \n
8 At same time, I am strongly against making [i]range[/i]/[i]damage[/i] upgrades worse than they are already. Every one of them comes with hefty [b]2,5% downgrade[/b] in speed (paying for it, eh?), and [i]range[/i] is already owled to [b]7,5%[/b] gain, as opposed to [b]10%[/b] for damage upgrades. Reducing it further would make longer-range weapons ([b]Heavy Rockets[/b], [b]Missiles[/b], some builds on [b]Heavy Particle Beam[/b]) quite pointless. 8 At same time, I am strongly against making [i]range[/i]/[i]damage[/i] upgrades worse than they are already. Every one of them comes with hefty [b]2,5% downgrade[/b] in speed (paying for it, eh?), and [i]range[/i] is already owled to [b]7,5%[/b] gain, as opposed to [b]10%[/b] for damage upgrades. Reducing it further would make longer-range weapons ([b]Heavy Rockets[/b], [b]Missiles[/b], some builds on [b]Heavy Particle Beam[/b]) quite pointless.
9 \n 9 \n
10 As for [b]Missiles[/b], I agree that on paper, they seem underwhelming. Hoever, due to homing, their actual damage is higher than you would expect (no wasted shoots) - it is basically Fencer (possibly, dual one), without requirement to stand still for fire, and with higher HP. Dedicated Strike chassis 2x missiles (regen! ...and possible shield) builds that I've seen in action were quite oppressive, able to dispatch raiders, riots, and variety of skirmishers. I'm not very keen on making it even stronger in damage - if I would be to decide, I would bring their range minimally up, to be on pair with Heavy Rockets (they are already long range focused weapon). 10 As for [b]Missiles[/b], I agree that on paper, they seem underwhelming. Hoever, due to homing, their actual damage is higher than you would expect (no wasted shoots) - it is basically Fencer (possibly, dual one), without requirement to stand still for fire, and with higher HP. Dedicated Strike chassis 2x missiles (regen! ...and possible shield) builds that I've seen in action were quite oppressive, able to dispatch raiders, riots, and variety of skirmishers. I'm not very keen on making it even stronger in damage - if I would be to decide, I would bring their range minimally up, to be on pair with Heavy Rockets (they are already long range focused weapon).
11 --- 11 ---
12 \n 12 \n
13 Side note: 13 Side note:
14 I must admit that I am not a fan of the beam commanders from start, and preferred peashooter + weapons of choice upon morphing, for a cost. But, it seems to coherently follow an idea for bulky lvl 1 Commanders, together with the HP buff, and I don't see it as important enough to "fight" over it. 14 I must admit that I am not a fan of the beam commanders from start, and preferred peashooter + weapons of choice upon morphing, for a cost. But, it seems to coherently follow an idea for bulky lvl 1 Commanders, together with the HP buff, and I don't see it as important enough to "fight" over it.
15 \n 15 \n
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17 [img]https://i.imgur.com/aViiseb.jpg[/img]