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Zero-K v1.9.1.0 - Mod Page and Slower Kodachi

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Date Editor Before After
1/31/2021 8:35:56 PMUSrankAdminBakuhatsu before revert after revert
1/31/2021 7:10:11 PMUSrankAdminBakuhatsu before revert after revert
Before After
1 I've been spending my political capital on getting Kodachi nerfed from the state it was in after the change to make it a more normal raider. It still feels pretty good from what I can tell, and I was still walking over glaives with it, but it hits your base slower and takes slightly worse engagements. A big part of my motivation was that I believed that the tank factory was being propped up by an overpowered kodachi and nothing else in the factory was efficient, so you would always need to rely on the kodachi to get ahead from the early game to have a chance to win. I think Kodachi is now in a place where you can start seeing if the factory is in fact really janky. 1 I've been spending my political capital on getting Kodachi nerfed from the state it was in after the change to make it a more normal raider. It still feels pretty good from what I can tell, and I was still walking over glaives with it, but it hits your base slower and takes slightly worse engagements. A big part of my motivation was that I believed that the tank factory was being propped up by an overpowered kodachi and nothing else in the factory was efficient, so you would always need to rely on the kodachi to get ahead from the early game to have a chance to win. I think Kodachi is now in a place where you can start seeing if the factory is in fact really janky.
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4 The things I'd like to see changed the most right now - 4 The things I'd like to see changed the most right now -
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6 a) Felon. I think the range is just a little too high, and could go down 5-15 elmos. That wouldn't help against lobster but at least it would make it easier to have the time to prepare for lobster. There's probably other options that could be looked at but I like this one because I feel it would do the most to encourage shield players to have composition diversity. Another option could be higher shield felon with more shield drain when firing. If you believe the stats though shield isn't doing super well right now, so doing much here looks difficult. 6 a) Felon. I think the range is just a little too high, and could go down 5-15 elmos. That wouldn't help against lobster but at least it would make it easier to have the time to prepare for lobster. There's probably other options that could be looked at but I like this one because I feel it would do the most to encourage shield players to have composition diversity. Another option could be higher shield felon with more shield drain when firing. If you believe the stats though shield isn't doing super well right now, so doing much here looks difficult.
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8 b) Siren. The hp/m is crazy efficient, making them feel like they can never die. And their damage isn't half bad either. One of those numbers is probably too high right now. A metal cost increase, damage reduction, range reduction, hp nerf... all could be options. Buoy does pretty well for amph, but fighting siren with hovers is a headache and a half. I think lance is the only reasonable option here (even if someone keeps insisting to me that claymore technically sort of can work-ish) and you need multiple shots to kill one siren. Which is compounded by Siren being especially good on narrow maps like Sparkle's Reef where Lance is a bit less good. 8 b) Siren. The hp/m is crazy efficient, making them feel like they can never die. And their damage isn't half bad either. One of those numbers is probably too high right now. A metal cost increase, damage reduction, range reduction, hp nerf... all could be options. Buoy does pretty well for amph, but fighting siren with hovers is a headache and a half. I think lance is the only reasonable option here (even if someone keeps insisting to me that claymore technically sort of can work-ish) and you need multiple shots to kill one siren. Which is compounded by Siren being especially good on narrow maps like Sparkle's Reef where Lance is a bit less good.
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10 c) Venom. Its stats look suspiciously good when put next to Blitz. Blitz is very jealous of Venom. A good AoE, better dps/m, more stun uptime, better stun damage per second per metal. And they both have the same range. I think what I would like to see here is less emp damage on Venom, so that it would still be pretty strong vs low hp raiders but not quite as good versus heavy raiders and heavies in general (4 Venoms can stunlock a commander pretty easily, which seems unnecessary for the factory that has Widow). Something like 200-300 emp damage would be my thinking. 10 c) Venom. Its stats look suspiciously good when put next to Blitz. Blitz is very jealous of Venom. A good AoE, better dps/m, more stun uptime, better stun damage per second per metal. And they both have the same range. I think what I would like to see here is less emp damage on Venom, so that it would still be pretty strong vs low hp raiders but not quite as good versus heavy raiders and heavies in general (4 Venoms can stunlock a commander pretty easily, which seems unnecessary for the factory that has Widow). Something like 200-300 emp damage would be my thinking.
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14 @PRO_Dregs - I think that part of the problem with your new maps was that having *any* water makes amph viable on a map, and Jurassic Sands has little meaningful elevation plus wide open water areas which are great for both hovers and amph. And the hills in mechadansonia are probably just too close to each other. The whole map is dominated by hills, which makes both spiders and jumps too obvious of choices. I think Prestige is actually pretty playable as rovers from my own experience, so I'm not sure if the RPS is as settled on that map? There is probably a lot of effort still that needs to go into thinking about how to design zero-k maps, because it usually takes very little to enable a factory as viable, and certain factories tend to be pretty dominant when they have features that sort of favor them. 14 @PRO_Dregs - I think that part of the problem with your new maps was that having *any* water makes amph viable on a map, and Jurassic Sands has little meaningful elevation plus wide open water areas which are great for both hovers and amph. And the hills in mechadansonia are probably just too close to each other. The whole map is dominated by hills, which makes both spiders and jumps too obvious of choices. I think Prestige is actually pretty playable as rovers from my own experience, so I'm not sure if the RPS is as settled on that map? There is probably a lot of effort still that needs to go into thinking about how to design zero-k maps, because it usually takes very little to enable a factory as viable, and certain factories tend to be pretty dominant when they have features that sort of favor them.
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16 Right now I feel like I'm on team Archer is Okay, despite tanks being my primary factory played. I've been able to deal with amphs so far with tanks, honestly ducks are the bigger problem for me. And aside from being a bit annoying to fight with skirmishers, I haven't had a matchup yet where I fought archers and just didn't think I could deal with them.