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Long ranged commanders

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Date Editor Before After
12/17/2022 12:23:13 PMAUrankAdminGoogleFrog before revert after revert
12/17/2022 12:22:42 PMAUrankAdminGoogleFrog before revert after revert
12/17/2022 10:30:24 AMAUrankAdminGoogleFrog before revert after revert
12/17/2022 10:25:13 AMAUrankAdminGoogleFrog before revert after revert
12/17/2022 10:24:27 AMAUrankAdminGoogleFrog before revert after revert
12/17/2022 10:23:32 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 I have put this in for now: https://github.com/ZeroK-RTS/Zero-K/commit/ed81130f4facaaaf956fe1a5a78137cdb4439870 1 I have put this in for now: https://github.com/ZeroK-RTS/Zero-K/commit/ed81130f4facaaaf956fe1a5a78137cdb4439870
2 \n 2 \n
3 Here is broadly what changed and how it relates to ranged beam commander strike. 3 Here is broadly what changed and how it relates to ranged beam commander strike.
4 \n 4 \n
5 All level 2 weapons are free, and the choice is forced (no "No Weapon"). 5 All level 2 weapons are free, and the choice is forced (no "No Weapon").
6 * This means that each beam laser has a relative nerf of 25 metal compared to other weapons. 6 * This means that each beam laser has a relative nerf of 25 metal compared to other weapons.
7 \n 7 \n
8 Level 4 cost is 650 -> 150 to match the linear base cost progression (50/100/[b]150[/b]/200/250/...), and dual wielded weapons at level 4 are more expensive (25 -> 350). Note that the cost changes do not cancel out. 8 Level 4 cost is 650 -> 150 to match the linear base cost progression (50/100/[b]150[/b]/200/250/...), and dual wielded weapons at level 4 are more expensive (25 -> 350). Note that the cost changes do not cancel out.
9 * Dual wielding beams, with no other modules, is now 150 metal cheaper at level 4. 9 * Dual wielding beams, with no other modules, is now 150 metal cheaper at level 4.
10 * Dual wielding any other combination of basic weapons is now 200 metal cheaper at level 4. 10 * Dual wielding any other combination of basic weapons is now 200 metal cheaper at level 4.
11 \n 11 \n
12 All repeat modules are now limited to 5 rather than 8, and many were tweaked. Here is a list approximately sorted from most buffed to most nerfed. 12 All repeat modules are now limited to 5 rather than 8, and many were tweaked. Here is a list approximately sorted from most buffed to most nerfed.
13 * Damage booster damage 10% -> 15% 13 * Damage booster damage 10% -> 15%
14 * High density plating costs a lot less speed 14 * High density plating costs a lot less speed
15 * Nanolathe BP 4 -> 5, and cost was nerfed 150 -> 200 15 * Nanolathe BP 4 -> 5, and cost was nerfed 150 -> 200
16 * High powered servos speed 3 -> 3.5, and cost was nerfed 150 -> 200 16 * High powered servos speed 3 -> 3.5, and cost was nerfed 150 -> 200
17 * Adv Targeting costs slightly more speed, and cost was nerfed 150 -> 200 17 * Adv Targeting costs slightly more speed, and cost was nerfed 150 -> 200
18 \n 18 \n
19 Basically, comms are "generally" 200 metal cheaper at level 4, but this buff is eaten up and can turn into a nerf when they stack a lot of speed and range. A beam laser comm stacking range and speed costs 100m more at level 4. The new module limit caps beam laser range at 454, down from 528. 19 Basically, comms are "generally" 200 metal cheaper at level 4, but this buff is eaten up and can turn into a nerf when they stack a lot of speed and range. In particular, a beam laser comm stacking range and speed costs 100m more at level 4. The new module limit caps beam laser range at 454, down from 528.
20 \n 20 \n
21 Nanolathe sort of has a nerf, and the BP cap is lower, but costs less slots. The change was mainly just a nice oppotunity to give it 5 BP. 21 Nanolathe sort of has a nerf, and the BP cap is lower, but costs less slots. The change was mainly just a nice oppotunity to give it 5 BP.
22 \n 22 \n
23 Modules with speed penalties now apply a percentage penalty [i]after[/i] the bonus of High Powered Servos. HDP and Damage Booster reduce speed by 2%, Personal Cloak by 12%, and Adv Targeting by 3%. 23 Modules with speed penalties now apply a percentage penalty [i]after[/i] the bonus of High Powered Servos. HDP and Damage Booster reduce speed by 2%, Personal Cloak by 12%, and Adv Targeting by 3%.
24 * This is a massive buff for HDP as it used to cost 3 speed, and now will cost somewhere between 0.8 and 1.2. 24 * This is a massive buff for HDP as it used to cost 3 speed, and now will cost somewhere between 0.8 and 1.2.
25 * This is a buff or nerf for Damage Booster, conditional on comms reaching 50 speed. 25 * This is a buff or nerf for Damage Booster, conditional on comms reaching 50 speed.
26 * This is a buff of about 3 speed for Personal cloak for unboosted comms (it used to cost 8 speed), and a nerf of about 1 or 2 speed for comms that stack full speed. 26 * This is a buff of about 3 speed for Personal cloak for unboosted comms (it used to cost 8 speed), and a nerf of about 1 or 2 speed for comms that stack full speed.
27 \n 27 \n
28 This is a targeted nerf for comms that want to attain high speed and range. Adv Targeting now costs around 1.1 to 1.8 speed, but keep in mind that High Powered Servos gives 3.5 rather than 3 speed, so comms that pick up one or two speed modules may end up better off. 28 This is a targeted nerf for comms that want to attain high speed and range. Adv Targeting now costs around 1.1 to 1.8 speed, but keep in mind that High Powered Servos gives 3.5 rather than 3 speed, so comms that pick up one or two speed modules may end up better off.
29 * An old strike comm with 5x range and 5x speed had 53.5 speed. 29 * An old strike comm with 5x range and 5x speed had 53.5 speed.
30 * A new strike comm with 5x range and 5x speed has 51.85 speed. 30 * A new strike comm with 5x range and 5x speed has 51.85 speed.
31 * An old strike comm with 5x range had 38.5 speed. 31 * An old strike comm with 5x range had 38.5 speed.
32 * A new strike comm with 5x range has 36.975 speed. 32 * A new strike comm with 5x range has 36.975 speed.
33 * A strike comm with 2x range and 2x speed has 47.5 speed under both old and new systems (the increased penalty cancels with the +0.5 on the module). 33 * A strike comm with 2x range and 2x speed has 47.5 speed under both old and new systems (the increased penalty cancels with the +0.5 on the module).
34 \n 34 \n
35 Some chassis are now "specialised" to particular basic modules. 35 Some chassis are now "specialised" to particular basic modules.
36 * Strike receives +2 health regen from autorepair (but it lost 10 base regen at max level). 36 * Strike receives +2 health regen from autorepair (but it lost 10 base regen at max level).
37 * Guardian receives +25% health from health modules. 37 * Guardian receives +25% health from health modules.
38 * Recon receives 4 speed (rather than 3.5) from servos, and -1 jump reload time. 38 * Recon receives 4 speed (rather than 3.5) from servos, and -1 jump reload time.
39 * Recon and Engineer receive 4 and 6 build power from Nanolathe respectively. 39 * Recon and Engineer receive 4 and 6 build power from Nanolathe respectively.
40 \n 40 \n
41 Campaign commander receives the best of the chassis bonuses, except Nanolathe only gives it 5 BP. The campaign module limit has been left at eight. I also buffed Shotgun, Cluster Bomb and Concussion Shell, and reduced the maximum innate autorepair of Strike from 35 to 25. 41 Campaign commander receives the best of the chassis bonuses, except Nanolathe only gives it 5 BP. The campaign module limit has been left at eight. I also buffed Shotgun, Cluster Bomb and Concussion Shell, and reduced the maximum innate autorepair of Strike from 35 to 25.