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Long ranged commanders

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Date Editor Before After
12/17/2022 11:17:30 PMPTrankraaar before revert after revert
Before After
1 Commanders aren't just numbers, the chassis are visually different and they can access different weapons and such. They also sort of work as an avatar for the player, a "hero" unit, which is attractive for many. Flavor matters. The weapons themselves also have physics/mechanics differences other than range and dps numbers. 1 Commanders aren't just numbers, the chassis are visually different and they can access different weapons and such. They also sort of work as an avatar for the player, a "hero" unit, which is attractive for many. Flavor matters. The weapons themselves also have physics/mechanics differences other than range and dps numbers.
2 \n 2 \n
3 I like the changes somewhat. Much better than a focused nerf to range mods only. Despite the lower range cap, there's an attempt to make the chassis stand out in different ways. 3 I like the changes somewhat. Much better than a focused nerf to range mods only. Despite the lower range cap, there's an attempt to make the chassis stand out in different ways.
4 \n 4 \n
5 [quote] 5 [quote]
6 Shotgun 6 Shotgun
7 * Reload 2s -> 1.8s 7 * Reload 2s -> 1.8s
8 * Range 264 -> 275 8 * Range 264 -> 275
9 [/quote] 9 [/quote]
10 \n 10 \n
11 Imo it'll still suck. I vaguely remember it having 200 dps and 300 range and being barely usable back in the day, even when the high caliber barrel was a thing ( which doubled the burst, increased reload and gave it +33% dps on paper) . Shotgun not only overkills small targets, it also wastes dps on then due to the spread and low aoe. 11 Imo it'll still suck. I vaguely remember it having 200 dps and 300 range and being barely usable back in the day, even when the high caliber barrel was a thing ( which doubled the burst, increased reload and gave it +33% dps on paper) . Shotgun not only overkills small targets, it also wastes dps on them due to the spread and low aoe.
12 \n 12 \n
13 [quote] 13 [quote]
14 Damage Booster 14 Damage Booster
15 * Damage +10% -> +15% 15 * Damage +10% -> +15%
16 * Speed reduction 1 -> 2% of total speed 16 * Speed reduction 1 -> 2% of total speed
17 [/quote] 17 [/quote]
18 \n 18 \n
19 2% of total speed may still be too much, how about 1% or no penalty. People will likely go for range nearly every time. 19 2% of total speed may still be too much, how about 1% or no penalty. People will likely go for range nearly every time.
20 Is there any special reason why range has to have the same limit as the other modules? you could reduce the cap to 4 and increase the base ranges of the various weapons. Going from 330 range for the basic beamlaser to a 270 range weapon, even if the dps goes up 50%, seems like a step back as the commander is even kited by relatively cheap riots which outspeed it. 20 Is there any special reason why range has to have the same limit as the other modules? you could reduce the cap to 4 and increase the base ranges of the various weapons. Going from 330 range for the basic beamlaser to a 270 range weapon, even if the dps goes up 50%, seems like a step back as the commander is even kited by relatively cheap riots which outspeed it.
21 \n 21 \n
22 [quote] 22 [quote]
23 Concussion Shell 23 Concussion Shell
24 * Damage 750 -> 850 24 * Damage 750 -> 850
25 [/quote] 25 [/quote]
26 \n 26 \n
27 Max dmg concussion shell may have a niche in pushing crabs out of spikes, other than that, the impulse is barely felt for most ground units that are tough enough to not be 1 shot by it. It'll still suck relative cluster bomb (sacrifices 25% range but has like 3-4x burst damage). 27 Max dmg concussion shell may have a niche in pushing crabs out of spikes, other than that, the impulse is barely felt for most ground units that are tough enough to not be 1 shot by it. It'll still suck relative cluster bomb (sacrifices 25% range but has like 3-4x burst damage).
28 \n 28 \n
29 HDP buff may allow the recon chassis to "dodge" its weakness a bit too easily. 29 HDP buff may allow the recon chassis to "dodge" its weakness a bit too easily.
30 \n 30 \n
31 Other suggestions: 31 Other suggestions:
32 - buff heatray range and dps by 10%. I think it had 350 range at some point and a module which further increased its range by like 20-30% when the levels were capped to 6, was still barely used then. 32 - buff heatray range and dps by 10%. I think it had 350 range at some point and a module which further increased its range by like 20-30% when the levels were capped to 6, was still barely used then.
33 - buff missile damage by 5% and rocket damage by 10% 33 - buff missile damage by 5% and rocket damage by 10%
34 - increase range of commander drones by 25%. They often die without even shooting once against most stuff that can shoot back, even raiders 34 - increase range of commander drones by 25%. They often die without even shooting once against most stuff that can shoot back, even raiders
35 \n 35 \n