V1.6.2.3

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Balance Update[edit]

Forum thread Zero-K v1.6.2.3 - Balance Update

This is a balance patch that escalated. A Scorcher fix turned into widespread smooth aiming and the investigation of collisions bug lead to fixes throughout the entire collision damage system. Alongside these changes are a number of balance changes informed by feedback and recent tournaments. Ronin has a small nerf and there are buffs for some niche riot and scout units. We've iterated on Lobster design and mechanics to make the unit more reliably useful.

Balance[edit]

Units now aim smoothly at their target, with a few exceptions for technical reasons. This will likely disrupt a lot of balance, particularly among raiders and riot units.

Fixed/improved collision damages and velocities:

  • Fixed incorrect unit-unit collision damage. There was a bug causing pairs of units to receive a lot of damage if they were of the same type and little damage otherwise.
  • Fixed collision speed. Colliding units now collide in-elastically and correctly based on mass.
  • Fixed ridiculously elastic unit-wreck collision as well as very low damage.
  • Fixed weirdly applied velocity for unit-ground collision. Gravity guns should cause less movement stutter on heavy units.

Ronin:

  • 80% movement speed for 3s after firing (55 elmo/s, normal is 69).

The slow stacks with other sources of slow (as normal) and the penalty time is tied to reload time so is increased by status effects.

Phantom:

  • Increased horizontal aim speed by 71% (210 → 360 °/s).
  • Decreased movement turn rate by 15% (430 → 360 °/s).

Phantom can now aim constantly at static targets. This will reduce instances of friendly fire.

Rogue:

  • Slightly reduced precision at leading targets. This may be an improvement as a group of Rogue will spread their shots.

Lobster:

  • Always lobs.
  • Units reliably take 4.5s to arrive.
  • Confers collision damage resistance upon launch. Starts to wear off after 5s.
  • Can fire up much higher cliffs than the previous version and is less dependent on map gravity.
  • Range 600 → 660.
  • LOS 660 → 500 (the +10% range rule does not apply above 600 range).
  • Increased aim speed by 266%.

Mace:

  • Health 1200 → 1400.
  • Increased horizontal aim speed by 25% (600 → 750 °/s).
  • Increased acceleration by 7.1% (126 → 135 elmo/s²).
  • Increased turn rate by 7.6% (86 → 92 °/s).
  • Moved its model forwards slightly (6 elmos) so that it looks more 'balanced'.

Flea:

  • Increased range 140 → 155.

Redback:

  • Cost 280 → 250.
  • Speed increased 5.8% (51 → 54 elmo/s).

Recluse:

  • Increased ability to lead targets. Actual weapon physics and accuracy should be unaffected.

Dart:

  • Damage 55 → 45.
  • Added 135 slow damage.

Commander modules:

  • Flamethrower +10% damage.
  • Lightning Gun +10% reload time (1.67 → 1.83 s).
  • Disruptor Ammo cost 450 → 300.

Hercules heavy transport (already in previous releases):

  • Cost 500 → 750.
  • Health 1100 → 1800.
  • Speed 8 → 9.

Scorpion (already in previous releases):

  • Tail weapon ranges 470 → 490 so it can reliably fire its tail when its claws are in range.

Detriment (already in previous releases):

  • Gauss damage 160 → 200 (matches Gauss turret).

Interface[edit]

Fixed/improved some unit selection:

  • Clicking on a unit and releasing the mouse now selects the unit if the unit moves away from the mouse cursor before release.
  • Shift clicking selected units now removes them from your selection.
  • Ctrl clicking units now selects/deselects all units of that type of the screen.

Misc. changes:

  • Added cumulative overdrive metal ingame graph.
  • Added a time indicator to construction tooltips that shows the maximum speed at which the selected units can complete the construction.
  • Increased the size of most selection hitvolumes by about 35%. Units are now easier to select and target.
  • Ally unit selections are shown by default when spectating a team and when commsharing.

Fixes[edit]

  • Removed the short movement orders that are issued by factories. This fixes some problems with temporary unit blocking.
  • Fixed autogroup failing to include units at the end of factory queues in some situations.
  • Fixed Raven dive against spherical units.
  • Fixed Show All Commands options for showing your own commands but not those of your allies.
  • Fixed gravity gun and Archer tooltips.
  • Fixed Wind Generator interaction with the water level modoption.
  • Default map boxes extend 20% into the map instead of 30%.