Loading...
  OR  Zero-K Name:    Password:   

Raven

22 posts, 748 views
Post comment
Filter:    Player:  
Page of 2 (22 records)
sort
8 years ago
So the low and slow diving nerf has put Raven on a reasonable, if not UP, position (behind gunships). The main problem I see now is not that the Raven's power is inappropriate, but that it interacts with the wrong units. I like some interaction of ground units with air, but currently some ground units seem to be better aa than actual aa units. Even a Glaive can skirm diving Ravens.

I preferred Raven as it was some months ago, but there it was op. If Raven is suppposed to be a bomber for static or slow units, this can also be achieved by making it slower and increasing reload time, but diving a little less. This would also keep air starts in 1v1 viable, which is desirable imo. Hacksaw could also be buffed a little bit. Diving a bit is ok, but this extreme diving is annoying me.
+1 / -0
Skasi
Remember you can control diving. You can turn it off completely or you can give attack commands late to limit diving. Perhaps by default Ravens just need to start diving slightly later for it to be less frustrating. I think improving Raven's default AI/behavior without changing any unit stats would be enough to indirectly buff them. I'm not saying Raven is too weak, just that it should be more efficient without epic manual unit micro skillz.
+2 / -0
8 years ago
If Raven is supposed to be anti static or anti heavy it doens't need diving at all... It was good like 1.5 years ago, when it had slightly homing(?) bomb, but didn't dive at all. Light units could dodge it, heavies couldn't. Like would happen with skirmishers.

But then "Raven is broken, because its bomb shoudln't be dodgeable" policy popped up, and we got melee plaene instead.

But who am I to judge...
+4 / -1

8 years ago
Why is it that a raven looses all it's speed immediately when near ground level? Neonstorm: Change dive slightly. When a Raven starts to dive, it looses turn rate but gets to maintain speed for the duration of the decent and 3 seconds of low-flying chasing. After dropping the bomb looses speed very quickly, and must remain at low-flying for about a second. Then it can start returning to cruising altitude at a slow speed, leaving it vulnerable to AA and light ground fire. Stops the kiteing like crazy from glaives and fast units, but makes it costly to use a few bombers against a large group of light units.
+0 / -0
Skasi
8 years ago
Hmmm or maybe make them lose speed while climbing so they spend more time inside enemy territory to get shot on.
+0 / -0
8 years ago
Skasi, it will get it back to teh state before dive nerf. Only it will be easier to be killed after bombing, but who cares, they are suicide untis most of the time anyway.

It's its generalist state, which is caused by diving and melee attack that's causing a problem, not anything else.

Rly, reverting Raven to pre-dive state, and fixing (already) Phoenix to fill the anti lights niche will make Raven less generalist, and air game more interesting.
+0 / -0

8 years ago
The problem I have with slow dive/slow climb is that it makes felons eat ravens by default, when felons are one of the heavies that ravens were a solid counter for. Also, having ravens die to stupid bandits is ridiculous. I support the non-diving-slightly-homing-bomb raven. Gunship monoculture is also unfun.
+0 / -0


8 years ago
my 2c: I hate the dive, it turned a unit that felt elegant into the melee plane.
+0 / -0


8 years ago
quote:
If Raven is supposed to be anti static or anti heavy it doens't need diving at all... It was good like 1.5 years ago, when it had slightly homing(?) bomb, but didn't dive at all. Light units could dodge it, heavies couldn't. Like would happen with skirmishers.

But then "Raven is broken, because its bomb shoudln't be dodgeable" policy popped up, and we got melee plaene instead.

But who am I to judge...
Just wrong. Raven bomb never homed. It was faster and predicts the location of its target. It could hit any unit as long as it moved in a straight line. Sufficient deviation or turning would make the bomb miss. Heavies could dodge it, notably the commander. This reduced many games to ping-dependent quicktime events.

The type of dodging was broken. Each Raven only has one projectile and they were commonly used to kill high value targets. The entire game was too sensitive to the outcome of that micro-test. Projectile dodging is a useful mechanic when there is some sort of choice involved (dodge or move straight and fast) and when individual tests don't have game-changing outcomes. Running Glaives at Rockos is good because you get the choice between speed and safety which will be realized with some average amount of damage. Raven has no choice and is very sensitive so it was just wrong.

quote:
I preferred Raven as it was some months ago, but there it was op. If Raven is suppposed to be a bomber for static or slow units, this can also be achieved by making it slower and increasing reload time, but diving a little less. This would also keep air starts in 1v1 viable, which is desirable imo. Hacksaw could also be buffed a little bit. Diving a bit is ok, but this extreme diving is annoying me.
Reload time is barely important. A slower Raven still has the quicktime event. Air start viability is not a requirement (air start not viable is not a requirement either).

quote:
The problem I have with slow dive/slow climb is that it makes felons eat ravens by default, when felons are one of the heavies that ravens were a solid counter for. Also, having ravens die to stupid bandits is ridiculous. I support the non-diving-slightly-homing-bomb raven. Gunship monoculture is also unfun.
Are Felons OP? Are planes useless vs Shield? Is there a current balance problem here or is it just that a unit is not working like you want it to? Is that general for this thread; Is there a balance problem with Raven or do you all just not like how it feels?
+2 / -0
8 years ago
quote:
or do you all just not like how it feels?

Exactly. This unit feels just.. wrong. It requires a lot of micro, because it even fails to kill Golly or Grizzly now, if the target is running away.

Yup, I was wrong with slight homing, my memory failed, but the rest of my post stays valid. Raven could hit heavies most of the times, while lights would dodge it.

Anyway, there are many ping-dependant QTEs in current ZK anyway. You mentioned Comms and Rokos. s simple as that. You can dodge Rokos' missiles with commander (and many other heavies) if u have low ping and calculator in your head to predict when and where will next missile strike. You can dodge current Ravens with recon com if u jump just before they bomb. And many more.

I was wrong with slightly homing bombs, but maybe this is the way Raven should go? Some kind of flying Rogue with a tiny bit of homing? Other units would consider Raven a skirmisher, so those with DodgeAI (or however it is called) would try to dodge the bombs. AoE would prevent situations where you miss the target by 0.5 elmo and deal 0 DMG.

Dive could still be left as an option for those that need particualy precise strike, but it could be rework a bit, so Raven takes 3/4 (or so) it's own health with bomb's AoE while dive-bombing to balance it's high precision.


Just neonstorming, there are many ideas how bombers could be reworked, current state is jsut wierd and unintuitive.
+0 / -0


8 years ago
Needs a poll! I'm definately in the 'dislike the feels' camp.
+0 / -0


8 years ago
quote:
Anyway, there are many ping-dependant QTEs in current ZK anyway. You mentioned Comms and Rokos. s simple as that. You can dodge Rokos' missiles with commander (and many other heavies) if u have low ping and calculator in your head to predict when and where will next missile strike. You can dodge current Ravens with recon com if u jump just before they bomb. And many more.
Rocko is nowhere near Raven QTE.
  • The impact of dodging an individual shot is much less with Rocko. They fire every few seconds so doges will average out over time. Each dodge has minor significance.
  • Rocko dodging is significantly easier. Moving around is enough to dodge many Rocko shots and there is about a second to react to individual shots. Repeat walking in a circle dodges many shots.
  • Rocko dodging is not strictly good. Not dodging shots allows for greater movement speed which may be important.
The Raven QTE event had a big win or lose binary outcome. There is no "do slightly better" in Commander sniping. Additionally dodging would require walking in one direction and then turning just after the bomb has dropped.

quote:
I was wrong with slightly homing bombs, but maybe this is the way Raven should go? Some kind of flying Rogue with a tiny bit of homing? Other units would consider Raven a skirmisher, so those with DodgeAI (or however it is called) would try to dodge the bombs. AoE would prevent situations where you miss the target by 0.5 elmo and deal 0 DMG.
Slight homing is a little unintuitive because things tend to either home visibly or not at all. But it was a possible solution. AoE helps nothing because dealing less than 800 damage is a failure for Raven.

Dive opens up a whole bunch of new ground interactions. Units can retreat from Raven, more units can shoot at it. More relevance is placed on the situation around the target you are trying to bomb. Perhaps Raven is not meant to be good vs Goliath and Grizzly. Have you tried attacking with some dive Ravens and some fly high ones?
+1 / -0

8 years ago
What's the current state of the dive? Are they still slow after they land payload?

Some thoughts:

Raven when not diving seems to work perfectly as intended, Ravens when diving seem to be clumsy in both execution and theme.

They're not a bomber. A bomb that doesn't explode is not a bomb. I don't know the details on the weaponry, but considering it doesn't home or explode, it doesn't seem like there's very much going on that's high tech.
If it's not a bomber, I think there's fertile ground to scrub up a new explanation behind the mechanic. Its current status is 'precision bomber'. It may not be a bomber, but it is hella precise. I think the slow diving should be emphasised as an explanation for its precision on moving targets if it isn't already. It's literally getting into melee range to 'bomb' them.

While we're at it, we can stop pretending it's not a melee plane when diving.

Weapon: mo'fuckin' deathspear
A sharpened steel rod appropriate for both high altitude precision strikes on immobile targets, and injection delivery from pointblank.

Injection delivery: Raven slows descent to maintain a lock on mobile target. On reaching target, deathspear is launched at pointblank with explosive force, which both guarantees maximises damage dealt, and launches raven back into the air away from danger, allowing it to return to rearm.

- The weapon is consistent across both use cases.
- The slow dive is explained.
- The exit is more controlled leaving less to luck.
- The theme is more elegant.
- The mechanic is clearer, as we can do away with accuracy altogether. People will know what they need to do to prevent getting ravened.
- No longer comes down to ping, you get to hit them if you manage to reach them.
- Melee planes are badass.
- Weapon could be related to impaler's, representing the expected recycling of technology on the battlefield. This would represent a different delivery system for an already existent weapon type.

/storm
+0 / -0
[Spoiler]
+0 / -0


8 years ago
AUrankSnuggleBass isn't that exactly the same as current Raven except with an elongated and harder to see projectile?
+0 / -0
It can be absurdly visible and it can be elaborately mechanical. I have given this concept quite a lot of thought myself, even obtaining LordMuffe's gunships because a few of them saw like that evil stinging deathspear that slows down when flying close to ground by spreading its wings and extending the bionical tail-spear-appendage to poke it in your face.

I won't probably do anything about it until 2017.
+0 / -0

8 years ago
But with a melee weapon, why does it have to go home to rearm?

Bomb on a stick?
+0 / -0
An ideal case would have the spear visibly stuck in the victim if the victim didn't die. The spear is disposable.

I also wanted this for Impalers ever since they deal no AoE and were rebranded 'kinetic'. Imagine Sumos walking around with pins sticking out of them.
+0 / -0
8 years ago
Rename Roko to Javelin and make it throw spears instead of firing bazooka
+0 / -0
8 years ago
Rename Scythe to Voulge because that's what it's holding
+0 / -0
Page of 2 (22 records)