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Using Tremors as assaults

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+2 / -0


7 years ago
quote:
Firewalker 900, Tremor 1500


Make saturation artillery great again
+0 / -0
7 years ago
Firewalker is a saturation arty too though.
+0 / -0

7 years ago
I don't think reducing cost is the right way to buff tremor. It takes 3-4 of them to compete with catapult and that would require reducing the cost of tremor basically to 1000, which would make it an obvious choice over pillager.

The fact that tremor sucks at making cost vs area shields is bad and reducing tremor cost would not fix that since shields cost 500 each and tremor could not cost less than 1000 and still be reasonable. It'd be much better to reduce tremor's spread so that >90% of its shots will hit and area shield if it's directly targeting the emitter. Area shields already have a significantly larger radius than firewalker's saturation area so tremor could still have the largest saturation area of any unit while achieving this goal.

Increasing tremor's aoe maybe 50% would also help it to be more of a "saturation arty" rather than a "hits random tiny points in a giant area arty". Tremor's theoretical dps is already very large, the main issue is that since most of its shots hit nothing its actual dps tends to approach zero. It ought to be better at punishing small and to an extent medium units that are standing in its firing zone, which currently it does almost nothing against.
+0 / -0
My neon: Instead of constantly and randomly shooting a wide circular area with weak pointless shells, Tremor would unleash a creeping barrage in a line pattern with a salvo of powerful, large-aoe shells with significant smoothing.

Multiple tremors could then either focus one target to maximize point damage, or line-attack, effectively saturate the entire area, guaranteeing some amount of damage to every point.

This would make it at least able to hit targets directly, and would also make it quite fearsome to be hit by such a shell. Currently even a direct impact from a Tremor shell doesn't seem to kill even a flimsy Defender. This would also make it much more practical to smooth out tank paths before an assault. It would generally massively increase the wow factor.

The barrage would start somewhere from half tremor range and creep to full range. Ideally the barrage should end behind the target, but that would mean people would try to extend range by attacking at max range and have the barrage's extension clip targets. Ideally, the exact target point should be impacted only once; each spot on the barrage line should be impacted once.

Tremor should be immobilized while performing the salvo to avoid abuse and to make implementation simpler. Immobilization would make it more snipeable, amplifying its quantness, especially if the barrage takes a while to creep.

Upon completing a predetermined number of shots constituting the barrage, it would start the barrage anew. Reload time should be tuned to barrage duration, enabling continuously cycling barrages if Tremor is left to fire indefinitely.

A fearsome siege unit bringing slow but definite doom to anything too slow to escape the creeping barrage. Now you know why you fear artillery.
+1 / -0
That'd make tremor way too strong and also nearly impossible to control, which is bad for a squishy arty unit.

EDIT: also way to suggest a strategy which was historically determined to have been ineffective.
+0 / -0
Siege tanks are possible to control. Perhaps "immobilize while shooting" is just a deploy mode, or movement makes it interrupt whatever it is doing without resetting reload (so you can't stop barrage right after impacting target and simply start a fresh one without delay).

I can't see how this would make Tremor intrinsically overpowered. Especially given that Catapult and Firewalker exist.

This is not a strategy suggestion. This is a unit mechanic suggestion that guarantees all of the following: the specific target of the unit's weapon being hit at least once; the target area being saturated; no point in saturation area being hit twice; reliable shape of smoothing for tank passability.

Killing tanks by stabbing them with swords was historically proven ineffective.
+0 / -0

7 years ago
Impii Agafiina wiped out 2 russian tank-battalions just armed with a spear in WW2. ask alcur, every finnish citizen knows that. In general, stabbing tanks with swords being uneffective is not because of the swords, but because you are not finnish.
+1 / -0
7 years ago
Lets talk about Panthers.
+3 / -0
EMP, first artillery to do so. Stun 1.5 sec,600EMP damage
Reduce spread to make it more accurate, around 40% more accuracy so some shots can still miss

This will be the best way for HT fac to deal with swarms besides Banisher, an artillery which keeps them stunlocked and makes them defenseless against an already strong group.


EErankAdminAnarchid

Creeping barrage is possible, but just like WW1, you can hit your own troops with it, which means I can't rush Panthers unto the breach, or anything fast considering the fact that Tremor has a slow turret turn speed.

To be hit by one of those shells should be almost guranteed to insta kill a Scorcher, then has almost 2x Leveller AOE to make it more effective.
But the biggest problem really is friendly fire, if one shell lands on a squad of Scorhers, then their all dead in one hit
+0 / -0
7 years ago
quote:
EMP, first artillery to do so. Stun 1.5 sec,600EMP damage

You must be new here... oh wait, you are! To elaborate: before disarm was a thing, both Thunderbird and Racketeer were using EMP instead. Thunderbirds were actually considered pretty op at that time.

I don't really see any niche that Tremor could take: the heavy artilery section is already taken by static structures. Having them EMP everything would just look silly. A bunch of sparks falling from the sky?
+0 / -0

7 years ago
I did some testing vs nullAI. If you target an area shield with a tremor, all of its shots will hit the shield. One tremor is also sufficient to drain up to around 5 area shields within a practical amount of time. If there were 6 shields I think you'd probably need a second tremor, but that's still less than cost.

Tremor's aoe was a bit low, but I think a 50% increase would be sufficient to make it not suck. Its range is also a bit low, which forces tremors to sit uncomfortably close to enemy lines in order to do damage, particularly since the tremor needs to shoot farther than the nearest enemy for all its shots to land in enemy territory. I think it could stand to have at least 1500 range (which is only a 200 increase from current) if not more.

A cost reduction to 1250 might not be a bad idea either. That'd make 3 tremors roughly the same cost as a catapult (3750 vs 3500, instead of 4500 vs 3500), which is fairly comparable in terms of cost/performance. Even then it would still remain the second most expensive arty unit in the game, only below catapult.
+1 / -0


7 years ago
quote:
I did some testing vs nullAI. If you target an area shield with a tremor, all of its shots will hit the shield. One tremor is also sufficient to drain up to around 5 area shields within a practical amount of time. If there were 6 shields I think you'd probably need a second tremor, but that's still less than cost.


This is why I think the unit is weighted too heavy - something that can be produced with more granularity for fighting 1-2 shields would be far more useful in a competitive game.
+1 / -0
Give each projectile 3601 disarm damage with a 0.001 second duration:

- completely ignores shields without buffing it against everything else.
- if it hits an aspis, that aspis loses all shield charge, making it so that everything else can ignore it too.
- adds character/uniqueness without creating an exception. To date, no unit has disarm or EMP solely to circumvent shields without impacting more general combat.

Make the spray pattern start with one precision shot before going sprinkler mode:

- takes the RNG out of whether or not you bring their shields offline. Players retain agency.

The thing is, countering shields is a particularly poor thing to counter. Shields are expensive and weak, being ground down by weaker artillery anyway. The tremor is better at beating down the shields, but it's so imprecise it is worse at deliberately killing of the shield generators. I prefer to use more general purpose artillery against shields just so I retain agency and can focus down the generators when I do get through. If someone builds shields, I will have a better option than tremor almost every time. The advantage of DPSing shields down quickly is not currently outweighed by the trade-off of such poor performance against everything else. If countering shields is the tremors strength, it should absolutely obliterate them.
+1 / -0


7 years ago
I'd like to drop Tremor DPS and ramp up Tremor AoE so it is dropping riot-cannon size blasts. Would make it better at flattening and at clearing out blobs, which it currently sucks at.
+0 / -0
7 years ago
AUrankSnuggleBass , I believe Disarming damage does only 33 1/3 percent of the shown damage versus shields.
+0 / -0
7 years ago
Give Tremor 600EMP with huge AOE.
Considering the fact it's inaccurate, the EMP can only be really useful against swarms, something HT might like.

quote:
don't really see any niche that Tremor could take: the heavy artilery section is already taken by static structures. Having them EMP everything would just look silly. A bunch of sparks falling from the sky


It isn't just pure EMP, it has it's standard damage and the EMP

It isn't a niche, it will be a way to circumvent armies/destroy them in large numbers whilst being safe from counterattack.
Or it could be a mobile "piss off" turret, keeping enemy forces from advancing furher
+0 / -0

7 years ago
quote:
It isn't a niche, it will be a way to circumvent armies/destroy them in large numbers whilst being safe from counterattack.


Which is basically the definition of "overpowered". An artillery that has some ability to kill small units is one thing, but an arty that can stunlock everything to death is just stupid.

Also we already have racketeer and firewalker as overpowered arty units that do special damage. We don't need another.

Also heavy tanks already has a riot unit. It's called "banisher". How about learning to use it properly instead of spamming up every thread with your idiotic uninformed delusions about making every unit ridiculously OP?
+1 / -1

7 years ago
I suggest that every tremor projectile will blow like licho shoot when contact with target.
+0 / -0

7 years ago
Wait! What about leveler side arm for tremor? Could be good buff.
+0 / -0
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