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New Sumo

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Date Editor Before After
12/2/2014 9:59:43 PMEErankAdminAnarchid before revert after revert
12/2/2014 9:58:58 PMEErankAdminAnarchid before revert after revert
Before After
1 Outlaw waves defeat one of its supposed counter classes. 1 Outlaw waves defeat one of its supposed counter classes.
2 \n 2 \n
3 There was a lengthy discussion in #zkdev earlier today, and some design-space constraints were agreed on: 3 There was a lengthy discussion in #zkdev earlier today, and some design-space constraints were agreed on:
4 \n 4 \n
5 1) That Sumo should have its current hitpoints order of magnitude. 5 1) That Sumo should have its current hitpoints order of magnitude.
6 2) That Sumo should keep its fun attack jump ability. 6 2) That Sumo should keep its fun attack jump ability.
7 3) That Sumo should be rioty. 7 3) That Sumo should be rioty.
8 4) That Sumo should have broad natural classes (skirmishers, antiheavy) 8 4) That Sumo should have broad natural classes (skirmishers, antiheavy)
9 5) That Sumo should not be a better, heavier jack with more survivability. 9 5) That Sumo should not be a better, heavier jack with more survivability.
10 6) That Sumo should keep its current weight and factory allegiance. 10 6) That Sumo should keep its current weight and factory allegiance.
11 7) That Sumo shuold be fun. 11 7) That Sumo should be fun.
12 \n 12 \n
13 Newton Sumo satisfies most of this, but reportedly its gravguns are fairly good against skirmishers. 13 Newton Sumo satisfies most of this, but reportedly its gravguns are fairly good against skirmishers.
14 \n 14 \n
15 Outlaw wave Sumo automatically counters antiheavy units. 15 Outlaw wave Sumo automatically counters antiheavy units.
16 \n 16 \n
17 It has been argued that a heatray sumo satisfies most of these, but its close-range DPS makes it step significantly on Jack's toes, and the historical heatray Sumo was [url=https://www.youtube.com/watch?feature=player_detailpage&v=vNkUCjTXJ6A#t=133]pretty good[/url] at killing skirmishers by combining its range and the jump ability. The degree at which it was capable of doing this is debatable, but i think it generated sufficient dislike from people who were not noobs. I like heatray aesthetics more than i like units with non-damaging weapons, but it loses too many points on those. 17 It has been argued that a heatray sumo satisfies most of these, but its close-range DPS makes it step significantly on Jack's toes, and the historical heatray Sumo was [url=https://www.youtube.com/watch?feature=player_detailpage&v=vNkUCjTXJ6A#t=133]pretty good[/url] at killing skirmishers by combining its range and the jump ability. The degree at which it was capable of doing this is debatable, but i think it generated sufficient dislike from people who were not noobs. I like heatray aesthetics more than i like units with non-damaging weapons, but it loses too many points on those.
18 \n 18 \n
19 A damaging Sumo weapon that is neither gravity nor heatray basically has to satisfy those parameters: 19 A damaging Sumo weapon that is neither gravity nor heatray basically has to satisfy those parameters:
20 \n 20 \n
21 1) It cannot be effectively combined with jump to kill skirmishers with an efficiency that is higher than an arbitrary low margin, provided competent counterplay by the skirmisher player. 21 1) It cannot be effectively combined with jump to kill skirmishers with an efficiency that is higher than an arbitrary low margin, provided competent counterplay by the skirmisher player.
22 2) It should not have an excessively short range or have adjacency bonuses that would make its optimal use-case point-blank. 22 2) It should not have an excessively short range or have adjacency bonuses that would make its optimal use-case point-blank.
23 3) It should be decently effective against things that riots are good against. 23 3) It should be decently effective against things that riots are good against.
24 \n 24 \n
25 It seems that it is very hard to design such a weapon because range extension by jump is immensely powerful; and any weapon whose range in combination with jump is sufficiently small to not do nasty things to skirmishers, is basically melee. 25 It seems that it is very hard to design such a weapon because range extension by jump is immensely powerful; and any weapon whose range in combination with jump is sufficiently small to not do nasty things to skirmishers, is basically melee.
26 \n
27 If there does not exist a solution in the space defined by those constraints, perhaps some of them could be lifted.