Difference between revisions of "V1.6.2.3"
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− | == | + | == Balance Update == |
− | + | :[https://zero-k.info/Forum/Thread/24659 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. | 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. | ||
Line 9: | Line 9: | ||
Fixed/improved collision damages and velocities: | 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: | 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. | 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: | 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. | Phantom can now aim constantly at static targets. This will reduce instances of friendly fire. | ||
Rogue: | Rogue: | ||
− | + | * Slightly reduced precision at leading targets. This may be an improvement as a group of Rogue will spread their shots. | |
Lobster: | 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: | 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: | Flea: | ||
− | + | * Increased range 140 → 155. | |
Redback: | Redback: | ||
− | + | * Cost 280 → 250. | |
− | + | * Speed increased 5.8% (51 → 54 elmo/s). | |
Recluse: | Recluse: | ||
− | + | * Increased ability to lead targets. Actual weapon physics and accuracy should be unaffected. | |
Dart: | Dart: | ||
− | + | * Damage 55 → 45. | |
− | + | * Added 135 slow damage. | |
Commander modules: | 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): | Hercules heavy transport (already in previous releases): | ||
− | + | * Cost 500 → 750. | |
− | + | * Health 1100 → 1800. | |
− | + | * Speed 8 → 9. | |
Scorpion (already in previous releases): | 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): | Detriment (already in previous releases): | ||
− | + | * Gauss damage 160 → 200 (matches Gauss turret). | |
=== Interface === | === Interface === | ||
Fixed/improved some unit selection: | 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: | 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 === | === Fixes === | ||
− | + | * 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%. | |
− | {{navbox changelog} | + | |
+ | {{navbox changelog}} |
Latest revision as of 10:56, 24 December 2022
Balance Update[edit]
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%.