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ZeroWars v1.433

By petturtle
Rating:

made for zero-k
Size: 16 x 6

PLAY ON THIS MAP


Downloads: 521
Manual downloads:
http://api.springfiles.com/files/maps/zerowars_v1.433.sd7


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4 years ago
I feel like Halberds still need to be looked at in terms of balance. Best example here, they nearly turned the game around for me even though I was lagging out half the game and barely adjusted my wave. They're being seen less in teams, probably because players are still getting used to the tech tree, but going Halb monospam from the get-go is still very viable. Half of those aren't even on hold fire since my change didn't go through before I lagged out. I think.

The core issue is that Halbs have no clear counter. You can't prevent them from running into your line, there's no reliable way to stun them all and even blackholes can't stop an entire line of Halbs. The only way to stop them is to get enough damage to kill them, and that's just playing into their role of being a damage sponge and a distraction/wave splitter that splits half of your wave away from fighting at the front.
+0 / -0
4 years ago
For some reason the units aren't despawning when they get copied across, do I need to change a setting?

Is it literally a case of loading the map, adding inactive ai to the teams and then hitting play?
+0 / -0

4 years ago
wave timeouts (heavy - 3.88m, normal - 2.77m, skirm - 2.22m, arty - 2.22m)
+0 / -0
4 years ago
Anyone has a nice Picture of the tech tree please?
+0 / -0
Tried out that minelayer while testing other stuff. Too low damage, too low range, too high cooldown, too low movement speed and way too high cost for its current capabilities (though even if it was only 20 metal I'd have to seriously consider if the space it takes is worth wasting on this unit). Right now it's all negatives and zero positives.

Needs drastic changes for me to even consider using it in a real game.
+0 / -0
4 years ago
Mace should probably be dropped from advanced fac to regular fac. It really lacks a role once advanced facs enter the game.

Minotaur and Cyclops should be split into different facs. Thematically they both fit heavy, but right now their coexistence makes heavies a bit too much of a braindead choice.
+0 / -0
Some suggestions/ideas

-could it be possible to clone guard orders?
-blimp needs to be a bit slower and less hp
-any alternative to factory models, id prefer just a big box with a big M L or A etc.
-can we prevent self base damage
-bring nanos back.
-clone area edge can build some units sometimes
-Could the middle mex stay relavite amount total available to each side? 1v1 its 100% more metal, but for 3v3 its 33% more.
+1 / -0
4 years ago
I feel like light-medium-heavy is a bad way to split the tech tree, precisely because everything tends towards heavy in the end. If you start light-medium you will probably build heavy later, if you start on heavy you can just stay there.

I'm gonna suggest a thematic division like this:

-Air: Self-explanatory, stays mostly the same.
-Vehicles: includes the rover, tank and hovercraft facs. This branch would have no striders since they already have plenty of heavy stuff.
-Bots: includes the cloak and shield facs, and some striders
-Specialists: includes the spider, jump and amphi facs, and some striders

How to distribute striders between bots and specialists is a little up in the air. I'm thinking bots could get Dante, Merlin and Detriment and specialists get the rest.
+1 / -0

4 years ago
Once we deviated so much from ZK you can add chicken tech specialist for fun :D
+2 / -0
4 years ago
Anyone can up a pic of the tech tree please?
+0 / -0

4 years ago
Eclipse is op, make it much slower. Buff hq hp and maybe add some regen to it when not damaged.

Imp and limpet have too much nerfed radius. Buff a little.

Add outlaw somewhere?

Badger a bit op as it confuses enemy hard.
+0 / -0
4 years ago
i got nearly kicked for making 6 imp.. maybe buff imp
+0 / -0
4 years ago
That is the first time I see anyone saying Badger is op.

Thug spam may need to be looked at from a balance perspective (exhibit 1, 2, 3). It was annoying in earlier versions already, but now that RUrankFirepluk figured out to coordinate it with his team it's on an another level. I don't think it's the end-all and be-all strat and has its counters, but the difference in skill curve between "hey guys, make a line of Thugs" and actually working with your team to take down a wall that'll easily snowball to a point where it regens 200-300 es/s is insane. There's little hope of achieving the latter with rando teammates.
+0 / -0
4 years ago
Make tanks to counter thugs, make scallops to counter them. Thugs are only strong if supported by other lines of units
+0 / -0
4 years ago
Getting a single Ogre means enemies have 15 Thugs. Further Ogres come at a 1:6 ratio. Not liking those odds.

Scallops will quickly hit a regen wall and be simply useless once Felons get added.
+0 / -0
4 years ago
Glaives (and Gulls, both basic units) countered Thugs quite well, at least in my games. I would not say Thugs are overpowered at all.
+0 / -0
4 years ago
Kite those thugs to hell with skirmishers, while using a few tanky units of your own to slow their advance.

Felons might be a problem if they get added, but maybe they won't be.
+0 / -0
Altough skirmishers naturally counter assaults by the game's design, they do not deal enough damage to stop the Thugs' advance in a reasonable amount of time. Hence, I would advise against deploying Ronins in order to halt a Thug assault. Remember, Thugs are built by the basic consructor, you probably will not have enough time to construct other factories, and have to rely on the basic units yourself.
+0 / -0

4 years ago
It seems like the "Base turret" is hit by friendly units if they stand inside it and shoot.
It was being hit by our own Hammers in the end of this game:
http://zero-k.info/Battles/Detail/843734
+2 / -0
4 years ago
does move states change any unit behavior in fight-move?
+0 / -0
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