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Sonar

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9 years ago
sea was rebalanced to include more submerged units but the sonar station was never rebalanceced to factor in that submerged units are now common.

sonar 450m -> 160m

this will make sea more enjoyable, the LOS is the main issue for me, half the time your units will fire into the dark because they are not visable to typical LOS and sonar will cost almost as much as a new factory.
+4 / -0

9 years ago
I believe sonar was in fact explicitly rebalanced, far more recently than the rebalancing to "include more submerged units".

Whether it was balanced well, whether submerged units are balanced well, and whether sonar is a good idea at all are different questions.
+0 / -0
Statis sonar is mostly redundant because of this:
http://zero-k.info/Static/UnitGuide#unit-Vulture

Vulture is cheaper(340 vs 450).
It has shorter sonar range(1400 vs 1800) but it can move and it also has 1400 LoS which means you can identify targets and get accurate fire aswell.
Statis sonar is horribly overpriced compared to the vulture.
Arguably even making an additional factory just to churn out Vultures is a better option than making static sonars.
+2 / -0
if felt sonar was too expensive way back when it was 75(?) metal for slightly-below-radar range. this was when there was less surface to sub interaction tho, and urchins lacked sonar afaik, so the necessity to have a sonar was greater then.

still i feel sonar should not be significantly more expensive than radar, and it probably would be easiest to just have it integrated in sea-built radar stations.

i dont see the whole concept add anything but a nuisance to the game. finding units underwater is like poking in the dark, especially on vast water areas. you may or may not stumble into your opponents underwater units, you dont really have much control over it.
+3 / -0

9 years ago
#sonarlives
+1 / -0
FIrankFFC
9 years ago
#nerf
+0 / -0

9 years ago
I pretty much agree with klon. Sonar doesn't really provide a benefit that's worth more than radar, and fighting in the water already sucks enough.

One weird thing about that though, is that while the player can't see squat underwater, somehow your units can see and shoot just fine at range. To a spectator it looks just fine (depending on view settings ofc), but to the players it's like playing with a blindfold on.
+2 / -0

9 years ago
I absolutely agree that sonar needs cost reduction, somewhere around 100m is fine.

You'd have to be insane to pay the current price for sonar, it's just not worth it.
+1 / -0


9 years ago
If radar is equal to sonar, then why have sonar?
+0 / -0
9 years ago
Well, if every (liek, srsly EVERY) unit that is either undderwater unit or can fire at underwater units had build-in sonar euqling its range, then big sonar would be quite redundand.. and it coudl stay at 450...
+0 / -0
9 years ago
very true, all units that fire underwater have a sonar range less than their fire range
+0 / -0

9 years ago
Technically, some don't.[Spoiler]
All of these ranges are super low though.
+0 / -0

9 years ago
ulti?! seriously??? o.O
+0 / -0
9 years ago
Yeah, I don't really get why duck has such a low range underwater. It's basically a melee unit.
+0 / -0
9 years ago
also duck has this problem where it cant hit the surface properly when in very deep water. maybe the range should be changed to cylindrical just for convenience?
+0 / -0


9 years ago
Aren't torpedoes already cylindrical?
+0 / -0
9 years ago
dont know? i recall playing a game where my ducks had a really hard time shooting at subs and surface ships in deep water. maybe this actually was because of the optical effect of the height difference?
+0 / -0
FIrankFFC
9 years ago
They are but ducks take long to aim
+0 / -0

9 years ago
Torp targeting is cylindrical but their actual range is spherical (due to limited flight time). If the Ducks are in deep enough water the torps will fall short.
+0 / -0


9 years ago
So this is similar to Screamers not being able to hit Space Athena.
+0 / -0
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