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new intermediate def. building between Stardust and ...ed DDM

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My thoughts about ways to restore lossless defense:
- increasing of Stinger's fire rate even by 100% is not enough from one side (to get closer to DDM's effectiveness), and is changing balance significantly from another side;
- nerfing of fucking Buoys, Recluses, etc. is very hard and long-time task, with foggy (unknown) result.

So suggestion:
- new tower with 4000-6000 HP with heatrays or something other vs swarms. May be upgraded Stardust. (Terraform for current stardust i not a solution because SD has too little HP).


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And... defensive buildings should defend! Not to be paper-made shit. (Excepting Defenders and Lotuses due to their low cost.)

For example, Starcraft's Photon Cannon with 100 health point and 100 shield points and non-upgradable weapons is too weak. When i changed amount of shield point to 140 and made upgrade for weapons (initial 20 + 2 + 2 + 2), this building became more useful.
+0 / -0

9 years ago
I'm not sure why you think "lossless defence" is a desirable thing in ZK.
+9 / -0
RUrankHuj
9 years ago
Players should be allowed to use different, own tactics, like I and Shaman do. Not stereotyped.
+1 / -0
9 years ago
What about a punisher/guardian/ambusher/toaster equivalent
+0 / -0
How about heatray + leverer sidearm?
+2 / -0


9 years ago
quote:
Players should be allowed to use different, own tactics, like I and Shaman do. Not stereotyped.


I think its safe to say that no RTS does this more than ZK.

On the other hand, what have overpowered defences got to do with this? All overpowered porc does is stagnate games and remove most viable strategies. I find that defending in ZK is comically easy, most players seem to have absolutely no idea how to break interlocking porc.
+7 / -0
Skasi
9 years ago
Zomg RUrankHuj! The building you want already exists!



quote:
between Stardust and DDM
Check! 220m < 400m < 1600m
quote:
4000-6000
Check! Has 12000 HP when closed.
quote:
with heatrays or something other vs swarms
Check! Piercing weapon deals damage to multiple enemies.


quote:
And... defensive buildings should defend!
Agreed! Cut all porc's range by 15% to stop offensive porc-push!
quote:
nerfing of fucking Buoys
Agreed! They're OP.
quote:
Starcraft's Photon Cannon with 100 health point and 100 shield points
Gosh, buff LLTs HP from 785 to 100 and give it 100 shield! giving one of the towers a shield could really make it more unique.
+5 / -0


9 years ago
I dislike middling, average units. Large power and cost jumps are more interesting. Jumping up a power scale has more decision points than if you could achieve a smooth climb. For example the jump from Solar to Fusion to Singu is large. Choosing when the make the jump is important and jumping early is useful. Intermediate energy structures would dilute this choice as it would be natural to steadily climb in size.

If a unit is effectively a doubled version of another unit why have both units? The difference between one and a group of two half-cost units units is not significant enough to justify both units. There are differences, the large unit is better against AoE and the small units respond differently to burst.But the difference is not large enough for the cost of a unit.

For example Ravager, Reaper and Goliath are somewhat similar but each is around 3x more expensive. Groups of three units begin to be significantly different to a single unit. In addition to the large cost gap the units have different strengths; Ravager has speed, Goliath has slow + range and Reaper has better health efficiency than Goliath. Even with these differences it is important that they have a decent cost gap.

Two Gauss turrets cost 800 and half a DDM is 800. There isn't room in the middle for another tough turret. The new turret would have different weapons but its main role would still be "tough turret".
+11 / -0

9 years ago
I'm pretty sure having "lossless defences" decreases the number of unique strategies which are possible, not increases it. You gain one strategy but lose many which are no longer viable because that one is too boringly good.
+2 / -0

9 years ago
quote:
Players should be allowed to use different, own tactics

You're allowed to use whatever tactic you can think of.
However, you'll pay the price if your tactic is bad.
Thinking "my tactic doesn't work, let's change the game rather than change the tactic" will lead you nowhere.
+11 / -0
9 years ago
I still say that the problem is with sucky, slow units rather than with towers. Buff up unit hp by a lot and speed them up!
+0 / -0


9 years ago
Have a look into the Heavy Tank fac.
+0 / -0
Actually that's quite true. Gauss isn't used frequently as it pretty much does the same job as HLT, only worse (less range, less dmg, higher cost).

It should be reworked into something more interesting. Flamethrower turret..? Or else..
+1 / -0


9 years ago
Then it would be an expensive Stardust. The purpose of Gauss is the artillery and nuke resistance. If it is attacking light units it cannot be ignored and artillery has a tough time killing it. Gauss should definitely not be as powerful in combat as HLT because then it would be HLT but without its main counter (artillery).
+0 / -0
I would like to see gauss have its multiple-target ability be more prominent, but i know of no clean way of doing that, because engine doesn't support non-point sized projectiles.
+2 / -0


9 years ago
unit penetrating weapon, long beamtime?
+0 / -0


9 years ago
Time to open your eyes and stop porc RUrankHuj
zk != tower defence
+6 / -0
Beamtime gauss sounds like something that could be interesting. Wouldnt even have to be long, 500ms with ability to aim while firing (either via sweepfire or being a 15-long burst of 1-frame beams) should be enough.

The downside is aesthetics. I'm not sure a beam can be a gauss.
+1 / -0

9 years ago
EErankAdminAnarchid

Make gauss fire shotgun-like spray of gauss projectiles?

Isn't beamtime gauss kind of stepping on the Stinger and the Annihilator a bit?
+0 / -0


9 years ago
Shotgun gauss would be a tad too rioty and model requiry.
+0 / -0
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