Loading...
  OR  Zero-K Name:    Password:   

global storage removal

39 posts, 1256 views
Post comment
Filter:    Player:  
Page of 2 (39 records)
sort
snoke
7 years ago
storage has been removed globally but been added to the initial commanders.
i realised this is an indirect nerf to recon(/front line) com(s),
aswell its a bit annoying when u lose your com early.
this will force your team to first share you a storage, then probably some eco and maybe cons.
your team may lose a lot more time as if you would just resign in such situation and give ur units to team.
what you guys think
+0 / -0
7 years ago
Yep, its a nerf. Sort of. Encourages you to protect your commander, since it's death is a larger effect than it used to be. The removal of the magical free storage is a great idea.

Admittedly, Storage isn't quite as important as it might be in other games, since you are supposed to be spending it as fast as you can, but it can be problematic for less experienced players.

It also makes storage buildings more important, which might cause it to be built more often.

I always loved how supreme commander had the commander as your own avatar, with it's death being your death, instead of the external presence you have in other RTS games. Here, the commander is really misnamed, since it isn't anywhere near that critical.

The commander is only treated as somewhat important, being a a more durable and armed engineer, but still easily able to be taken out really quickly. It doesn't really feel right.

+1 / -0

7 years ago
quote:
Storage isn't quite as important as it might be in other games, since you are supposed to be spending it as fast as you can

You're supposed to do that in pretty much every game, ZK is no exception.

Commander as an avatar is not really relevant to storage but if you want to stop playing when you lose him you can take lessons from fireman use the Comm Ends modoption.
+2 / -0
snoke
quote:
The commander is only treated as somewhat important, being a a more durable and armed engineer, but still easily able to be taken out really quickly. It doesn't really feel right.

yup
edit: but morphable and so on, its not big lack of balance... but the storage upgrade have increased this abit imho
+0 / -0
7 years ago
It's a direct nerf to Trollcoms, and indirect to shield&cloak/anything with energy

The storage only really matters if you actually use Cloak/Shield, since the energy starts warbling off and on.


I personally preferred the old system since now I have to take care of my com a lot more, and the thing isn't even combat capable.. If it dies, my whole economy goes to hell (I use HT,which makes it pretty important)
+2 / -0

7 years ago
Global storage removal affect me most if i play with cloaked units. They are fluctuating energy loads. So i m forced to build storage in start if going with com in front.
+1 / -0

7 years ago
Senaven what you need to build is energy, not storages.
+0 / -0

7 years ago
USrankaeonios - units with cloka have special ability - they use energy more when moving. When i stop then then they use less energy. Building in start energy to compensate entire movment isn't always best startegy especially when usign them on bit large maps. Especially with early infiltrators or snipers. Because i can shoot with nipers while they staying and just stop infiltrator to replenish my energy because 10 energy demand difference. Infiltrator doemand 15 energy when moving and 5 when stying. If i have few of them then energy demand even more larger. But build 30 e worth building for just infi cloak is too much in early or midgame. I needs storage as reserve who can compensate this. If i lost com then they become visible. Its also going abput snipers and mass scythes. Of course its isn't 1 vs 1. Its team games.
+1 / -0

7 years ago
LVrankSenaven no, you have a special ability where you think that you can afford cloakers when you have 15 metal income and 8 energy income.
+1 / -2
snoke
quote:
Sprung: Commander as an avatar is not really relevant to storage but if you want to stop playing when you lose him you can take lessons from fireman...


this is exactly what u force this way... just decreasing balance when losing com
+0 / -1

7 years ago
Using a thread to ask a related question:

Here's a scenario:
I've got no commander, 2 storages, 600 metal and an ally.

One of the storages is destroyed. What happens?
a) 300 metal is lost
b) 100 metal is overflowing and get shared with the ally
c) 500 metal is lost
d) 100 metal is lost
e) ???
+0 / -0
answer:

[Spoiler]
+0 / -0
[Spoiler]
+1 / -0

7 years ago
if that's the case, then it is really not rewarding to destroy storages, contrary to the AUrankAdminGoogleFrog 's point.
+0 / -0


7 years ago
Unless you also have no teammates, or those teammates don't have storages.
+0 / -0
snoke
quote:
those teammates don't have storages.

which is the default case

edit:ok not true, but often whole team is overflowing then
+0 / -0
snoke
there is a point to decide when u lose a com early.
rebuilding my eco and get up myself again or just give my units my team...
first choice is being nerfed/
second is being pushed by storage been added to the initial coms.
because u have no storage, probably no eco, and just overflow, this effect is very hard when u have no e income anymore
u cant even get urself a storage quickly

just wanted to mention i dont like the decision of adding the storage to the coms cause it rewards resigning
+0 / -0
7 years ago
this makes the game even more about blind rps com-snipe rushes. which tend to hit noobs harder than good players.
but it also promotes to let low-elo allies die early, so that their resources overflow to you.
so i guess one should not kill enemy noobs TOO early, as not to give more resources to the stronger enemy players. maybe that balances it?
+0 / -0
My Aeonios-type rant


[Spoiler]



noob and Newb
[Spoiler]

What annoying problem is the fact build speed is lowered once you lose storage, which stops me from having all neutral priority and workers building everywhere.
+0 / -0


7 years ago
Build speed isn't lowered when you lose storage, unless you count the resource loss when waiting between constructions.
+0 / -1
Page of 2 (39 records)