The main aim of this update is to fix planes (although this can't be done all at once). Bombers are a bit slower and the area attack bombers have been nerfed. Shadow is lighter all around and must now dive to attack if it wishes to have any chance to hit mobile units. Diving has the tradeoff of exposing the bomber to ground weaponry. Fighter battles should be more controllable with reduced fighter damage and the addition of an ability for Avenger.
Two new units have been added. Trident should even up the battlefield between planes and gunships while Funnelweb is a Jugglenaut replacement with more abilities.
Lastly shield penetration of Flamethrowers and Gauss has been removed. This is to normalise the power of shields and aid in their balance.
New Units
Trident - We finally have an AA gunship. This slow gunship missile spewing gunship should allow the gunship factory to stand up to planes.
Funnelweb - A replacement of the Jugglenaut with less cost and more abilities. In addition to the Jugglenaut abilities this unit has a fixed Gauss Gun, a shield with a large battery and spawns attack drones.
Air Balance
Shadow
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Cost 450 -> 300
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CruiseAlt 200 -> 220
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Health 1200 -> 800
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Speed 8.8 -> 7.6
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Damage 1200 -> 800
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Messed with projectile, now it is very easy to avoid if shot from high up.
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Reduced dive height.
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By default Shadow will dive attack against mobile ground units.
The intention is to reduce some 1000 range HP hardcounters, increase possibility
of attrition and add some interaction with mobile units. Accurate ground units
(eg riots or raiders) can act as a deterrent for Shadow strikes on mobiles.
Phoenix
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Cost 320 -> 400
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Health 660 -> 700
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Speed 10 -> 8
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Burn time reduced to by 33%
Stiletto:
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Cost 600 -> 700
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Speed 10 -> 9
Vamp:
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Speed 9.5 -> 7,8
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Damage reduced by 19%
Avenger:
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Health 350 -> 400
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Missile Damage 220 -> 150
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Added 5x speed boost special ability
Gnat:
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Damage 400 -> 600
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Health 300 -> 350
AA Nerfs
We aim to reduce the hardcounter relationships between air and AA so here are some preemptive nerfs to AA which was particularly good against bombers.
Copperhead:
Hacksaw:
Shield Penetration
Flamethrowers and Gauss Guns no longer penetrate shields. These hardcounters were just a crutch holding back shield balance which works for all factories.
Takeover Mode
Ivica in in the process of adding a gamemode in which players can capture additional units via point control. It is currently in development but is still playable in this stable. Full details are here:
http://zero-k.info/Forum/Thread/5167Interface
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Added more visibility settings for commands. These are found in Settings/Interface/Command Visibility.
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Unified F4 hotkey to show economy. F4 now shows overdrive grid, metal spots, geovents, and highlights reclaim.
Fixes
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Fixed metalconfigs for Brazillian_Battlefield_Remake_V2, Altored_Arctic
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Reduced the value of megamexes in Aberdeen6v6_Fix, now worth 2.2