After much waiting I think it's time to address the water in ZK once more. I want to start off with a simple question "Why do people dislike sea ZK so much?" The general response I seem to get is of course that sea ZK is unbalanced or poorly balanced which comes down to four main points of interaction. Ships v Ships, Ships v Amphibs, Ships v Hovers, and Amphibs v Hovers. In order to provide a constructive discussion I would like to focus on just one of these at a time, please do not attempt to mix this discussion to address more than one of these points at a time. Also, please refrain from derailing this thread unless you want to see the ZK sea game to stay the way it is currently (even then please don't.)
With that out of the way I would like to address the Ship v Amphib gameplay with a few main concerns that I think really break the sea game. Amphibs are currently balanced to contest the land while Ships are generally balanced to be a winning strat whenever there is water. These two balance objectives have forced the Ship v Amphib play into a slippery slope game, as such both factories need rebalances with respect to each other. I understand that Amphibs are somewhat balanced towards land; I would suggest most changes be given to the ships lab in order to mitigate these concerns.
I previously mentioned that the Ship v Amphib game results in a slippery slope game. This is mainly due to how submerged units work in practice. They have a sort of invincibility to most weapons. Please consider the following situation in a Ship v Amphib game. Player A spawns with a commander junior and creates a ship fac deciding to rush a Skeeter for scouting. Player B has decided to go Amphibs in the water and now is basically just left with spamming ducks as the only viable strategy. Player A will see the Amphib lab and begin to build Hunters early and never stop building Hunters. Player B now has no counter to Hunters and either needs to spam defenses to kill them, fac switch in the early game, or continue spamming Ducks and hope for the best. None of these outcomes are desirable for fluid gameplay mechanics indicative of ZK. Player B cannot counter Hunters with Amphibs for cost. Ducks are hopeless, Scallops are comparitively the same, Bouys just don't have the dps to chew through a Hunter or two in small numbers, Archers simply die too quickly and the Grizzly is too expensive for this early game. Player B has basically lost the game at this point unless they were initially intending to do an early fac switch or some such.
Ok now let's assume for a moment that Player A didn't immediately switch to Hunters and instead wanted to build more Skeeters for harassment. Player B can now steamroll Player A with Ducks to the point where Player A can't recover. With a commander junior Player A has nothing to even shoot back as the Ducks attack. Player A can attempt to build Urchins or Hunters at this point, but Player B could easily destroy any nanoframe in building before it can actually fire a shot.
In both of these instances the game was decided very early. The building of one specific hard counter has essentially decided the game. This brings up two main points, 1) the Hunter should not counter the entire Amphib lab, and 2) more early game sea units need to be able to engage the Duck.
Now let's think of another scenario which is a teamgame with both Players A and B. Consider for a moment that Player A has lost control of the water but successfully retreated to land. What can player B do to counter the now present Amphib horde (more likely Duck horde but I'll be technically correct here). The list of units that can be on land and fire upon submerged units is extremely small limited to 1) other Amphibs, 2) Urchins, and 3) shadows (no coms don't count as commander junior is the only baseline com that all players can use). Out of these the only one that really counters a Duck horde is the Urchin; Player A's only choice is to now turret creep back into the water. The submerged nature of Amphibs prevents any attempts at engaging an Amphib held body of water which again contributes to a slippery slope.
The last thing I want to bring up before my tl;dr statement is that most Amphib units see almost no combat in the water, this would likely change if a strong counter mechanic was made for underwater gameplay.
Tl;dr
-Hunters should not counter the entire Amphib lab early game
-Players need more early game solutions to Ducks
-Players need a surface based counter to submerged units
-Ships need a nerf or Amphibs need a water based buff to encourage use of units other than ducks
Thanks for reading (even if it was only the Tl;dr) and please discuss.