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A Plea to good players

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ZK has gorgeous 1v1 balance in half of the land factory options - Cloaky, Sheild, LVeh, HVeh.

Unfortunately the balance of the other four factories is nowhere near as mature- Spider, Jumpy, Hover and Amph.

The only way this will change is if we saturate the 1v1 meta with these four labs - this will allow the developers to see what needs changing and will give us an up to date picture of the problems each lab has.

My plea is this: each of you adopt an 'unconventional' lab - one of the under-powered four - and get as good with it as possible, use it as much as reasonable in 1v1s and comment on the replays. We need more experience of Spider, Jumpy, Amph & Hover matchups.
+3 / -0
11 years ago
You may want to rethink that shields are balanced. They are well underpowered comparing to, say, Jumps. Just my opinion.
+0 / -0
Skasi
11 years ago
I don't share your view on balance, 1k. So I'll stick to rolling dices when picking a factory. Actually this is about 1v1, what am I even doing here.. darn intrusive title!
+1 / -1
FIrankFFC
11 years ago
Nevar
+0 / -1
This is a good idea, Lauri's feedback on Tank and Drones feedback on Amph has been very useful. We've made changes to all these factories recently, and we need to see the meta adapt, so more games are needed. Please do comment on the replays to point out potential strengths or weaknesses and your analysis of the match! Replays are really the most useful kind of balance feedback.

These factories are all 'terrain specialists' though, and as such are designed to be stronger on some maps. However, I can't think of many maps at all on which these factories are 'standard' let alone 'dominant' or 'mandatory'. Until we genuinely start to see jump vs spider being standard on extremely cliffy maps, I think the range of maps on which they are viable can be increased.

So to see how these factories play now, we need people to play more games with them! I'm actually feeling pretty good about where most of them are right now, actually.
+0 / -0


11 years ago
Thanks Sak.

Imo Terrain specialists should only be penalized in specific areas and should mostly be weird/unintutive to use optimally rather than outright underpowered.

Spiders for example -- currently they have an interesting scout, an interesting emp riot, a great spy.. but then a fragile, high weight riot & skirmisher and an underpowered assault that prevents them being very competetive. The overpowered heavy means they can swing back in the mid-late if allowed to survive, but imo thats not ideal.

Amphs in particular are very strange to play and are surely the least refined. Their main weakness is the lack of assault unit, which forces a predictable mid-game grizzle/same unit composition every game.
+0 / -0
FIrankFFC
11 years ago
But buoy is assault riot skirmisher :(
+0 / -0
quote:
Spider, Jumpy, Hover and Amph.

Spider - all "raiding" gets shutdown by 1 LLT, the rest of fac is too slow. Works fine on smaller maps with chokepoints that can be avoided by all-terrain. Even then, probably loses to jumpy.

Jumpy - has 3 good units: pyro, puppy, skuttle. Pyro is an excellent raider so the fac is viable on maps where you can get away with only building pyros.

Hover - has 3 good units: scrubbers, mace, pene. Can actually fight on par with vehicles on flat maps thanks to the first two.

Amph - has some weird units, and Drone has shown that many can be used well if microed properly. On land it is still inferior to cloaky fac (archer does counter glaives, but rockospam wins against amphs)

Shields - subpar raider, subpar skirm (rogue sucks compared to rocko), subpar riot (warrior is much better), subpar assauls (zeus is much better). Felonball is nice but has hardcounters. Roach is the only redeeming unit for the fac, but it is not enough to make the whole fac worth building.

Gunships - only works if you can surprise and rush your opponent. Many non-specialist AA units can hit gunships, so the switch to land is not as effective. Cons are expensive and have almost no HP, that slows down expansion A LOT.

Fixed wing air - again, works rarely and mostly due to surprise effect. The damage bombers can output is low due to having to refuel, giving the opponent time to adapt. Same expansion problem as gunships due to weak cons.
+0 / -0
11 years ago
For Jumps add in the placeholder and jack - as those 2 units exell at what they do and really hurt when used properly
For Hover add in the impervious brick unit as no one does assulting as well as this guy (it also kills coms too!)

I'll say that Shields have a nice assult, but no one uses it because they think it's just an add-on for the felon.
On the other hand the factory has no riot (outlaw is a support unit), so the closest things they have for mass raiders are roaches and felons (both pretty stupid to rely on)
+0 / -0
I wonder if the air cons arent due a) seperation and b) HP buff and/or cost reduction

quote:
subpar skirm (rogue sucks compared to rocko)


This isn't true.. its a better skirm in many respects
+0 / -0
FIrankFFC
11 years ago
But buoys are awesome
+0 / -0
11 years ago
quote:
This isn't true.. its a better skirm in many respects

Rogue has higher range, that's it. Higher cost, worse HP/cost, worse DPS/cost, worse speed, shitty arcing shot.
+1 / -0


11 years ago
Higher range is a pretty big deal - also much higher alpha and AoE.

Its more effective than rocko vs everything except fast raiders & crawling bombs
+0 / -0
RUrankYogzototh
quote:
Shields - subpar raider, subpar skirm (rogue sucks compared to rocko), subpar riot (warrior is much better), subpar assauls (zeus is much better). Felonball is nice but has hardcounters. Roach is the only redeeming unit for the fac, but it is not enough to make the whole fac worth building.

lol your so silly


shield play (good example of how to do shields):
http://zero-k.info/Battles/Detail/253636
watch the rougue pwning silly shit like pyros and scorchers with saturation fire
won with rougue/convict spam migrating to dante/bandit once reclaim economy is established


note :
i didnt use fellon, i made dante instead
i didnt spam bandits to attack, they are best used defencively
i used convicts to tank damage and build forward porc, convicts have epic survivability
i took middle with 3 convicts 2 rougue and an outlaw, wining massive reclaims that the convicts hoovered

if you want to talk about shield lab and you dont mention convicts, you are doing it wrong


this little guy here, he is the shield lab, the shield lab is nothing without him (like the glaive and cloaky lab)

+1 / -0
Skasi
RUrankYogzototh, when Rogue was created it was designed to be used behind a wall of Dirtbags. I've yet to try that, but with Dirtbags even blocking kbots now it's probably worth giving this a chance.

GBrankKyubey most of your opponents were nubs.
+0 / -0
11 years ago
I always found jumpbots to be missing something. can't quite put my finger on it but it doesn't seem as flexible as say,spiders or cloakys.
+0 / -0
Skasi
11 years ago
USrankPowerGuy, most factories miss cheap game-changers like Tick and Roach. Is it that?
+0 / -0
Skasi then why didn't you win? in the early game you clearly had the advantage because one of my own noobs died to darts, and the other was not doing so well...

5000m reclaim in 18 minutes with convicts (protected by rougue saturation fire) is why i won
+0 / -0
11 years ago
Very well, I already sort of adopted hovercraft, I'll see what I can do with spiders and jumpers. (Of course in hindsight I may not be considered "good," but hey more games is better anyway)
+0 / -0
11 years ago
i use spider and amph quite alot, ill post replays here from small teams and 1v1 when i can :P
+0 / -0
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