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suggestions (mainly balance changes)

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Date Editor Before After
12/19/2015 8:06:01 PMPTrankraaar before revert after revert
12/19/2015 8:02:27 PMPTrankraaar before revert after revert
12/14/2015 4:33:43 AMPTrankraaar before revert after revert
Before After
1 I suggest a big list of changes to fix ZK balance and to encourage variety regardless of map type. And also some "flavour" changes. 1 I suggest a big list of changes to fix ZK balance and to encourage variety regardless of map type. And also some "flavour" changes.
2 \n 2 \n
3 Most of them consist of simply changing numbers on text files and should be easy to implement... 3 Most of them consist of simply changing numbers on text files and should be easy to implement...
4 \n 4 \n
5 ...If people agree on them, which is unlikely :). 5 ...If people agree on them, which is unlikely :).
6 \n 6 \n
7 ******* NOTE: UPDATED THE LIST ON 2015/12/19 ******* 7 ******* NOTE: UPDATED THE LIST ON 2015/12/19 *******
8 \n 8 \n
9 \n 9 \n
10 --- general changes 10 --- general changes
11 \n 11 \n
12 - improve heat ray consistency : decrease max dps by 33%, but make it drop to 33% at max range instead of 0% (or 10% or something, don't know ) 12 - improve heat ray consistency : decrease max dps by 33%, but make it drop to 33% at max range instead of 0% (or 10% or something, don't know )
13 (this affects dante, scorcher, battle commanders and doomsday machine) 13 (this affects dante, scorcher, battle commanders and doomsday machine)
14 a 400-to-0 dps heat ray would change to 266-to-88 dps, scorcher would change from 314-to-0 to about 200-to-65 14 a 400-to-0 dps heat ray would change to 266-to-88 dps, scorcher would change from 314-to-0 to about 200-to-65
15 \n 15 \n
16 - standardize idle regen timer to 5s of not taking damage on all units 16 - standardize idle regen timer to 5s of not taking damage on all units
17 \n 17 \n
18 - add 2 HP/s idle regen for all units without explicit regen 18 - add 2 HP/s idle regen for all units without explicit regen
19 \n 19 \n
20 - add 10 HP/s combat regen for all striders that didn't have it, including big ships 20 - add 10 HP/s combat regen for all striders that didn't have it, including big ships
21 \n 21 \n
22 - improve terrain slope tolerance for wheeled and tracked vehicles 22 - improve terrain slope tolerance for wheeled and tracked vehicles
23 (doesn't need to be as good as robots, but should be enough to make them less likely to get stuck on craters or beach slopes) 23 (doesn't need to be as good as robots, but should be enough to make them less likely to get stuck on craters or beach slopes)
24 \n 24 \n
25 - reduce standard armored form damage resistance from 75% to 60% (they become 2.5x tougher, not 4x) 25 - reduce standard armored form damage resistance from 75% to 60% (they become 2.5x tougher, not 4x)
26 (affects some static defenses and halberd hovercraft) 26 (affects some static defenses and halberd hovercraft)
27 \n 27 \n
28 [s]- standardize max stun times for paralyzer weapons : 3s in general, 10s for tick (down from 16), 20s for infiltrator and shock missile (shock missile down from 45s, infiltrator down from 30s)[/s] 28 [s]- standardize max stun times for paralyzer weapons : 3s in general, 10s for tick (down from 16), 20s for infiltrator and shock missile (shock missile down from 45s, infiltrator down from 30s)[/s]
29 \n 29 \n
30 - standardize sight ranges : 550 for cheap ground units, 700 for expensive units and aircraft 30 - standardize sight ranges : 550 for cheap ground units, 700 for expensive units and aircraft
31 \n 31 \n
32 - prevent air transports from grabbing enemy units 32 - prevent air transports from grabbing enemy units
33 \n 33 \n
34 - prevent light air transports from grabbing ships 34 - prevent light air transports from grabbing ships
35 \n 35 \n
36 - prevent heavy air transport from loading bantha and detriment (maybe more expensive air transport unit could be added) 36 - prevent heavy air transport from loading bantha and detriment (maybe more expensive air transport unit could be added)
37 \n 37 \n
38 - drone leash ranges X : if drone strays more than X range away from owner, push move order to move to X/2 range of owner along the owner-drone vector 38 - drone leash ranges X : if drone strays more than X range away from owner, push move order to move to X/2 range of owner along the owner-drone vector
39 \n 39 \n
40 - lots of units need some tuning to their move animations, especially robots, for many it could be improved by simply speeding it up to match the move speed. It'd be best if they had dynamic walk animations that varied with unit speed %. 40 - lots of units need some tuning to their move animations, especially robots, for many it could be improved by simply speeding it up to match the move speed. It'd be best if they had dynamic walk animations that varied with unit speed %.
41 \n 41 \n
42 - some vertically launched missiles fly too high, arguably higher than their range. Reduce vertical flight times (happens on reef, impaler, S.L.A.M commander module, detriment) and decrease missile speed to compensate. 42 - some vertically launched missiles fly too high, arguably higher than their range. Reduce vertical flight times (happens on reef, impaler, S.L.A.M commander module, detriment) and decrease missile speed to compensate.
43 \n 43 \n
44 \n 44 \n
45 --- commander changes 45 --- commander changes
46 \n 46 \n
47 - add 500 HP for all commanders 47 - add 500 HP for all commanders
48 - make all commanders move 10% faster 48 - make all commanders move 10% faster
49 - increase range by 10% on beam laser, light particle beam, disruptor beam, heavy particle beam, riot cannon, lightning gun, flamethrower 49 - increase range by 10% on beam laser, light particle beam, disruptor beam, heavy particle beam, riot cannon, lightning gun, flamethrower
50 - increase damage by 10% on flame thrower 50 - increase damage by 10% on flame thrower
51 - increase damage by 10% on riot cannon 51 - increase damage by 10% on riot cannon
52 - increase damage by 20% on heavy particle beam 52 - increase damage by 20% on heavy particle beam
53 - increase base health regen from 5 to 15HP/s at level 3+ on all chassis 53 - increase base health regen from 5 to 15HP/s at level 3+ on all chassis
54 - add torpedo weapon module : 400 range, 300 damage, 3s reload time, 48 aoe, homing, 300 projectile speed 54 - add torpedo weapon module : 400 range, 300 damage, 3s reload time, 48 aoe, homing, 300 projectile speed
55 - set drone leash range to 600, reduce drone HP by 25% 55 - set drone leash range to 600, reduce drone HP by 25%
56 - high density plating : reduce cost from 425 to 375 56 - high density plating : reduce cost from 425 to 375
57 - lower strike commander's regen per level from 7.5 to 5 HP/s (with the extra at level 3 it'll end up with 35/s at level 5 without modules, same as now) 57 - lower strike commander's regen per level from 7.5 to 5 HP/s (with the extra at level 3 it'll end up with 35/s at level 5 without modules, same as now)
58 - add an extra 10 HP/s regen to battle commanders at level 3 ( 25/s at level 5 without modules) 58 - add an extra 10 HP/s regen to battle commanders at level 3 ( 25/s at level 5 without modules)
59 - remove the disintegrator gun module (1 hit-kill weapons that ignore enemy HP are toxic, dgun allows commanders to situationally deal lots of damage without investing in damage at all) 59 - remove the disintegrator gun module (1 hit-kill weapons that ignore enemy HP are toxic, dgun allows commanders to situationally deal lots of damage without investing in damage at all)
60 \n 60 \n
61 \n 61 \n
62 - commander ressurrectability (pick one): 62 - commander ressurrectability (pick one):
63 a) commanders can no longer be revived, strider hub can rebuild each of the dead commanders for the team at their latest upgrade state at 50% of original cost 63 a) commanders can no longer be revived, strider hub can rebuild each of the dead commanders for the team at their latest upgrade state at 50% of original cost
64 b) athena ressurrection speed is tripled when reviving commander wreckages for the same team 64 b) athena ressurrection speed is tripled when reviving commander wreckages for the same team
65 c) do nothing 65 c) do nothing
66 \n 66 \n
67 \n 67 \n
68 --- specific unit changes 68 --- specific unit changes
69 \n 69 \n
70 CLOAKY BOTS 70 CLOAKY BOTS
71 - warrior : increase range from 270 to 300 71 - warrior : increase range from 270 to 300
72 - tick : reduce cost to from 120 to [s]90[/s]100, make it amphibious with 50% speed penalty 72 - tick : reduce cost to from 120 to [s]90[/s] 100, make it amphibious with 50% speed penalty
73 - spectre : reduce reload time from 18s to [s]12s[/s]15s ( dps from 83 to 100) , cloak E/s requirements up from 1/5 to [s]3/15[/s]2/10 73 - spectre : reduce reload time from 18s to [s]12s[/s] 15s ( dps from 83 to 100) , cloak E/s requirements up from 1/5 to [s]3/15[/s] 2/10
74 - gremlin : reduce cost from 150 to 140 74 - gremlin : reduce cost from 150 to 140
75 - zeus : add 5 HP/s combat regen and increase range to 300 from 280, remove inaccuracy, make it amphibious 75 - zeus : add 5 HP/s combat regen and increase range to 300 from 280, remove inaccuracy, make it amphibious
76 \n 76 \n
77 SHIELD BOTS 77 SHIELD BOTS
78 - roach : make it amphibious with 50% speed penalty 78 - roach : make it amphibious with 50% speed penalty
79 - felon : reduce shield drain per 108 dmg from 75 to 50, reduce fire rate by 50% (350 dps at 450 range is still very good) 79 - felon : reduce shield drain per 108 dmg from 75 to 50, reduce fire rate by 50% (350 dps at 450 range is still very good)
80 - racketeer : (pick one) 80 - racketeer : (pick one)
81 a) do nothing 81 a) do nothing
82 b) increase reload time from 5s to 7.5s, change damage from 1000 disarm to 200+600 paralyze damage (27+80 paralyze dps) 82 b) increase reload time from 5s to 7.5s, change damage from 1000 disarm to 200+600 paralyze damage (27+80 paralyze dps)
83 c) increase reload time from 5s to 7.5s, change damage from 1000 disarm to 500 and 64 aoe and make it a slower non-homing rocket (67 dps) 83 c) increase reload time from 5s to 7.5s, change damage from 1000 disarm to 500 and 64 aoe and make it a slower non-homing rocket (67 dps)
84 \n 84 \n
85 SPIDERS 85 SPIDERS
86 - redback : increase cost from 280 to 320, range from 300 to 350, speed from 1.7 to 1.8, HP from 900 to 1200 86 - redback : increase cost from 280 to 320, range from 300 to 350, speed from 1.7 to 1.8, HP from 900 to 1200
87 - crabe : increase HP to 5500 but decrease armored form damage resistance from 66% to 33% (1.5x tougher, instead of 3x), make it amphibious 87 - crabe : increase HP to 5500 but decrease armored form damage resistance from 66% to 33% (1.5x tougher, instead of 3x), make it amphibious
88 (could use some animation tweaks to movement and armored form, and fix the model's cannon hole textures) 88 (could use some animation tweaks to movement and armored form, and fix the model's cannon hole textures)
89 [s]- infiltrator : reduce cloak cost from 4/12 to 2/6 E/s[/s] 89 [s]- infiltrator : reduce cloak cost from 4/12 to 2/6 E/s[/s]
90 - tarantula : reduce cost from 400 to 370 90 - tarantula : reduce cost from 400 to 370
91 [s]- venom : increase reload time from 1.75s to 2.25s[/s] 91 [s]- venom : increase reload time from 1.75s to 2.25s[/s]
92 \n 92 \n
93 HOVERS 93 HOVERS
94 - scalpel : increase model size 15%, reduce AOE from 96 to 48, increase cost from 220 to [s]260[/s]240 94 - scalpel : increase model size 15%, reduce AOE from 96 to 48, increase cost from 220 to [s]260[/s] 240
95 - mace : increase range from 345 to 370 95 - mace : increase range from 345 to 370
96 - penetrator : change model proportions, make model base a bit wider and not as long, with a bigger turret and thicker barrel 96 - penetrator : change model proportions, make model base a bit wider and not as long, with a bigger turret and thicker barrel
97 (currently turret looks too small for such a thick and powerful beam) 97 (currently turret looks too small for such a thick and powerful beam)
98 \n 98 \n
99 VEHICLES 99 VEHICLES
100 - ravager : make it amphibious with 25% speed penalty underwater 100 - ravager : make it amphibious with 25% speed penalty underwater
101 - impaler : reduce range from 1500 to 1400 and add 64 aoe and the reef's missile explosion effect, reduce speed by 10% 101 - impaler : reduce range from 1500 to 1400 and add 64 aoe and the reef's missile explosion effect, reduce speed by 10%
102 - slasher : increase cost from 140 to [s]170[/s]160 102 - slasher : increase cost from 140 to [s]170[/s] 160
103 \n 103 \n
104 AMPHIBIOUS BOTS 104 AMPHIBIOUS BOTS
105 - reduce water regen to 10HP/s on all cases (currently buoys have 60HP/s!) 105 - reduce water regen to 10HP/s on all cases (currently buoys have 60HP/s!)
106 - angler : increase speed by 10%, increase range from 600 to 700 and dmg per missile from 150 to 200 (25% dps increase) 106 - angler : increase speed by 10%, increase range from 600 to 700 and dmg per missile from 150 to 200 (25% dps increase)
107 - archer : remove water tank mechanic, change weapon to "Azure Beam laser", a 120 dps light blue beam laser with 300 range that gets a 15% damage boost while standing on water 107 - archer : remove water tank mechanic, change weapon to "Azure Beam laser", a 120 dps light blue beam laser with 300 range that gets a 15% damage boost while standing on water
108 - buoy : reduce slow damage per shot from 250 to 150 108 - buoy : reduce slow damage per shot from 250 to 150
109 \n 109 \n
110 TANKS 110 TANKS
111 - reaper : make it amphibious with 25% speed penalty underwater 111 - reaper : make it amphibious with 25% speed penalty underwater
112 - goliath : make it amphibious with 25% speed penalty underwater 112 - goliath : make it amphibious with 25% speed penalty underwater
113 - welder : make it amphibious with 25% speed penalty underwater 113 - welder : make it amphibious with 25% speed penalty underwater
114 - copperhead : reduce range from 900 to 800, increase aoe from 32 to 64, increase HP from 1200 to 1700, reduce speed by 20% 114 - copperhead : reduce range from 900 to 800, increase aoe from 32 to 64, increase HP from 1200 to 1700, reduce speed by 20%
115 - tremor : increase model size by 20% 115 - tremor : increase model size by 20%
116 - panther : increase model size by 20%, increase HP from 1100 to 1300, increase range from 260 to [s]300[/s]280 116 - panther : increase model size by 20%, increase HP from 1100 to 1300, increase range from 260 to [s]300[/s] 280
117 - pillager : increase model size by 20% 117 - pillager : increase model size by 20%
118 - banisher : (pick one) 118 - banisher : (pick one)
119 a) do nothing 119 a) do nothing
120 b) increase cost from 520 to 720, double reload time (dps from 190 to 95), increase range from 340 to 520 120 b) increase cost from 520 to 720, double reload time (dps from 190 to 95), increase range from 340 to 520
121 \n 121 \n
122 \n 122 \n
123 AIRPLANES 123 AIRPLANES
124 - raven : no longer slows down or dives near target, make bomb homing, so it never misses, increase cost to 350 124 - raven : no longer slows down or dives near target, make bomb homing, so it never misses, increase cost to 350
125 - hawk : increase dps from 96 to 120 and reduce range from 800 to 700 125 - hawk : increase dps from 96 to 120 and reduce range from 800 to 700
126 - thunderbird : (pick one) 126 - thunderbird : (pick one)
127 a) reduce max disarm time from 20s to 10s 127 a) reduce max disarm time from 20s to 10s
128 [s]b) replace it with a 5s stun[/s] 128 [s]b) replace it with a 5s stun[/s]
129 - swift : set attack safety distance to 350 129 - swift : set attack safety distance to 350
130 (attack safety distance makes them abort the dive if too close to their target to avoid collisions, explosions and enemy fire) 130 (attack safety distance makes them abort the dive if too close to their target to avoid collisions, explosions and enemy fire)
131 - vulture : [s]remove radar jammer[/s] reduce radar jamming range from 700+ to 400 and increase cost by from 340 to 460 131 - vulture : [s]remove radar jammer[/s] reduce radar jamming range from 700+ to 400 and increase cost by from 340 to 460
132 - wyvern : increase reload time from 8s to 20s and base rearm time from 5s to 10s 132 - wyvern : increase reload time from 8s to 20s and base rearm time from 5s to 10s
133 \n 133 \n
134 GUNSHIPS 134 GUNSHIPS
135 - banshee : reduce hit points from 860 to 820 and increase cost from 220 to 230 135 - banshee : reduce hit points from 860 to 820 and increase cost from 220 to 230
136 - valkyrie : increase cost from 80 to 180 and HP from 300 to 600 136 - valkyrie : increase cost from 80 to 180 and HP from 300 to 600
137 - vindicator : increase cost from 500 to 1000, increase HP from 1100 to 2500, increase weapon ranges from 100 ( wtf) to 350, remove the dedicated AA laser 137 - vindicator : increase cost from 500 to 1000, increase HP from 1100 to 2500, increase weapon ranges from 100 ( wtf) to 350, remove the dedicated AA laser ( keep only two 50 dps lasers)
138 - black dawn : increase cost from 900 to 1000 138 - black dawn : increase cost from 900 to 1000
139 - krow : increase model size 20%, increase flight altitude from 100 to 180, increase laser range from 450 to 500 and drastically reduce number of bombs from 75 to 30 139 - krow : increase model size 20%, increase flight altitude from 100 to 180, increase laser range from 450 to 500 and drastically reduce number of bombs from 75 to 30
140 \n 140 \n
141 SPECIALIST BOTS 141 SPECIALIST BOTS
142 - moderator : increase model size and height by 25% (to give it a higher firing point), range from 420 to 550, cost from 240 to 380, HP from 450 to 650, reduce dmg per shot from 500 to 350 and adjust reload time to keep dps 142 - moderator : increase model size and height by 25% (to give it a higher firing point), range from 420 to 550, cost from 240 to 380, HP from 450 to 650, reduce dmg per shot from 500 to 350 and adjust reload time to keep dps
143 - firewalker : shoot two big fireballs instead of many and make their fire AOE bigger (something like the new blastwing explosion : higher single target dmg, more consistency, less total aoe) 143 - firewalker : shoot two big fireballs instead of many and make their fire AOE bigger (something like the new blastwing explosion : higher single target dmg, more consistency, less total aoe)
144 - sumo : add option to toggle between gravity beams and 2x 120 dps beam lasers with 400 range 144 [s]- sumo : add option to toggle between gravity beams and 2x 120 dps beam lasers with 400 range[/s]
145 - archangel : reduce cost from 550 to 480 145 - archangel : reduce cost from 550 to 480
146 \n 146 \n
147 SHIPS 147 SHIPS
148 - shredder : decrease weapon dps by 15% 148 - shredder : decrease weapon dps by 15%
149 - snake : change the weapon to a slower 400 range homing torpedo with 360 dmg, 4s reload, 48 aoe and without slow damage 149 - snake : change the weapon to a slower 400 range homing torpedo with 360 dmg, 4s reload, 48 aoe and without slow damage
150 - serpent : increase aoe to 48 and reduce reload time from 8s to 6s (+33% dps) 150 - serpent : increase aoe to 48 and reduce reload time from 8s to 6s (+33% dps)
151 - hunter : increase cost from 350 to 450, range from 350 to 450 and damage by 50% (120 dps) 151 - hunter : increase cost from 350 to 450, range from 350 to 450 and damage by 50% (120 dps)
152 - crusader : increase cost from 550 to 620 152 - crusader : increase cost from 550 to 620
153 - skeeter : increase cost from 70 to 130, increase range from 260 to 360, increase HP from 240 to 440, change damage from 45+(180 disarm) to 90+(180 paralyze) with 4s cooldown instead of 2 153 - skeeter : increase cost from 70 to 130, increase range from 260 to 360, increase HP from 240 to 440, change damage from 45+(180 disarm) to 90+(180 paralyze) with 4s cooldown instead of 2
154 - typhoon : increase cost from 320 to 360 154 - typhoon : increase cost from 320 to 360
155 \n 155 \n
156 STRIDERS/BIG SHIPS 156 STRIDERS/BIG SHIPS
157 - scorpion : add 30HP/s combat regen, increase HP from 12K to 13K and weapon ranges to 500 from 420/470 157 - scorpion : add 30HP/s combat regen, increase HP from 12K to 13K and weapon ranges to 500 from 420/470
158 - reef : drastically reduce turn rate and acceleration, reduce speed by 20%, set drone leash range to 1000, reduce drone dps by 33%, increase HP from 7200 to 10000, increase cost from 3500 to 5500 158 - reef : drastically reduce turn rate and acceleration, reduce speed by 20%, set drone leash range to 1000, reduce drone dps by 33%, increase HP from 7200 to 10000, increase cost from 3500 to 5500
159 - warlord : drastically reduce turn rate and acceleration, increase cost from 3800 to 4800, make batteries fire individual shots instead of bursts of 3 (keep dps) 159 - warlord : drastically reduce turn rate and acceleration, increase cost from 3800 to 4800, make batteries fire individual shots instead of bursts of 3 (keep dps)
160 (warlord could also use a model change, its long and narrow model doesn't fit the game) 160 (warlord could also use a model change, its long and narrow model doesn't fit the game)
161 - funnelweb : set drone leash range to 800, reduce drone HP by 25%, make it amphibious 161 - funnelweb : set drone leash range to 800, reduce drone HP by 25%, make it amphibious
162 - detriment : increase gauss range from 600 to 800 and damage per shot by 50%, double the reload time of missiles (halving dps) and increase range from 900 to 1200, drastically reduce death blast to something like the Bantha death blast 162 - detriment : increase gauss range from 600 to 800 and damage per shot by 50%, double the reload time of missiles (halving dps) and increase range from 900 to 1200, drastically reduce death blast to something like the Bantha death blast
163 - bantha : increase lightning range from 465 to 500, do something to its emp missiles, they're totally random 163 - bantha : increase lightning range from 465 to 500, do something to its emp missiles, they're totally random
164 (change bantha model to make its head look bigger and more powerful, somehow, if it's supposed to be its main weapon) 164 (change bantha model to make its head look bigger and more powerful, somehow, if it's supposed to be its main weapon)
165 \n 165 \n
166 STATIC DEFENSES 166 STATIC DEFENSES
167 - screamer : remove stockpiling mechanic, increase reload time from 1.8s to 8s (200 dps) 167 - screamer : remove stockpiling mechanic, increase reload time from 1.8s to 8s (200 dps)
168 - big bertha : increase cost from 5000 to 6500, reduce dps by 15% 168 - big bertha : increase cost from 5000 to 6500, reduce dps by 15%
169 - hacksaw : increase cost from 220 to 300, increase hp from 580 to 1200, increase range from 420 to 600 169 - hacksaw : increase cost from 220 to 300, increase hp from 580 to 1200, increase range from 420 to 600
170 - behemoth : fire individual shots instead of bursts of 3 (keep dps) 170 - behemoth : fire individual shots instead of bursts of 3 (keep dps)
171 - gauss : reduce cost from 400 to 320 171 - gauss : reduce cost from 400 to 320
172 (gauss model could use a replacement to something that looks sturdier when open) 172 (gauss model could use a replacement to something that looks sturdier when open)
173 - missile silo : increase cost from 1200 to 1500 173 - missile silo : increase cost from 1200 to 1500