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Zero-K v1.7.7.0 - Commander modules tweaks (discussion)

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Date Editor Before After
7/30/2019 8:49:20 PMPLrankCatLady before revert after revert
7/30/2019 6:48:42 PMPLrankCatLady before revert after revert
7/30/2019 5:56:31 PMPLrankCatLady before revert after revert
7/30/2019 5:56:09 PMPLrankCatLady before revert after revert
7/30/2019 5:55:53 PMPLrankCatLady before revert after revert
7/30/2019 5:54:45 PMPLrankCatLady before revert after revert
7/30/2019 5:09:26 PMPLrankCatLady before revert after revert
7/30/2019 5:08:32 PMPLrankCatLady before revert after revert
7/30/2019 5:06:51 PMPLrankCatLady before revert after revert
7/30/2019 5:06:16 PMPLrankCatLady before revert after revert
7/30/2019 4:53:26 PMPLrankCatLady before revert after revert
7/30/2019 4:51:17 PMPLrankCatLady before revert after revert
Before After
1 In this thread, I would like to discuss [u]commander module tweaks[/u] starting from [url=https://zero-k.info/Forum/Thread/28688][b]Zero-K v1.7.7.0[/b][/url], for sake of further refinement. 1 In this thread, I would like to discuss [u]commander module tweaks[/u] starting from [url=https://zero-k.info/Forum/Thread/28688][b]Zero-K v1.7.7.0[/b][/url], for sake of further refinement.
2 \n 2 \n
3 [img]https://i.imgur.com/lb2AjDF.jpg[/img] 3 [img]https://i.imgur.com/lb2AjDF.jpg[/img]
4 \n 4 \n
5 First, detailed rationale for changes [i]already made[/i]: 5 First, detailed rationale for changes [i]already made[/i]:
6 \n 6 \n
7 \n 7 \n
8 [quote] 8 [quote]
9 [u]1. Light particle beam:[/u] 9 [u]1. Light particle beam:[/u]
10 DPS - [b]165[/b] -> [b]180[/b] 10 DPS - [b]165[/b] -> [b]180[/b]
11 \n 11 \n
12 It already have lower range than starting beam laser (310 vs 330), and divides damage between 3 shoots per second, instead of being "continuous" laser beam - which means more damage gets "wasted" while finishing off damaged targets (most notable in case of its intended target - raiders). 12 It already have lower range than starting beam laser (310 vs 330), and divides damage between 3 shoots per second, instead of being "continuous" laser beam - which means more damage gets "wasted" while finishing off damaged targets (most notable in case of its intended target - raiders).
13 To give any incentive for paying to swap beam laser into this shorter range weapon, damage got minimally boosted. 13 To give any incentive for paying to swap beam laser into this shorter range weapon, damage got minimally boosted.
14 \n 14 \n
15 [u]2. Riot Cannon:[/u] 15 [u]2. Riot Cannon:[/u]
16 Range - [b]275[/b] -> [b]300[/b] 16 Range - [b]275[/b] -> [b]300[/b]
17 Reload - [b]2s[/b] -> [b]1.63s[/b] 17 Reload - [b]2s[/b] -> [b]1.63s[/b]
18 \n 18 \n
19 Reduced reload time and increased range to exactly match ripper's riot canon - now both weapons are exactly the same DPS and range (without module upgrades), their also match CEG exactly. 19 Reduced reload time and increased range to exactly match ripper's riot canon - now both weapons are exactly the same DPS and range (without module upgrades), their also match CEG exactly.
20 \n 20 \n
21 [b]Riot Cannon[/b] was filling same role as [b]Heavy Machine Gun[/b] - crowd control weapon with [i]AoE[/i]. Hoever, [b]Riot Cannon[/b] have lower range: 21 [b]Riot Cannon[/b] was filling same role as [b]Heavy Machine Gun[/b] - crowd control weapon with [i]AoE[/i]. Hoever, [b]Riot Cannon[/b] have lower range:
22 [b]275[/b] vs [b]285[/b] 22 [b]275[/b] vs [b]285[/b]
23 ...and very high damage granulation - shooting once per 2 seconds - "wasting" much more potential on finishing damaged targets. Then, it had *much* lower [i]DPS[/i] than [b]HMG[/b] ([b]110[/b] vs [b]180[/b]), resulting in being strictly worse than [b]HMG[/b] in every aspect. On top of that, it is available only to Guardian Chassis (akin to heavy rockets), versus [b]HMG[/b] available to all except [b]Engineer[/b]. Last but not least, practical [i]AoE[/i] was *worse* than those of [b]HMG[/b], despite being theoretically bigger - [b]HMG[/b]'s bullet spread and fast fire rate (with every bullet having 2/3 of Riot Cannon's [i]AoE[/i]) increased practical [i]AoE[/i] of [b]HMG[/b] dramatically, leaving much to be desired for [b]Riot Cannon[/b]. 23 ...and very high damage granulation - shooting once per 2 seconds - "wasting" much more potential on finishing damaged targets. Then, it had *much* lower [i]DPS[/i] than [b]HMG[/b] ([b]110[/b] vs [b]180[/b]), resulting in being strictly worse than [b]HMG[/b] in every aspect. On top of that, it is available only to Guardian Chassis (akin to heavy rockets), versus [b]HMG[/b] available to all except [b]Engineer[/b]. Last but not least, practical [i]AoE[/i] was *worse* than those of [b]HMG[/b], despite being theoretically bigger - [b]HMG[/b]'s bullet spread and fast fire rate (with every bullet having 2/3 of Riot Cannon's [i]AoE[/i]) increased practical [i]AoE[/i] of [b]HMG[/b] dramatically, leaving much to be desired for [b]Riot Cannon[/b].
24 \n 24 \n
25 This change aims to make it weapon at least worth considering. Before, it had worse range and worse [i]DPS[/i] than even retired peashooter (+worse aspect of damage granulation), for which you had to pay for an "upgrade". 25 This change aims to make it weapon at least worth considering. Before, it had worse range and worse [i]DPS[/i] than even retired peashooter (+worse aspect of damage granulation), for which you had to pay for an "upgrade".
26 \n 26 \n
27 Now, it have minimally higher damage than [b]Heavy Rocket[/b], with less granulation (reload [b]2s[/b] vs [b]3s[/b]), and much lower range ([b]300[/b] vs [b]430[/b]), at same chassis restrictions ([b]Guardian[/b] only) and upgrade availabilities ([b]Napalm Warhead[/b]). 27 Now, it have minimally higher damage than [b]Heavy Rocket[/b], with less granulation (reload [b]2s[/b] vs [b]3s[/b]), and much lower range ([b]300[/b] vs [b]430[/b]), at same chassis restrictions ([b]Guardian[/b] only) and upgrade availabilities ([b]Napalm Warhead[/b]).
28 \n 28 \n
29 [u]3. Heavy Rocket:[/u] 29 [u]3. Heavy Rocket:[/u]
30 AoE - [b]75[/b] -> [b]96[/b] 30 AoE - [b]75[/b] -> [b]96[/b]
31 \n 31 \n
32 Made [i]AoE[/i] at least as big as single bullet from [b]Heavy Machine Gun[/b]... 32 Made [i]AoE[/i] at least as big as single bullet from [b]Heavy Machine Gun[/b]...
33 \n 33 \n
34 [u]4. Disruptor Ammo:[/u] 34 [u]4. Disruptor Ammo:[/u]
35 Heavy Machine gun with Disruptor Ammo: 35 Heavy Machine gun with Disruptor Ammo:
36 DPS - [b]90[/b] -> [b]135[/b] 36 DPS - [b]90[/b] -> [b]135[/b]
37 \n 37 \n
38 Shotgun with disruptor Ammo: 38 Shotgun with disruptor Ammo:
39 DPS - [b]96[/b] -> [b]144[/b] 39 DPS - [b]96[/b] -> [b]144[/b]
40 \n 40 \n
41 Unified direct damage reduction to [b]25%[/b]. 41 Unified direct damage reduction to [b]25%[/b].
42 Previously, this particular upgrade was single worst deal in modules department, making weapons affected suddenly unable to kill weakest raiders ([b]Glaive[/b]) in one burst. Now, it isn't a strict downgrade, and might find some utility. 42 Previously, this particular upgrade was single worst deal in modules department, making weapons affected suddenly unable to kill weakest raiders ([b]Glaive[/b]) in one burst. Now, it isn't a strict downgrade, and might find some utility.
43 \n 43 \n
44 [u]5. Napalm Warhead:[/u] 44 [u]5. Napalm Warhead:[/u]
45 Riot with Napalm: 45 Riot with Napalm:
46 DPS - [b]86[/b] -> [b]100[/b] 46 DPS - [b]86[/b] -> [b]100[/b]
47 AoE - [b]144[/b] -> [b]170[/b] 47 AoE - [b]144[/b] -> [b]170[/b]
48 Heavy Rocket with Napalm: 48 Heavy Rocket with Napalm:
49 DPS - [b]180[/b] -> [b]135[/b] 49 DPS - [b]180[/b] -> [b]135[/b]
50 AoE - [b]128[/b] -> [b]144[/b] 50 AoE - [b]128[/b] -> [b]144[/b]
51 Cratering - [b]0[/b] - > [b]1[/b] 51 Cratering - [b]0[/b] - > [b]1[/b]
52 \n 52 \n
53 Unified direct damage reduction to [b]25[/b]% - previously, it was highest on the weakest weapons ([b]Riot Cannon[/b]), making it a strict downgrade. OTOH, on already very good [b]Heavy Rockets[/b], it was reducing direct damage by [b]0%[/b] (sic!). 53 Unified direct damage reduction to [b]25[/b]% - previously, it was highest on the weakest weapons ([b]Riot Cannon[/b]), making it a strict downgrade. OTOH, on already very good [b]Heavy Rockets[/b], it was reducing direct damage by [b]0%[/b] (sic!).
54 Unified [i]AoE[/i] gain. Added cratering to [b]Heavy Rocket[/b] with [b]Napalm Warhead[/b], due to that version having sensibly big [b]AoE[/b] ([b]128[/b] previously, now [b]144[/b]), and similar (and smaller) rockets on units doing cratering.[/quote] 54 Unified [i]AoE[/i] gain. Added cratering to [b]Heavy Rocket[/b] with [b]Napalm Warhead[/b], due to that version having sensibly big [b]AoE[/b] ([b]128[/b] previously, now [b]144[/b]), and similar (and smaller) rockets on units doing cratering.[/quote]
55 --- 55 ---
56 \n 56 \n
57 Changes [u]planned, but not implemented[/u] (yet) - It was decided, that they would require making rush-morph into lvl 4 (without taking modules) less viable, especially for [b]Recon Commander[/b]: 57 Changes [u]planned, but not implemented[/u] (yet) - It was decided, that they would require making rush-morph into lvl 4 (without taking modules) less viable, especially for [b]Recon Commander[/b]:
58 \n 58 \n
59 [quote] 59 [quote]
60 [u]Cluster Bomb:[/u] 60 [u]Cluster Bomb:[/u]
61 DPS - [b]80[/b] -> [b]120[/b] 61 DPS - [b]80[/b] -> [b]120[/b]
62 \n 62 \n
63 This weapon occupy lvl 4 weapon slot, and is restricted to [b]Guardian[/b] and [b]Recon[/b] chassis - in case of [b]Guardian[/b], it means, that this special weapon is direct replacement for "regular" weapon, yet it was literally [b]50%[/b] worse than peashooter, at [b]30 seconds[/b] reload time, totaling [b]80[/b] [i]DPS[/i] (and lack of accuracy), with rather regular range. Now, it matches peashooter's [i]DPS[/i], thus becomes minimally sensible to consider mounting it on [b]Guardian[/b]. Still won't rival Disruptor Bomb effectiveness on [b]Recon[/b], but at least might see some use. 63 This weapon occupy lvl 4 weapon slot, and is restricted to [b]Guardian[/b] and [b]Recon[/b] chassis - in case of [b]Guardian[/b], it means, that this special weapon is direct replacement for "regular" weapon, yet it was literally [b]50%[/b] worse than peashooter, at [b]30 seconds[/b] reload time, totaling [b]80[/b] [i]DPS[/i] (and lack of accuracy), with rather regular range. Now, it matches peashooter's [i]DPS[/i], thus becomes minimally sensible to consider mounting it on [b]Guardian[/b]. Still won't rival Disruptor Bomb effectiveness on [b]Recon[/b], but at least might see some use.
64 \n 64 \n
65 [u]Concussion Shell[/u] 65 [u]Concussion Shell[/u]
66 DPS - [b]30[/b] -> [b]40[/b] 66 DPS - [b]30[/b] -> [b]40[/b]
67 \n 67 \n
68 This weapon occupy lvl 4 weapon slot [b]Recon[/b] - at the same time, having respectable range of [b]450[/b] elmos and possibility of throwing some light units on direct hit. It pays for it by being lowest damage of all - at [b]30 DPS[/b], it was like Yeti, some heard about it, but no one can prove seeing in the wild. 68 This weapon occupy lvl 4 weapon slot [b]Recon[/b] - at the same time, having respectable range of [b]450[/b] elmos and possibility of throwing some light units on direct hit. It pays for it by being lowest damage of all - at [b]30 DPS[/b], it was like Yeti, some heard about it, but no one can prove seeing in the wild.
69 Now, it got a boost to still minimal [b]40 DPS[/b]. Still won't rival [b]Disruptor Bomb[/b] on [b]Recon[/b] by any means, but might find some utility for someone. Maybe.[/quote] 69 Now, it got a boost to still minimal [b]40 DPS[/b]. Still won't rival [b]Disruptor Bomb[/b] on [b]Recon[/b] by any means, but might find some utility for someone. Maybe.[/quote]
70 --- 70 ---
71 \n 71 \n
72 Observations and questions related to the changes welcome. I will try to explain everything that is not clear, too - feel free to ask. 72 Observations and questions related to the changes welcome. I will try to explain everything that is not clear, too - feel free to ask.
73 \n 73 \n
74 /CatLady 74 /CatLady
75 \n 75 \n
76 --- 76 ---
77 [img]https://i.imgur.com/aViiseb.jpg[/img] 77 [img]https://i.imgur.com/aViiseb.jpg[/img]