This is a map problem. Most maps are in the OTA without CC style (No sea metal) or do not have 'clustered' metal spots in the sea (for an easy 3-mex start) but rather have them very spread out (Long walk, or start con- leaving you vulnerable to rush) or have a nice sharp drop into the water near metal spots that allows you to start sea.manored wrote:This discussion also called my attention to another point: Sea doesnt haves metal start positions
Hovers are op? Discussion (BA)
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Re: Hovers are op? Discussion (BA)
Re: Hovers are op? Discussion (BA)
This discussion also called my attention to another point: Sea doesnt haves metal start positions
sea metal making economy is a lot more faster and efficient than land based econ, since most maps have 20 or higher tidals, and tidals cost like 80 metal compared to solar's 140, and sea mmakers take less e to make metal (atleast they used to?)
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: Hovers are op? Discussion (BA)
Each drains the same E as land MMs but produce 1/10 more metal (T1) or 1/12 more metal (T2). They cost somewhat more energy to build, but that doesn't really matter since if you're running a metal maker economy you'll have enough energy so the energy cost doesn't matter.Sleksa wrote:and sea mmakers take less e to make metal (atleast they used to?)
Re: Hovers are op? Discussion (BA)
Oh, didnt they once take like -60 e to make metal compared to land's -80, or am i completely wrong and retarded here ~_~Each drains the same E as land MMs but produce 1/10 more metal (T1) or 1/12 more metal (T2). They cost somewhat more energy to build, but that doesn't really matter since if you're running a metal maker economy you'll have enough energy so the energy cost doesn't matter.
Re: Hovers are op? Discussion (BA)
Hovers may take a lot of energy to build, but corvettes require a lot of energy to fire lasers. Score another one for hovers. TBH, my tests may have been flawed because I didn't take minintensity into account. If you get your corvette really close to the hovers, it should change things.
edit: Confirmed, corvette rape hovers if you get them really close.
edit: Confirmed, corvette rape hovers if you get them really close.
Re: Hovers are op? Discussion (BA)
Good thing to know.
Re: Hovers are op? Discussion (BA)
But now that everone knows that people will keep their hovers away from corvettes... :)
Sea metal maker econ might be better but it takes a while to build time on wich someone who started hovers on land with loads of metal might womp you. Someone who went sea from land would womp you also but at least you would have the oportunity of sieging land from sea thus preventing him from going sea :)
Also, the sea maps I know have their mexes very spread out: its a vast area that you have to cover to use the mex economy, what hurts because the commander and amphibious units are freaking slow on water, and ship builders are expensive and also not very fast. Starting to think that its not hovers that is OP, but sea that sucks :)
Sea metal maker econ might be better but it takes a while to build time on wich someone who started hovers on land with loads of metal might womp you. Someone who went sea from land would womp you also but at least you would have the oportunity of sieging land from sea thus preventing him from going sea :)
Also, the sea maps I know have their mexes very spread out: its a vast area that you have to cover to use the mex economy, what hurts because the commander and amphibious units are freaking slow on water, and ship builders are expensive and also not very fast. Starting to think that its not hovers that is OP, but sea that sucks :)
Re: Hovers are op? Discussion (BA)
i dont mean to be offensive but u not got a clue what u on about
Re: Hovers are op? Discussion (BA)
Sleksa, that was before Zerg's time.
rANDY has a point, though it is difficult to see such a blunt statement penetrate.
Det, don't forget the supreme maneuverability of hovercraft. Of late I've been using scout hovers on mixed maps into late game for ship assassination, scouting, raiding and decoy work because with a little micro, there are few things better for getting around the enemy defenses and mobile guards. Anyway, getting the hovers close implies little micro on the part of the hover user, and some on the part of the corvette user. For the purpose of balance, this slips into player skill and attention.
Anyway, I believe that if you increase the min-intensity to 0.75 and boost the DPS by 2 or 3 percent. This should make the Corv better against hovercraft regardless of micro without changing ship to ship combat much. At T1 we can ill-afford to change much since there are relatively few units for a huge number of roles, and as a result, overlap makes every ship a nightmare in balancing.
rANDY has a point, though it is difficult to see such a blunt statement penetrate.
Det, don't forget the supreme maneuverability of hovercraft. Of late I've been using scout hovers on mixed maps into late game for ship assassination, scouting, raiding and decoy work because with a little micro, there are few things better for getting around the enemy defenses and mobile guards. Anyway, getting the hovers close implies little micro on the part of the hover user, and some on the part of the corvette user. For the purpose of balance, this slips into player skill and attention.
Anyway, I believe that if you increase the min-intensity to 0.75 and boost the DPS by 2 or 3 percent. This should make the Corv better against hovercraft regardless of micro without changing ship to ship combat much. At T1 we can ill-afford to change much since there are relatively few units for a huge number of roles, and as a result, overlap makes every ship a nightmare in balancing.
Re: Hovers are op? Discussion (BA)
All that said, I'm fine if it stays the way it is, I have a feel for both units so any balance issue is irrelevant - I like using them.
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: Hovers are op? Discussion (BA)
Back in the AA days land mms were 100 E per metal, floating mms were 90 per, land moho mms were 80 per, and underwater moho mms were 70 per .Sleksa wrote:Oh, didnt they once take like -60 e to make metal compared to land's -80, or am i completely wrong and retarded here ~_~
Re: Hovers are op? Discussion (BA)
Dont be lazy and explain it then :)PRO_rANDY wrote:i dont mean to be offensive but u not got a clue what u on about
Re: Hovers are op? Discussion (BA)
Like I said...det wrote: edit: Confirmed, corvette rape hovers if you get them really close.

- KingRaptor
- Zero-K Developer
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- Joined: 14 Mar 2007, 03:44
Re: Hovers are op? Discussion (BA)
Doesn't closing in give the hover cannons an easier time hitting you, though...?
Re: Hovers are op? Discussion (BA)
It does, nevertheless, pushing corvettes close kills hovers faster.KingRaptor wrote:Doesn't closing in give the hover cannons an easier time hitting you, though...?
However, anacondas are more mobile than decades, so maybe a little micro can give them advantage? If somebody is willing to do some testing, mesg me on the server ([vlo]Lupus)
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: Hovers are op? Discussion (BA)
It'd take quite some micro to get hovers to miss 50% of the time even at max range, which is how much damage you lose from minintensity.KingRaptor wrote:Doesn't closing in give the hover cannons an easier time hitting you, though...?
Corv is faster and turn rate is almost the same.Lupus wrote:It does, nevertheless, pushing corvettes close kills hovers faster.
However, anacondas are more mobile than decades, so maybe a little micro can give them advantage? If somebody is willing to do some testing, mesg me on the server ([vlo]Lupus)
Re: Hovers are op? Discussion (BA)
It is just slightly faster. If anacondas are running away, they can keep decades at distance.Evil4Zerggin wrote:Corv is faster and turn rate is almost the same.
Re: Hovers are op? Discussion (BA)
They have the same range...
Re: Hovers are op? Discussion (BA)
They have... But, decades shot only at 50% of their power if anacondas are at their maximum range. When running away and changing directions, it's easy for anacondas to keep decades at maximum distance.neddiedrow wrote:They have the same range...
And there also one thing to mention: I never used hovertanks like a regular army, to kill everything on the sea. Actually, their speed is often used to fast raids over enemy's economy. They are mostly used to run through the water avoiding ships and kill shipyards, fusions, lab, and so on.
Re: Hovers are op? Discussion (BA)
They can often be used to roll over everthing tough. Most sea players dont prepare thenselfes for a hover attack, or leave open passage for hovers to reach the beach and attack their land allies...Lupus wrote: And there also one thing to mention: I never used hovertanks like a regular army, to kill everything on the sea. Actually, their speed is often used to fast raids over enemy's economy. They are mostly used to run through the water avoiding ships and kill shipyards, fusions, lab, and so on.