Unit discussion: CA 6394 - Page 3

Unit discussion: CA 6394

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TheThinker
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Joined: 02 Jun 2008, 21:34

Re: Unit discussion: CA 6394

Post by TheThinker »

Saktoth wrote:The venom is EMP75, it takes only 25% damage from EMP. It also doesnt self-pwn, nothing does. Unless you mean friendly fire or ally damage: It may do that, but not to other emp spiders.
My mistake; I'm thinking of previous builds. Still, for a riot unit the venom has issues. For one, venoms tend to stick to one target at a time instead of switching to a non-EMPed one. This leads to venoms being easily overwhelmed from spam units, since multiple venoms may inadvertently target a single unit (not as efficient as just killing one and moving onto the next). Unless I'm mistaken (and very often I am), there isn't a widget yet available to fix this.
Saktoth wrote:If you mean the emp spider should be a large tick: Thats not a good plan. Tick is even harder to use.
The Tick is not so bad in my opinion. They're good as an early warning defense mine, and they're cheap. They just suffer from being vulnerable to EMP, which I think is a little silly (they ought to be immune to it). But I don't see how a large EMP Tick could be a bad thing, especially if it's able to crawl over all kinds of terrain.
Saktoth
Zero-K Developer
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Re: Unit discussion: CA 6394

Post by Saktoth »

Venoms need to constantly be attacking a unit to keep it paralzyed, the paralyzetime is not much greater than their emp time. Them attacking the same unit over and over is not so much of a problem, in light of that.

However, its good to micro their AoE so they hit and stun multiple targets. But thats the same for any AoE unit.

Ticks are EMP 95%. They take 5% damage from EMP. However, with their tiny HP this does mean that two ticks going off nearby will paralyze a tick. This is much better than the roach, where a single roach going off anywhere near it will lead to a huge chain. A paralyzed tick isnt the end of the world since everything around it is probably paralyzed too and even if its killed it still gets off its EMP.

Having larger versions of the same unit is really a waste of time: build more ticks. The skuttle is specifically an anti-heavy unit, with a small high damage AoE blast. It is cloaked, jumps, and is designed for killing big targets. Its totally different to the roach. The arm counterpart is the spy: The spy has an EMP zap gun that does 14k or so EMP damage with a 30 second reload at point blank range: Get it up nice and close and zap an isolated unit, then run away.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Unit discussion: CA 6394

Post by Pxtl »

Wait, hold on.... back up.... the spy is armed?

/actually think the Tick's jump is just overcomplicating the unit since it already can move-while-cloaked
//jumping on the Roach could be fun though.
luckywaldo7
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Joined: 17 Sep 2008, 04:36

Re: Unit discussion: CA 6394

Post by luckywaldo7 »

Pxtl wrote:Wait, hold on.... back up.... the spy is armed?
Recent change, actually the first time in months that a unit has been significantly altered.
Pxtl wrote:/actually think the Tick's jump is just overcomplicating the unit since it already can move-while-cloaked
//jumping on the Roach could be fun though.
Actually roach did used to have jump, but jump made it quite over-powered.
Saktoth
Zero-K Developer
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Re: Unit discussion: CA 6394

Post by Saktoth »

Instead of exploding with AoE EMP, it now just automatically zapps stuff with 12k damage. One target only. 30 second reload. Since the AoE emp is sort of a hidden feature, this makes it easier to use and more interesting. It can also emp and run away (or penetrate defensive lines that way).

You mean the skuttles jump? Its actually vital. Its too slow and has a huge decloak: The only way it can close range is with its jump. If it tried to crawl next to a unit, it would be revealed every time. I dont like the unit that much though, for a lot of reasons.

Yeah roach with jump was LOL. Impossible to hit while jumping, faster, etc.
Google_Frog
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Re: Unit discussion: CA 6394

Post by Google_Frog »

...automatically zapps stuff...
Not anymore. Only noobs use units with more than 15s on fire at will (well at least when the game isn't over already).
Saktoth
Zero-K Developer
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Re: Unit discussion: CA 6394

Post by Saktoth »

Google_Frog wrote:Not anymore. Only I use units with more than 15s on hold fire.
Fixed.

Seriously, even i had troubles when i ran a bunch of spies into some assault tanks thinking that would counter and they all got revealed and shot. Especially if you try to do several tanks at once. Though, especially with EMP, it does hurt when all your spies EMP the same unit. What we need is...

A. A hold-fire-while-cloaked widget (so spies instantly panic and zap a unit when it reveals them- also for coms, obv, and not for snipers, obv!

B. A dont-emp-it-if-its-already-emp'd thing, especially for spies and some other similiar units (but not for panther, zeus, and probably farraday or venom).
Google_Frog
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Re: Unit discussion: CA 6394

Post by Google_Frog »

If you want to rush them in manually set them on hold fire. Often you will be using a few which is easy enough to micro.
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Neddie
Community Lead
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Re: Unit discussion: CA 6394

Post by Neddie »

Saktoth wrote: B. A dont-emp-it-if-its-already-emp'd thing, especially for spies and some other similiar units (but not for panther, zeus, and probably farraday or venom).
Automation that I don't mind, though it can be done with micro, as Google noted.
TheThinker
Posts: 46
Joined: 02 Jun 2008, 21:34

Re: Unit discussion: CA 6394

Post by TheThinker »

Google_Frog wrote:If you want to rush them in manually set them on hold fire. Often you will be using a few which is easy enough to micro.
Wouldn't it be better to set them to "Return Fire" while you're rushing? Ah never mind. :-)
TheThinker
Posts: 46
Joined: 02 Jun 2008, 21:34

Re: Unit discussion: CA 6394

Post by TheThinker »

Saktoth wrote:You mean the skuttles jump? Its actually vital. Its too slow and has a huge decloak: The only way it can close range is with its jump. If it tried to crawl next to a unit, it would be revealed every time. I dont like the unit that much though, for a lot of reasons.
I'm curious. What do you not like about the skuttle? For me, I've always found that while tactically useful for surgical strikes, it's always at the enormous cost of macro-managing your base for the duration you're micro-managing the skuttle.
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