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On the Dante Rework

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44 hours ago
I've already said this much and more on the Discord, which I hope is not being ignored for 1 or 2 forum posts.

It feels very frustrating that Dante of all units (as far as I can tell what the average community member might have considered balanced, unproblematic, and fun to use and play against in the right contexts) got MAJORLY reworked into an entirely different unit based, presumably, almost entirely on a forum conversation between 2 people and walled garden testing with mods.

I really liked Dante (I liked that it punished mass skirmisher balls, especially Scalpel and Moderator+Placeholder which generally don't have a good variety of healthy counters), I really don't like Dante now (it's now SCARED of the units it previously countered), and I think buffing it to be truly viable with its new direction (trying to live up to the Assault/Riot label) is MOST LIKELY GOING TO result in it being toxic with surprise deployments via Iris, Lobster, and Hercules -- it'll essentially become like Krow, but insane and unmanageable in its own different contexts.

I think the old design had plenty of room to receive balance retuning (such as lower rocket afterburn than 38 whole seconds, and slightly less range variance on the rockets, and slightly more health). I also think that there is also plenty of room to make wildly new units from scratch instead of gutting and repurposing something like Dante. Its label could just be changed to "Fire Combat Strider" or "Heavy Weapons Strider." ...Maintaining its emergent role in the game isn't disgraceful.

I'd prefer to see the community as a whole more explicitly involved in a change this big before it happens. Forcing the changes to live without gathering input first feels like it threatens to leave the old design behind completely if no one ACTIVELY says hey what the hell? before it's too late. So, at risk of being annoying to anyone who wants to go forward with these extreme changes and new direction, I'm saying, hey what the hell?
+3 / -1
44 hours ago
yes, dante now garbage, dont counters skirm anymore worst strider for now
+0 / -0
33 hours ago
quote:
Forcing the changes to live without gathering input first feels like it threatens to leave the old design behind completely if no one ACTIVELY says hey what the hell?


Exaggeration. I'm not sure how much testing Stiofan did with his mod before making the writeup where he proposed the changes. But he definitely (1) made a fully working version (2) did test it and gathered community feedback from willing players, before even making that post where GoogleFrog joined the discussion.

Maybe you could argue it wasn't tested enough, and perhaps also that there hasn't been enough discussion about what role Dante should (now) have in the first place (so as to best apply Quantz's Rule to it).

But as a reasonably average player who has played more against Dante than with it, and who playtested some of Stiofan's experiments, I felt the whole thing and the pace at which it moved has been really great. That said, I'm glad most changes don't hit as many stats at the same time on a unit as this one.

But it felt like a breath of fresh air that made Dante enjoyable for me to actually use in lobpot (and lose with it while still enjoying the experience overall).
+4 / -0
Thanks ZArankBoetvaardig.

Dante has been cooking in this state for around 2 months in my mod and has seen it's fair usage. I also do want to thank anyone who did help test the mod as it includes alot more than just the dante.
The only way to get an actual feel for things is to let people use it. The lobbies are and had always been open to everyone to get their 2 cents in on everything, and I do listen to the feedback given.

There are some differences to the implementation AUrankAdminGoogleFrog ported to base zk, but it is the same essence, and I am happy to have the opportunity to see it in more action and different contexts. Some more forewarning even for me would've been apprechiated I spose, though I also see the reasoning for just ripping the bandaid off.

I've gone over my reasoning about the issue of base Dante and arguments for this style of dante in the Refumble:Striders post, so won't go into detail here, but am ofc open to questions etc.

Dante being more scared of some skirmishers is okay. This version functions more as an assault in the way that it pressures away skirms that cannot hope to lock it down or kill it quickly enough, similar to minotaur. It also gives some more space for Merlin to be used as an anti skirmisher tool, where Dante was just the best tool overall while being more generalist too. Everywhere you had a dante you couldve had a merlin instead, and I think that is now a more interesting tradeoff between the units.

Synergies or better more pronounced synergies with drops, cloaking, shielding and general army units are goal and I think also a positive here.

Overall, I just about now feel confident enough about the ideas in my mod being worthwhile, to where I'm starting to suggest those ideas for base zk. I am still looking for feedback to improve them.
+3 / -0
I will make a pretty detailed explanation of my position as soon as I have an hour spare, but here is the quick version:

New Dante is good in what it does. Just what it does is not necessarily useful in high density games. I assume the changes make sense in smaller game sizes.
So, I am specifically talking about TAW-style clusterfucks here:
Dante was used so often in there because it's specific role was one you could not get with a different unit. Kind of a medium-range spam counter.
The point is that if I am in a situation where I would need to build a 3500m riot, then I am guaranteed to fight a lot of skirmishers and artillery as well. The added health is nice, but even Paladin is mostly so sturdy because things have to be cautios about it's long range weaponry.

While I definitely believe that a lot of thought and testing was done and I DON'T EVEN DISAGREE with certain changes, first and foremost burn time reduction, here is my critique:
DErankStiofanKingofAwoo, if you sat down with the previous version of the game and you had to change something, would you think buffing skirmisher spam and lances would come to your mind or would be a good idea? I kind of doubt that...

So, what would be an alternative solution? Honestly, in my opinion the best solution would be to design a new unit that fills in the gap and does something functionally similar to dantes old d-gun, but without the bs like the burn time. Since the siegebot stuff is worked on atm anyway, I think that this is a convenient timing to make such a unit as well.

Alternatively, the easiest solution would be to meddle with the d-gun again, but I have like 5 possible ideas for that alone, so I will save that for a later post. (Also, probably the most boring approach to this.)

Lastly, a more general feedback:

StiofanKingofAwoo:
First, I think I need to make clear that my intention is not to get a simple reversion of the changes you made. I am more looking for a solution that fulfills yours and GFs ideas about Dante, but also adresses my and @Ixzines complaints, because I - obviously - think they are pretty valid.
From reading RefumbleStriders, your thinking is very understandable (nachvollziehbar) and makes sense, but I think your approach to balance is a bit to "unit-I-want-to-change-centric".
A basic rule of thumb in design is "form follows function", not the other way around. It is completely fine to have changes like you did, but it is even better if you also think about how to compensate players for what they lose / what functionalilty or mechanics they lose.
Second, there is one thing I completely disaree with:
quote:
Making dante go to the enemy to do it's damage looks like a design that would create more interesting interactions.

This is ofc subjective, but to me this feels precisely the other way around. A unit that is kind of confused about if it is a riot, a skirm or an artillery unit, that wants to be tanky but isn't is way more interesting than what we have now. Especially since you practically scrapped the list of units that dante can interact with in the first place quite a bit. And about:
quote:
Dante becomes both speedier and tankier, to get into combat, survive it a little and get out again.

That describes quite precisely what Krow does. Making a unit functionally more similar to an already existing unit at the cost of something otherwise unique seems like it violates the design-goals of Quant'z rule. At least to me, the new iteration of Dante feels honestly quite bland and boring compared to before. While I know that this is a subjective opinion, I am saying this because in my eyes, I don't think you got the effect you intended.

Later!
+1 / -0

26 hours ago
quote:
Forcing the changes to live without gathering input first feels like it threatens to leave the old design behind completely if no one ACTIVELY says hey what the hell?

Wile I have to agree with ZArankBoetvaardig in that feedback is heard and involved as more a norm than an exeption - and I believe this topic is no exception - I do think the second half of that quote carries a valid concern. There has only been a single instance of a complete reverse of balance changes that I can remember: That was a redesign of cyclops that made it more of a straight forward heavy assault tank with the slow being put into the main cannon. GF took a vacation during this and promptly reverted it when he came back.
So, as I have said multiple times already: It would be indeed nice if "simple revert and retry" was at least generaly an option for adjusting balance-changes.



quote:
That said, I'm glad most changes don't hit as many stats at the same time on a unit as this one.

Yes, this doesn't make it easier either. Nor having them in a patch that changes targeting for a ton of units either.
+0 / -0

22 hours ago
Okay, after I talked with Stiofan, I think I need to clarify something:

I now understand what you mean with Dante being "interesting/exiting". Me saying it's boring means "conceptually boring", while you were talking about Dantes gameplay. I am not so much the type for this playstyle, but I totally get you there.
+0 / -0
Mh, overall I think that Dante wasn't really in the business of lance contesting, and skirmishers being entirely invalidated by a single, albeit expensive unit also doesnt seem ideal either.
Skirmishers are fun and interesting in the sense that they usually offer the most uncertain and soft type of pressure. That is ofc outside like scalpel and moderator.

I think you slightly missunderstood my sentence on interesting interactions, because I wasn't talking/arguing about this being a more interesting design.

Old Dante was theoretically a more interesting unit in concept on could say, yes, but in practice optimal play essentially boiled down to tossing dguns at max range to burn down your enemies without allowing them to hit back.
Any version that has the properties of deleting or very effectively pressuring skirms at range needs to be bad close up or have bad ergonimics or stats.
Any version that doesnt have that range or power on it's dguns makes those a nothingburger, or less exciting or interesting at least.

Dante was in practice just it's dgun in the majority of cases, since using the other weapons exposes you and makes you more vunerable to a snipe of your dgun artillery unit.
And Dante was, I'd again argue most fun and or interactive outside of standoff dgun spam but you only got there when someone got tried to use dante in a risky "suboptimal" way. But I'm repeating myself I think.

There is space for a sort of unit that is dante dgun. Though it is much more suited for a merlin like platform, where that is it's only thing it does. I'd argue that if you're looking for free attrition/deletion tool against skirmishers Merlin/grizzly/lance/emissary/firewalker are safe bets aside from dante dgun and a majority of those are cheaper.

From the games played I am feeling more positive about the position this dante is in, because it lead to more interesting interactions with dante itself. Even in TAW scale games Dante gets to buy space with it's weightclass alone, and if it get's close you can clearly see whats killing you because it's staring you in the face. :P Also been very happy with how supporting Dante being more important/effective.
It is a much more interesting unit to use now I would say, and I could offer some replays I think were interesting if that is requested.
Though I will say, it could use some more speed to be just a tad more self sufficent at approching the enemy.


To the general design critque, I am just trying to find ways to make units more interesting to play with and against, aswell as leaning into their theme. I went over that in the strider thread, but the refumble mod is also more a sandbox to prove concepts on viability in.

Krow having allterrain movement and being weak to AA makes it I think distinct enough too. I mean all assaults want to go in, do damage and get out. Dante just was better at not doing that at all.
+4 / -0
quote:
It would be indeed nice if "simple revert and retry" was at least generaly an option for adjusting balance-changes.

Here I think it is useful to distinguish between number-tweaks style of balance changes and outright unit redesigns. As far as I recall, partial reverts of number-tweaks are not uncommon.

Unit redesigns, on the other hand, are generally aimed at fixing a design problem, and so continuing to search out new areas of the design space is more appealing than returning to where there is a known problem. Of course, this line of argument is not very convincing unless one agrees that there was a difficult-to-reconcile design problem in the first place. In the case of Dante I am getting the impression that there is some disagreement on that point.

I haven't played with new Dante at all yet so I don't really have an opinion on it. Old Dante being a glorified high-HP manual-fire Firewalker was a weird thing to be in Dante's slot but I felt it was pretty fun to wield and to fight against so the new design has a pretty high bar to clear. On the occasions where I have had a more active hand in Zero-K design I was careful to pick bars to clear that were very low.
+2 / -0
The long afterburn was bullshit and i agree with it sticking for a long time to the ground, not the units.

I also agree with the direction of increasing dante's speed and HP, but think it should be faster with a bit less hp.

I dislike the flamethrower range being shorter than the heatray. Makes it awkward to use unless you ram it into the enemy and conflicts with its tendency to try to kite at heatray range.


Should a dante beat slightly more than its cost in ravagers? minotaurs? glaives? Some quick testing on a sandbox makes it seem it can lose all of these unless it uses its manual fire weapon well.


Suggestions:
- increase speed to 70
- double turn rate (atm it's worse than paladin's)
- normalize heatray, flamer, rocket range at 400
- reduce hp from 15000 to 13000
- make the incendiary rocket barrage cover a wider area with a bit more range
- make it explode more violently when killed? maybe incendiary too

PS: improve its walk cycle animation
+2 / -0
quote:
Should a dante beat slightly more than its cost in ravagers? minotaurs? glaives? Some quick testing on a sandbox makes it seem it can lose all of these unless it uses its manual fire weapon well.
idk the answer but I will tell you that it's easier to keep 3500 metal in a dante alive so you can repair it than it is any of the other things you mentioned.
+0 / -0

3 hours ago
AUrankAdminAquanim

quote:
Unit redesigns, on the other hand, are generally aimed at fixing a design problem, and so continuing to search out new areas of the design space is more appealing than returning to where there is a known problem.


Okay, then scrap the "revert". I personally think that most of us agree that Dante had problematic elements, but disagree with how to solve them in a way that makes the highest amount of people happy. (Sure, you'll never reach 100% agreement. Doesn't mean you can try to a certain extend though.)

quote:
Old Dante being a glorified high-HP manual-fire Firewalker was a weird thing to be in Dante's slot but I felt it was pretty fun to wield and to fight against so the new design has a pretty high bar to clear.


To me the d-gun was so fun to use because you had dozends of ways to manually fine-tune it's behaviour, turning the unit while firing, changing the target while you fire, firing on the edge of a dirtbag hill and so forth. This is probably all still possible, but with this low range and the damage being almost nonexistent at the edge of it's range, I see no real reason to sink time into that.
On the other hand, the old d-gun could have been on a separate unit that had no other weapon at all and it would still be pretty effective and worth building.
+1 / -0