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Title: [A] Free For All
Host: Nobody
Game version: Zero-K v1.9.9.1
Engine version: 104.0.1-1544-ge1f249f
Started: 16 days ago
Duration: 11 minutes
Players: 8
Bots: False
Mission: False
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Team 1

UArankhedkeaf
Team 2

ATrankATOSTIC
Team 3

USrankDave[tB]
Team 4

ATrankJohnHunter
Team 5

RUrankizirayd
Team 6

USranktherxyy
Team 8

DErankHoppili
Spectators
GBrankSab

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16 days ago
I don't understand, is there something wrong with me, or the whole meta in zk has come to the conclusion that all games must necessarily come to artillery, and if you try to play not through artillery, then you will lose?
+6 / -0
16 days ago
Why has artillery become exceptionally strong?
+4 / -0
16 days ago
I love amph-bots but their lack of arty makes it very difficult to play, (for me at least) I can't approach a tank army because one emissary weakens my army so much before they even get there. At the very least give them atry maybe like a bigger bulkhead with one fat mortar for defence...
+0 / -0

15 days ago
we need artillery award
+1 / -0


15 days ago
quote:
Why has artillery become exceptionally strong?

Always has been
+0 / -0
There's always lobster, although it doesn't work exactly like artillery, it still works pretty well and it might help with emissaries since emissaries have to stop to fire.
+1 / -0
15 days ago
The annoying thing about lobsters is there "ammo" is at least 80 a shot for a duck. Plus in some conditions it can take ~30 seconds to make one.

80 metal, one duck that gets shot before landing, and a 30 second reload time does not artillary make.
+1 / -0


15 days ago
quote:
does not artillary make.

Its job is to unmake artillery.
+1 / -0
15 days ago
Sucks at it
+0 / -0
The proper way to use Lobster is not lobbing units at enemy arty, but lobbing enemy arty at your units/porc. Needs Cloaker or 2 Lobsters of course.
+2 / -0
15 days ago
Still so expensive for much less results.
+0 / -0
quote:
Why has artillery become exceptionally strong?


Partially meta player behavior (if everyone else in a large game defends and makes arty, being aggressive doesn't work).

Partially balance changes (overkill prevention, cheaper terraform, pop-ups self-heal when closed, Picket nerf, stronger faraday, powerful coms, stronger riots, nerfed raiders).

Addition of some tools good for busting heavies and counter attacks (placeholder, Lobster, Limpet).

Artillery gets much stronger when micromanaged, and teamsize:mapsize ratio has constantly got denser..

Detatching income from com + making coms way tougher reduced the slippery slope/importance of territory in large teamgames.

I think a lot of it is also that ZK unit roster provides a lot of RPS counters to groups of attacking units, and the community meta has collectively learned which to apply where, and the importance of reclaim, over the years to the point of making penetrative attacks risky. The community at large discovering how OP cloak fields were was a pretty sesmic change to late game play for example, without balance actually changing.

+2 / -0

14 days ago
USrankGOLDSTANDARD, lobster is extremely effective if used in the right circumstances.
+0 / -0