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Title: [A] Teams All Welcome
Host: Nobody
Game version: Zero-K v1.13.9.5
Engine version: 2025.04.11
Battle ID: 2295033
Started: 19 hours ago
Duration: 23 minutes
Players: 11
Bots: False
Mission: False
Rating: Casual
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Team 1 Won!
Chance of victory: 66.9%
XP gained: 86
DErankSurfmaniac
ESrankFalelovsky
USrankKnightshade
RUrankKarfagenn
unknownrankLegend7777
ZArankmerck52
Team 2 Lost
Chance of victory: 33.1%
XP gained: 77
CArankSauceMeUp died in 23 minutes
ZArankMightyOak died in 23 minutes
RUrankdot_dot died in 23 minutes
GBrankMrGristle died in 23 minutes
USrankAtbot died in 23 minutes




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17 hours ago
USrankKnightshade asked for comments on this one, so...
1. Early game single Scorchers are like Kodachi, you can scout them and harass but they'd rather be running away from superior value raider groups than trying to hug them. Your first batch of Scorchers should have mostly or entirely grouped up once you saw the massing Glaives.
2. Your factory died because you weren't watching your radar/minimap. You had plenty of time to bring your Fencer and Ripper back towards it from their rally path. This is a general awareness thing, except...
3. Your forward porc threatened the enemy supermex, but that was outside your lane. This wasn't necessarily a bad risk, but it did leave you overstretched contributing to the loss of your starting factory to out-of-lane raiding. I somewhat frequently leave factory-guard Lotuses in situations like this.
4. In the interval between factories I think your dedication to getting a Stinger on the enemy side of the field is somewhat misguided. Your first priority after immediate safety from regrouping your existing forces and maybe placing a couple of Lotus, should be a Caretaker so you can take and use reclaim, or a Factory which would be too exposed where you are and would be better placed near the supermex you want to defend anyway.
4b. A comm morph for health and build power would've been good here, given that you had a full storage and weren't making cons any time soon.
5. Speaking of your supermex, tending it was your main responsibility given your plop location and you didn't seem to be paying particular attention to it. It could easily have been raided out.
6. I wrote 4 before knowing your Stinger never finished, but I think events showed that it was the wrong choice for different reasons also - it was too expensive.
I have less to say about the Jumpbot portion of the game.
+1 / -0
17 hours ago
Opening Plan: Last round I opened with a domi and that did not go well for me, so now my plan is to get a few scorchers together and try to make a useful pick. I have a vague idea of controlling the supermex in the center, but that's all.

(Obviously this plan needs work)

1. @ 00:15 - Allocation Mistake: Currently opening blind scorcher. A dart would have been better to let me know who the enemies in the vicinity were.

2. @ 00:54 - Tactics: Scorchers are not kodachis, they are cheap, single target against spread enemies, and have low damage at range. This skirmish is unwise, and I'd be better off using my mobility advantage to pressure his flanks.

3. @ 1:00 - Tactics: Going back in with a 2/3 hp scorcher against 4 glaives is basically a donation. *This violates the original plan of balling up and finding a good pick.*

4. @ 1:13 - Strategy: Hey you know what's better than feeding 4 glaives a scorcher? Feeding them 3 scorchers, obviously.

Overall I am sacrificing map presence for the idea of pressure. Even if this were a good idea, I'm not sure it'd work here. Perhaps a fencer/scorcher combination to zone out the glaives and force them to approach the scorchers? Rippers aren't great against small numbers like this ime.

5. @ 1:37 - Awareness/Strategy: Here I am putting myself in an aggressive forward position with... no real plan exactly. I know the enemy has bombers, I see 3 enemies, and I have nothing with me. The vague idea here is to pressure Sauce but frankly I have no pressure to provide.

6. @ 2:39 - Strategic Flaw: Fixation, Failure To Retreat. I know damned well an ogre isn't going to be intimidated by a lotus, and a second lotus is not going to help that fact. Worse, I am currently in a position to be enveloped by the entire enemy team and lose my factory.

7. @ 3:25 - Strategy: I am very lucky here and get bailed out by Surfmaniac but then undermine that by chasing. The correct thing to do would be to pull back and recover combat capability. This position isn't doing anything- I'm not denying the smex, I'm not holding my smex, I'm not rebuilding my downed fac and I'm not porcing to stall. I'm not even aware that Legend7777 is getting tied down with spiders to his north, and I'm not considering that Falelovsky has failed to advance past a very conservative porc line.

8. @ 3:39 - Allocation/Strategy/Positioning: Continuing off #7, when surf wipes, I build a stinger. Against bandits. Presumably at this point I'm in full bronze brain mode.

9. @ 4:18 - Misanalysis: Okay so obviously this is a bad fight but I think I know what happened here- I have, frankly, played too much tanks. I'm looking at unit count here, not metal value. An Ogre and a pair of Emis would absolutely be capable of holding this position, but that's also 1900 metal. Here, I have 530, against more than half again that just in bandits. The funny thing is that I still almost win that fight.

Skipping forward a bit here because, as predicted, I wipe completely and it takes time to get a con, rebuild, etc.

One interesting note here is that I'm voting to surrender even though, broadly speaking, we're not that far behind. We're down a smex, but the map position is otherwise roughly symmetrical and we're up on attrition.

10. @ 9:16 - Allocation, Strategy: Building a scuttle vs felons seems to almost always be a mistake. Just build firewalkers and bleed them down. Alternatively, I'm getting fixated on sauce when I could instead be bullying dot_dot, who has no way of holding his current position. SauceMeUp could be spread thin if we played our cards right.

11. @ 9:54 - Strategy/Presence: Placeholders are stupidly good against these rover runbys. While we do win this fight, I could potentially make Atbot's life hell by just scattering a few placeholders at key chokepoints and letting them pin enemies for others to finish.

At this point, my strategic thinking is off, I think. I'm still fixating on the army threat, but I should know that shieldbots hate having to try to play multiple lanes. I think the correct strategy here would actually be to leave a placeholder and a firewalker to hold mid, and then push the bottom lane and just make life hell for the tanks and rovers. In any case, I need to work on my map-wide threat.

12. @ 11:30 - Strategy: Priority number one needs to be maintaining the smex and getting it gridded up. Failure to rebuild here is a problem. The skuttle engagement wasn't great but I think it's probably a net win for cutting down the shieldball.

13. @ 12:15 - Opportunity/Presence - Placeholders on hold position in front of the spiders could make Atbot's life hell. Reiterating this because new situation, but the same opportunity.

14+. @ 15:00 - Rotation Success! - See this? This is what happens when a surprise rotation is done properly. MrGristle had been trading fire with the emis for a while and there was an impaler that kept missing the crab, and for the cost of one jugglenaut I killed the crab and completely shattered the position. Beyond that, now he's building Widows (possibly to scout, I think more likely to stun the juggle should I try that shit again). Calling this out because, given my tendency not to do these rotations, calling out how absurdly successful they can be may help adjust that pattern.

15. @ 16:15 - Opportunity/Presence/Awareness: So I've been aware of the gap between SauceMeUp and dot_dot basically the whole game, but even once I know there's a silo there I never capitalize on just how little is holding that position. I have this weird idea of sneaking a couple skuttles through or something, but in practice a better choice would have been Pyros, puppies, or just threatening to wedge that open with my army using the juggle. The fact that I never really capitalized on this is still a mistake.

16. @ 16:18 - Economy: Guess what? I've been holding this position for a while and I still don't have the smex. If people weren't trading so well on attrition our eco would be in a very sore spot indeed, and Sauce not having his smex is no excuse.

There's a bad puppy engagement that follows, an incredibly dump juggle initiate against shields (they do better pulling shields apart, scattering the ball doesn't seem to work well), and I just kind of ignore the silo, but I'll wrap up here since I think I've gotten the meat out of this analysis.
+1 / -0

12 hours ago
re: 10. You had vision of an isolated enemy Commander with your Skuttle but decided to jump into the shield ball instead. Skuttling a Commander is a worthy pursuit for a player who has an army that's otherwise too weak to contribute. Not that the first Skuttle jumping into the shieldball was a clear blunder, it did get some value and relieve some pressure on your teammate, but the option to go for the Commander shows that merely building the Skuttle wasn't an error.



+1 / -0
14 minutes ago
re: re: 10. In this case, I believe the error was not in the act of building the skuttle, but the decision to do so.

I wasn't thinking about the enemy commander building the skuttle, only the shieldball, which I knew contains felons which usually make skuttle jumps much less effective.
+0 / -0