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Title: MM 9052: 1v1 Narrow, Rank Subgiant
Host: Nobody
Game version: Zero-K v1.14.9.0
Engine version: 2026.07.04
Battle ID: 2516313
Started: 23 days ago
Duration: 16 minutes
Players: 2
Bots: False
Mission: False
Rating: Competitive
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Team 1
Chance of victory: 78.8%

USrankFOURTY_TON
Team 2
Chance of victory: 21.2%

USrankTadsmanianDevil
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23 days ago
USrankTadsmanianDevil asked for some feedback. I watched the game and pulled out a three important things.

Spend your metal, your storage should always be empty.
  • Keep your factory running. You don't excess metal all that much but you do stockpile it quite a bit. It would be better as units.
  • Use the repeat queue (it is enabled, but you are adding units with Alt early?) and look into the Auto Assist state.
  • Put enough build power next to your factory to spend your entire income. This lets you absorb things like reclaim.

Build radar.
  • Every time a constructor is in a location not covered by radar, it should build a basic radar tower.
  • I would end the game with at least four radar towers on this map. I would stick to the basic towers, not an advanced one.
  • The cloaked push on the bottom of the map was really neat, but it should have been bolder before the enemy army arrived and then retreat rather than getting caught and killed. With more radar coverage you would have been able to see when to do this.

Avoid losing units for no reason and escalate.
  • Early on you spam Glaives, this is pretty good, but you end with a mix of Glaive/Ronin/Reaver that just takes losses until the enemy army is too large.
  • Glaives are fast enough to pick their battles. At the start you run them into the Fencers and Scorcher, instead you should send them around the sides. Later on making Glaives is still good, but not when you run them in with your main army to die to ritos.
  • Get some Knights and Phantoms to build up your army. You could have started mixing them in from around minute six.

Here are my from notes during the game
  • Rally your factory to the middle of the map so your Glaives come out running. You could have put more pressure on expansion by having some idle Glaives arrive earlier.
  • Your factory goes idle for a while around 1:20 and 3:00. I'd just leave it pumping out Glaives, but any of the cheap cloakbots would be better than making nothing.
  • Your factory seems to be on repeat but not repeating. Are you using Alt to add units to the queue without repeating or is there some sort of bug?
  • There is a state called Auto Assist that I'd recommend using. It causes constructors to help the factory they come from rather than follow the rally point. It can be enabled by default for all factories under Settings/Unit Behaviour/Default States/Presets.
  • At 4:20 you send Glaives into the enemy to die. Try to run around the sides with them. They are fast enough that you shouldn't have to fight a stronger army.
  • At this point in the game I would try sending groups of five Ronin to each side. It might not do a lot, but it would make your opponent figure out how to respond so you might get some Glaives through to raid.
  • At 5:00 you have 40 metal income but only 20 buildpower around your factory. I like to have enough constructors and caretakers around my factory to spend almost my entire income. In this situation I'd probably have two caretakers and two or three constructors.
  • 6:00 the game was sort of the same until the end, I commented on it in my main feedback.
+1 / -0
22 days ago
Thanks for the advice. For the cloaked push, by bolder do you mean use normal move instead of attack move to go past stray solar collectors?
+0 / -0
22 days ago
The problem with me not using repeat is that early game i worry that I’ll spend to much on raiders, so it will negatively impact my expansion; i then forget to start using it because I’m focused on other things. It seems he was fine even though he had low resources, though. Maybe I should try just doing repeat immediately instead of waiting.
+0 / -0
22 days ago
Its ok to have a lots of raiders, and a slow eco, as long as this also slows down the opponents eco. Expansion speed is relative.
+0 / -0


22 days ago
You can set constructors to high priority or your factory to low priority to stop the factory taking resources from high priority. I think there are people who even set their factory to low priority or set mexes to be constructed at high priority by default.
+0 / -0
22 days ago
My mexes, solars and winds are always set to high priority (though Im starting to think I should just put my expansion con on high prio instead)
+0 / -0

22 days ago
I have my mexes set to high priority be default, and I frequently use a hotkey to set individual nanoframes to high priority. In early game 1v1, based on the context of the match, I'll be manually selecting solar collectors or lotus turrets and setting them to high priority or less frequently units on my factory to high priority. When my income is +12m/+10e I'll probably set one then a second solar collector to high priority from my commander, which will take 100% of my income into the solars, to keep the economy grease going.
+1 / -0


22 days ago
I don't have any default priority changes but I rebound my 1, 2 and 3 keys to the three priority states. I use 4 and 5 on the rare occasion that I use control groups.
+0 / -0
21 days ago
I put my factory on low priority. I only use high priority for something urgent (like making a stardust to deal with a large number of raiders).
+0 / -0