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Title: 4hundred's Battle
Host: AUrank4hundred
Game version: Zero-K v1.5.3.10
Engine version: 103.0.1-697-g918caba
Started: 3 months ago
Duration: 38 minutes
Players: 1
Bots: True
Mission: False
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Team 1

AUrank4hundred
Team 2

CircuitAIHard32 (3) <CircuitAIHard32>
CircuitAIHard32 (2) <CircuitAIHard32>
CircuitAIHard32 (1) <CircuitAIHard32>
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AUrank4hundred
3 months ago
1v3c success
+0 / -0



GBrank[GBC]1v0ry_k1ng
3 months ago
ah, slasher cancer. I'm not sure, but the next build might behave correctly in the face of this now :)
+0 / -0


AUrank4hundred
3 months ago
apart from inital raids, i dont think they make cost, they primarily just keep them busy from expanding
+0 / -0


AUrankSnuggleBass
3 months ago
I think it's mostly about negating any chance of circuit AI getting behind your rank and file. Circuit AI is capable of optimising individual raiders better than humans due to increased 'attention'. Statics don't work because you can't threaten the opponent, but slashers, despite being less efficient, will guard your otherwise naked expansion while putting on pressure and securing reclaim fields.

I don't think that it's really a bad AI 'problem', so much as a predictable tendency of humans when they're outnumbered by 'high APM' AI.
+0 / -0



GBrank[GBC]1v0ry_k1ng
3 months ago
The problem atm is that circuit doesn't actually use its units to defend itself when they are in defend cluster mode.
+0 / -0