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Title: MatchMaker 290
Host: Nobody
Game version: Zero-K v1.6.2.9
Engine version: 104.0.1-151-g11de57d
Started: 8 days ago
Duration: 25 minutes
Players: 2
Bots: False
Mission: False
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Team 1
Chance of victory: 24.4%

USrankFealthas
Team 2
Chance of victory: 75.6%

SErankGodde
Spectators
RUrankivand
BErankBrynnlow
ATrankATOSTIC

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Page of 2 (23 records)
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USrankFealthas
8 days ago
pathing meme
+0 / -0



AUrankAdminGoogleFrog
7 days ago
Where was the pathing problem? Also it seemed like a long and close game, any side could have gotten a lot of value out of a factory switch.
+0 / -0


USrankFealthas
7 days ago
Its a joke. I remember atleast 3 or 4 occasions in which godde blamed pathing for his loss.
+0 / -0


SErankGodde
7 days ago
Wrecks mess up raw move pathing. :/
+0 / -0


SErankGodde
7 days ago
I totally blame my loss on that.
Not that Fealthas played good or anything...
+0 / -0


SErankGodde
7 days ago
Legit, right?
+0 / -0


SErankGodde
7 days ago
Also I blame pathing for not getting his com in the first try. Like I couldn't path next the edge of the pathable area
+0 / -0


USrankFealthas
7 days ago
well*
+0 / -0


SErankGodde
7 days ago
(edited 7 days ago)

Also F2 pathview is too slow to use on units. It used to be like instant
+0 / -0



AUrankAdminGoogleFrog
7 days ago
Oh good, I've been thinking about the wreck problem https://github.com/ZeroK-RTS/Zero-K/issues/2777.
+0 / -0


SErankGodde
7 days ago
Hm... looking at the replay, even the Rogue rocket craters are large enough to mess up pathing
+0 / -0


SErankGodde
7 days ago
That really kills the smooth experience of raw move and really slows down vehicles
+0 / -0



AUrankAdminGoogleFrog
7 days ago
I consider cratering a feature of Rogue. There is a distinction between units messing up when they should easily succeed and success being made difficult by terrain and wrecks.
+0 / -0


SErankGodde
7 days ago
(edited 7 days ago)

Yeah, but it is annoying that vehicles slow down so much when turning.
If they would just slip and slide past the wrecks, their speed would be much higher than when they have to path around them and turn several times.
+0 / -0


SErankGodde
7 days ago
I never liked the physics change in the Spring engine that just lets units slide past each other, buildings and terrain. And I think it is more a physics change than a pathing change.
+0 / -0


SErankGodde
7 days ago
Letting light units push around stationary heavy units never felt good.
+0 / -0


SErankGodde
7 days ago
And then you still have issues of units trying to path through Striders being built and which gets them stuck because they think the pathing just assumes that you can push away units in the way like they were made of foam.
+0 / -0



AUrankAdminGoogleFrog
7 days ago
I could not find any issues in this replays. You'll have to point them out precisely.
+0 / -0


SErankGodde
7 days ago
Sometimes light units get stuck behind moving heavy units because the pathing resolution converges on the same path while the light units are trying to move ahead just ahead of the heavy unit but they just end up pushing the heavy unit forward and try to go into the heavy unit because the pathing tells them to go ontop or infront of the heavy unit and while the light units get pushed aside, they turn to face the location in front of the heavy unit instead of getting a new parallel path to the heavy unit.
+0 / -0


SErankGodde
7 days ago
(edited 7 days ago)

The resolution of the pathing makes units bunch up on semi long paths without raw move and this gives auto kiters a relative speed buff since the command is given next to kiters which will usually be free of obstacles.
+0 / -0
Page of 2 (23 records)