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Title: MatchMaker 7797
Host: Nobody
Game version: Zero-K v1.6.5.6
Engine version: 104.0.1-287-gf7b0fcc
Started: 5 years ago
Duration: 24 minutes
Players: 2
Bots: False
Mission: False
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Team 1 Lost
Chance of victory: 24.9%
XP gained: 188
PLrankCatLady died in 24 minutes
Team 2 Won!
Chance of victory: 75.1%
XP gained: 130
USrankdbo3
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5 years ago
CWrankCatLady look at the replay and provide the time and location of specific engagements that you think were unreasonably bad for ships. I had a look and generally the bad engagements look reasonable given the forces or counters on each side.
+0 / -0
Well, then compare situation where i picked amphs and enemy took ships:
https://zero-k.info/Battles/Detail/560764

Even relatively weak player like me with no special training in amphs was able to "rock" the battlefield with them vs ships. I think that there is, consistently, much things off with amphbots balance, and it only gets amgnified by them being good for both land and sea.

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+0 / -1
In reference to Multiplayer B560764 2 on Shimmershore v1.0, I'm going to decline to draw any balance conclusions from a 1v1 in which both players made a Scylla by 15 minutes.
+1 / -0
...which, of course, have anything to do with unbalanced results of buoy/scallop vs anything in the ships. Red herring much?

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+0 / -1
If you don't understand which decisions can only result in you losing more metal than your opponent, the outcome of the game is determined by your lack of understanding, not factory imbalance. Understanding that Scylla is a poor investment is a way easier task than understanding which ship vs amph engagements you should take, let alone which units to build and how to manoeuvre them to cause good engagements to occur. If you don't understand the first then I have no reason to think you understand the second, let alone the third.
+0 / -0