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Title: MM 4209: 1v1, Rank Supergiant
Host: Nobody
Game version: Zero-K v1.7.3.7
Engine version: 104.0.1-1130-g19e9a8c
Battle ID: 700353
Started: 5 years ago
Duration: 17 minutes
Players: 2
Bots: False
Mission: False
Rating: Competitive
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Team 1 Lost
Chance of victory: 32.4%
XP gained: 148
USrankUltraGodzilla died in 17 minutes
Team 2 Won!
Chance of victory: 67.6%
XP gained: 175
AUrankSnuggleBass
Spectators
CArank[G0G0]Dancer
AUrankxMick




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5 years ago
Another jump fail on fairyland.

I had plenty of time to jump, ordered com to jump multiple times. Nothing happened.
+1 / -0


5 years ago
Popular problem on this map. It has awareness.
+0 / -0


5 years ago
You gotta be on the edge to jump and some parts of the water has too much slopes to jump to aswell.
+0 / -0

5 years ago
I think it should be a high priority fix. Clunky jumping feels bad and can swing games very easily.
+0 / -0


5 years ago
If you look closely, the line between the unit and the mouse cursor turns red when you cannot jump. It is green when you can jump.
Arguably, the mouse cursor should change to a cross or something aswell when you can't jump.
+0 / -0


5 years ago
Ideally the line should even turn red at the exact place where the jump trajectory becomes blocked.
+1 / -0

5 years ago
On top of that it would be cool if your com walks in the direction which you ordered the jump until it became a valid jump path. There are some cases where this doesn't work though, but on this map it should work in most of the cases people complain about.
+0 / -0


5 years ago

Feel free to contribute code that can detect when walking towards the jump goal is useful.
+0 / -0