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Title: MM 3769: 1v1, Rank Singularity
Host: Nobody
Game version: Zero-K v1.7.3.10
Engine version: 104.0.1-1156-gb72a9cc
Started: 6 months ago
Duration: 16 minutes
Players: 2
Bots: False
Mission: False
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Team 1 Won!
Chance of victory: 82.1%
XP gained: 131
DErankManu12
Team 2 Lost
Chance of victory: 17.9%
XP gained: 187
GBrankSparkles died in 16 minutes
Spectators
DErankgerand
GBrankmacks8989




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6 months ago
I think this is an example why thunderbird should not be nerved.
+1 / -0

6 months ago
I think the problem is more on the Felon, as it is the Ultimate Riot/Skirmisher/AA, which effectively means it counters everything. Of course Felon can't beat every match up and unsupported felon is very vulnerable against extremely durable units, but with some extra shields from allies it will cook even minotaurs.

Overrall shields scale really well in numbers compared to other factories, till mass wipe attacks such as stun rockets manage to land on shield ball. Of course with the new even stronger outlaw common anti shield strategies such as using imp or snitch to blow stacked unit balls is much harder, if not impossible to pull off.
+2 / -0

6 months ago
sumo only viable counter i see atm cloaked roaches still work though but very unreliable if enough outlaws present,next best thing is ofc 2 catapults or berthas
+1 / -0


6 months ago
Casted on YouTube

I think a nerf to how long the stun lasts could still be justified. I realize the Felon killed the Tbird here, but the Phoenix followup also took a bizarrely long time after the TB strike.
+1 / -0

4 months ago
Felons should be countered by thunderbirds, not the other way around.
+3 / -0

4 months ago
yes the felon buffs effectively make it uncounterable,at the very least it should be countered by skirmishers and tb
+0 / -0
The only real counter to felon right now is either cloaked snitches or phantom (or attacking a closed razor).
+0 / -0

4 months ago
snipers dont work anymore either
+2 / -0
Yes I forgot about that horrible moment in game...

AUrankAdminGoogleFrog please watch the 2 seconds of that moment and tell me if it's okay for them to do that in ANY situation.

Thanks for reminding. This is one of the most depressing/frustrating aspect of gameplay for me: your expensive units killing each other. Lance and Snipers.

The worst thing is that no developer even started a discussion acknowledging the problem or to tell us that it's hard problem to fix.

Actually I've made a gif out of it.
+1 / -0
4 months ago
I think it because people are getting worse countering shield balls, or the shieldball's owners are getting better at controlling them.
+0 / -0

4 months ago
PLrankZenfur: maybe link your battle here? https://github.com/ZeroK-RTS/Zero-K/issues/3368

Or open a new issue?
+0 / -0
quote:
I think it because people are getting worse countering shield balls, or the shieldball's owners are getting better at controlling them.

Outlaw's recent +50% damage buff may have something to do with this.

Especially on top of Felon's late shield strength and range buffs.
+0 / -0


4 months ago
There is no fixing Phantom friendly fire as friendly units can just walk into projectiles. I have made commits fixing some cases and mitigating the issue (for example, by making Phantom aim faster than it can turn) if you've been paying attention.
+0 / -0
Thanks for the comment.

Follow up question:
Is the above an example of "walking into a projectile"? To me it looks like shooting in the back.
+0 / -0
I suspect that the Phantom shot when the line of fire was free, then walked forwards and pushed its ally into the projectile. You could go through closely and check. Reproducing any sort of friendly fire bug while all the units are stationary would be useful.

I have already tried and failed:
+0 / -0
4 months ago
Could projectile speed be increased so that it would be faster than phantoms bumping into each other?

And/or make phantoms stop briefly to fire to prevent bumping?

And/or make line of fire check (for phantom) slightly more stringent, as in not firing when there is something (movable unit) in certain (small) distance of line of fire?
+0 / -0

4 months ago
Rather a pre-fire phase that orders all neighbour phantoms to stop briefly
+0 / -0


4 months ago
Frames are discrete so there is no speed that stops Phantoms catching up to projectiles. A short halt to fire for Phantom could mitigate some issues. Adding width to the line of fire check would be an engine request and sounds difficult.
+0 / -0
Is giving some fake weapon that has width (akin to Pyro) and is a beam that does nothing but is required to "hit" to fire the true weapon possible? Is pyro also a 0-thick line check?

Thick line check could be done as actually 4-5 checks (say 8 for cyllinder-like shape)

Thin: - - -

With thickness:

- -
\ /
./.
/ \
- -

Repeat perpendicularly for 3d check (probably not needed) - assume it hits when any of those hits. Not perfect but should be good enough.
+0 / -0

4 months ago
I see the discussion has moved on somewhat, but this morning I was thinking that the Thunderbird could regain its hell to shieldball (if I'm doing air, I rarely bother with them in a lobster pot) capability by projecting its lightning somewhat ahead of itself. Essentially, the leading edge of the disarm wave hits the ball long before Thunderbird ends up in felon range. I wonder if it might also benefit from Phoenix like banking and bombing behaviour so it doesn't overfly into hostile AA infested territory quite so often (so instead of a line of disarm, it makes an arc).

All other stats remain the same, just the behaviour changes.
+0 / -0
Page of 2 (23 records)