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Title: TEAMS: Newbies welcome!
Host: CHrankSpringie
Game version: Zero-K v1.0.6.2
Engine version: 88.0
Battle ID: 81853
Started: 11 years ago
Duration: 12 minutes
Players: 14
Bots: False
Mission: False
Rating: Casual
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Team 2
Chance of victory: 33.8%

FRrankAronath
DErankKlon
USrankHalorix
CZrank[V]ConTrust
SErankmustafa1991
GBrank[GBC]James
DErankcompack
Spectators
FIrankResonance
GBrankOptimus_ky

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11 years ago
I invested heavily into rapiers in this game.
They completly shut down the enemy raiders during the start of the game and forced the enemy to make AA all over the front.
There is no AA that can kite it so I can use them pretty safely without losses if I always take care to run when I face AA.
There isn't much a land player can do to actually catch the rapiers and kill them unless the rapier player makes mistakes and overextend.
I think rapiers are a tad too fast.
+0 / -0
11 years ago
Stardusts have about 400 dps (Point defense).
They are flex-AA too.

Have you ever engaged shield blobs? :)

1 Rapier can't do much.
2 Rapiers can do something, but AA easily kills 1 (when you don't fire at max range to warn the enemy gunship player).
3,4,5 Rapiers can be hold back by a 220 m Stardust (which protects this player vs raids later)
6 Rapiers are 1800 metal, which are 2 chainsaws. 1 Stardust in front of each one helps to keep them alive.
8 Rapiers and no Chainsaws? Why do you not make a Screamer at this point?
+0 / -0

11 years ago
>I think rapiers are a tad too fast.

You know what the reasoning was for making them faster? I kid you not, "they are gunships AA, so AA must be able to keep up with main forces"

You know what's messed up about that? Every other lab has units faster than their AA. If those labs don't require faster AA, what makes gunships special?
+0 / -0

11 years ago
agreed with antelope.
and nerf rapiers speed.
+0 / -0

11 years ago
The buff aws only 3.8 to 4.0. I think the 33% DPS buff and 12% range buff has more to do with it.
+0 / -0


11 years ago
agree w/ sak.
+0 / -0


11 years ago
I like how they play here - a combined arms group of light gunships, alpha of blackdawns and range of brawlers - but they need to be easily to stop.
+0 / -0
11 years ago
0.2 speed is quite alot in terms of kiting ability.
If we look at Copperhead with 3.2 speed against 3.8.
Speed difference 3.8 - 3.2 = 0.6
A speed increase of 0.2 means that the Copperhead gets 25% less time to kite the rapiers before the rapiers reach the copperhead or the rapiers get out of range of the copperhead. Jethros used to have like 4 or something aswell which meant they could kite rapiers pretty well. Now even they are slow.
+0 / -0
11 years ago
Gunships have to be faster than comparable ground units.
Anything else feels wrong.

Rapiers should do insane dps at range, but have only very low health. Fighters have low dps.
The more we buff the damage/range and nerf the health the more it becomes AA.

The difference to Slasher is, that your AA has more range than your skirmies, which is the weakness of Rapier.
+0 / -0

11 years ago
SErankGodde - if you nerfed the Rapier speed back down, what would you do with the Brawlers? The intent of the Rapier speed buff and Brawler speed nerf was to bring them together so Rapiers could escort Brawlers.
+0 / -0

11 years ago
USrankAntelope - while every other lab has AA units that are slower than their raiders, in most labs the AA units can match speeds with the assaults at least, if not the main-line skirmishers.

I think the only lab with a truly slow AA unit is the Jumpbot lab.
+0 / -0

11 years ago
BS to 'anything else feels wrong', the speeds in Zero-K are way too high, in Starcraft air units frequently have LOWER speeds than land units, particularly the heavy ones.

Fixedwing may need to 'feel' faster (not that we have a problem with that, it could go half current speed like it does in BA and still go faster than 98% of land units) but gunships do not.
+0 / -0