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Cloaky Balance

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8 years ago
This may just be my own personal limitations.. but..

I've been working on improving ZKGBAI, as always, and getting good general performance and strength with every factory is something I'm constantly striving to maintain. However, while I've currently got practically every factory dominating I have not been successful with cloaky in spite of putting in more hours of work on it than for any other factory. I've managed to get it to win reasonably well vs most facs, but it takes longer than with any other factory. In particular though, I cannot get it to win vs amphs at all. It seems like on dry land amphs wreck cloaky one-sidedly and nothing that I have tried is able to counter it consistently.

In particular:
-Ducks cost 80 metal each vs 65 for a glaive.
-It takes 3 glaives to kill one duck, because:
--The first glaive dies instantly and does zero damage
--The second glaive dies instantly and does almost no damage
--Only the third glaive survives long enough and does enough damage for the duck to die.

Warriors are also horrible vs ducks on account of being snail slow and horribly short ranged.

-Cloaky has zero counters to buoy:
--Rockos can only sort of fight buoys, but are ultimately disadvantaged by their slower projectiles and the buoys' slow damage.
--Zeus and warrior can't catch them
--Glaives and scythes die horribly, especially if there is more than one buoy.
--Spectres die easily and also cost several appendages plus several more in upkeep.

-If ducks fail, archers can make expansion nearly impossible for cloaky, and are additionally virtually immune to everything except zeus (which can't catch them anyway).

On the other hand, a conjuror dies in two shots to a duck and cannot run away effectively, and scallops have an easy time running over defenses solo (if buoy harass isn't bad enough). So basically cloaky ends up with near-zero raiding/harass effectiveness, while amphs have tons of choices that dominate. On dry land.

I think cloaky in general has two major weaknesses otherwise which are making it less competitive with other facs. The first is that rockos are the only skirmisher that gets outranged by llts, which causes them to die quickly leaving warriors and zeus unsupported. The second is that warriors get outranged by basically every other ground riot. Fights between warriors and redbacks, scallops, maces, levelers and practically anything else tends to favor the other factory always, and then warriors being as slow as they are take forever to retreat and get repaired so that the enemy gains an advantage in maintaining containment. Cloaky's overall lack of mobility seems to be a greater handicap than it is for shields or amphs since those facs at least have units that can balance it out. In theory glaives and scythes should fill that role, but in practice they're too easily countered to make up for cloaky's lackluster direct attack strength.
+0 / -0
quote:
On dry land.

try mixed then, maybe things get better
+1 / -0

8 years ago
Better players than I have already opined that duck and buoy are game-breaking balance messes, so the problem isn't the cloakies.
+0 / -0
Skasi
quote:
The first is that rockos are the only skirmisher that gets outranged by llts, which causes them to die quickly

1) Get half a dozen Rockos.
2) Move them into LLT range together.
3) Take a single shot.
4) Without waiting, retreat Rockos.
5) Wait for reload.

If Rockos are heavily damaged retreat them for repairs, otherwise repeat. 5 rockos (450m, 900dmg burst) can one-shot an LLT (785hp). Just make sure LLTs don't get to use their DPS over a long time - LLTs' burst is nonexistent.

quote:
-Cloaky has zero counters to buoy:

Buoy is an exponentially scaling (perhaps op, but very much depending on the situation) almost-allrounder. Hardly a surprise. I wouldn't say cloakies are the issue here.


I think if you want to make your AI better at playing cloakies (not against amphs specifically) you should consider focusing on Scythes. Get your AI to abuse their cheap cloak, (relatively) high health, high burst, speed and autorepair(!) as much as you can. After that make sure to use tactics like scouting Gremlins, sneaky Ticks (allterrain, cloak, fast), speedy Glaives (avoid any fight they can't win, perhaps use in combination with Ticks), Eraser+Zeus deathballs and similar.

Also know that cloakies are not really made for straight up engagements. They can't create shieldballs, they don't have access to super heavies and most of their units are relatively low cost. Still, I think if you can really get your AI to harass the hell out of its opponent with Scythes you should be fine regardless. Scythes can choose their engagement even better than Glaives: They are not only fast, but also invisible. That means if you manage to scout an area properly with a group of them, you should be able to win or avoid any fight.
+2 / -0

8 years ago
I've been trying to avoid yet more super-special unit handling code. Scythes are also problematic because they're too expensive to send them to die vs porc, too expensive to form mobs of them, and if I have it send them any later than immediately the enemy gets free map control. Other issues with scythes, although AI specific, is the fact that pathfinding gets them stuck on buildings frequently, and every attempt to fix that so far has failed utterly and absolutely.

I already have glaives avoid confrontation for the most part, but that doesn't stop them from dying. The biggest problem is simply that cloak cannot seem to exert map control whatsoever. Harassing is fine and well, but if it fails (and there is ALWAYS a chance of complete raiding failure) then cloaky has nothing to back it up, seemingly. The only thing I have yet to try is increasing rocko spam, but that would come at the cost of fewer raiders.
+0 / -0
Skasi
What map sizes did you try? Cloakies could probably do fine even without Scythes on 16x16 and larger to really make use of their low weight and stealth/cloak. Right now cloakies seem to be balanced mostly around Scythe's strength though, especially after all the buffs to factories with less restricted unit movement such as amphs, spiders, jumpies, gunships, etc.

I understand that certain micro tasks could be hard to code, or rather that coding a "skill" with a very limited use-case (ie using cloaked units to their full extend) has a relatively low return of investment. Perhaps consider the veeery old Warrior(/Zeus/Porc) + Hammer push, Amphs don't really have any artillery to retaliate. Or really try getting the most out of Ticks: remember a single Tick wont emp your commander or damage your economy, so it basically makes them raider-proof in the early game; also remember that Ticks are all terrain - they can really abuse cliffs (eg. on Ravaged) to stay out of enemy LoS (which would be a "skill" you could use for other units as well, though moving ON CLIFFS could be hard to code).
+1 / -0
Cloaky vs. Amph was a horrid matchup even when Cloaky dominated in other matchups.

Glaives are nearly 100% useless in the matchup, the moment you scout Amph you should build no more (unless the map is super huge). Instead make Rockos. One-on-one the Ducks win still (probably) but as numbers increase Rocko gets an edge.

Spectre is your one and only counter to Buoy.

Unless you somehow take a huge lead and can make many Spectres, you have to facswitch before Grizzly comes out.

I still don't think the matchup is even, particularly after the Spectre nerf (which was kind of necessary for other matchups)... but the above should pull Cloaky winrate above 0%.

---//---

In general I honestly think Cloaky is underpowered at the moment. They greatly suffer by a comparison to Shield (in particular, Shield has an easy answer to almost any cheese).
+0 / -0

8 years ago
Mostly I've been testing on eye of horus and archer's valley, for eco tuning, and also because those maps are good cases for cloaky/bots. It does alright on archer's since glaives have more of an advantage being small and highly mobile. Eye of horus is too confined though, which leads to lots of buildings getting solar walled and other things which make scythes less useful.

Increasing rocko spam actually helped, but it's still not consistent at all. Sometimes it can randomly manage map control, but a lot of the time not at all, vs amphs or otherwise. Spamming snipers also tends to make things worse rather than better if the enemy gains an eco advantage.

Scythes I could probably improve a bit if I ensure that they never retreat when decloaked. I'll have to see how much mileage I can get out of that (once I figure out the URP for cloak state).
+0 / -0
I would also note that inherently Cloaky play is based around misdirection, clever unit movement, etc. which are things I would very much expect an AI to do comparatively badly at.

I suspect that in matchups where the AI's capability for Glaive micro is not useful Cloaky will be any existing AI's worst factory. (or at least a bad one. Dunno if the AI can play Tank either.)
+0 / -0
There are some minor things about cloaky that contribute weakness in an invisible way.

  • Hammer has enough inaccuracy to miss light turrets. This is in addition to any radar wobble they might have, and to being terrible vs moving stuff already. The same applies to Zeus but here it's more obvious.
  • Wubrior tries to kite raiders but this just makes it lose a lot of DPS as it just spins its hands around (preventing shooting).
  • Rocko, in dense enough groups, hits other Rockoes due to clumping (which both loses damage output and health). Same for Spectre (a bit less so because there's usually fewer, but much more damaging when it happens).
+2 / -0

8 years ago
There are three units that together beat amph in direct fights.

Rocko: This does generally well against amph units. Even duck doesn't do great against it. This should form a significant fraction of your forces.

Zeus: This does generally well against all amph units except boey. Its lack of mobility is a problem, but its pretty good at this in general.

Sniper: This beats basically every amph unit except ducks. It is very, very powerful against amph.


Additionally you have:

Glaives: Useful for harassment, and just generally being in the way. Do not expect to use them in fights, use them for direct raiding.

Scythes: Very hard to chase for amph because of their speed and cloak. Incredibly difficult for them to respond to if well managed.



Generally Zeus and Rocko will form a significant core of your army, with boey deployment being countered by snipers.
Use your radically superior raiding and mobility to throw them off guard and win economically.



This is how you beat amph as cloaky.
+0 / -0
8 years ago
But scythes cannot engage in any direct combat against amphs. They just get instagibed. You may build a couple of scythes but by that point your enemy has like a thousand of buoys that your nonexisting spectre cant clear out by any means.

Problem with rocko is that it deals okaish with ducks but then it falls flat on its face against buoys. So as the amph players you go early for a buoy and push early game. As cloaky even if you survive that... you just die later on because of your losses when you tried to push out your spectre and its escort.
+0 / -0
Skasi
To add to USrankRyMarq 's post here's some price comparisons that might be useful:
1 Rocko = 1.125 Ducks = 0.3 Buoys
1 Tick = 1.5 Ducks = 0.4 Buoys
1 Warrior = 2.75 Ducks = 0.733 Buoys
1 Zeus = 4.375 Ducks = 1.167 Buoys
1 Spectre + 2 Solars = 11.125 Ducks = 2.967 Buoys
(Spectre needs 34s of reloading to make cost vs Buoys)
Note that most cloaky units in this list are faster than any amphib unit other than Duck/Archer. Spectre is about as fast as Buoy/Scallop/etc. Thus your AI should theoretically always be able to kite or avoid fights against armies that do not include Ducks. So in the end it all comes down to winning the kite battle and finding a way to deal with Ducks. The kite battle should be won by Spectres (if you get there), provided the map is not super small and that you have any sort of vision (eg. Scythe, Gremlin). So now all you need is something to protect your Spectres against Duckspam: Warrior, Zeus, Tick, to some extend even Rocko should all be decent or super efficient in this.

In other words, using the list above you could try to create any mix of units that can deal with equal-cost Duckspam at near-0 losses while still having metal left for some Spectres+Solars to eventually win a possible kiting game.


Another random idea:
Add 1 Conjurer to your army for the areajammer, use it to repair when needed. An areajammer could help messing with the enemy AI a bit. This could be quite efficient once armies grow large enough and you have an excess of APM for repairs. Remember, the larger your army the smaller a 140m investment becomes in comparison.

The code for this could be similar to using shields/Convicts and would thus be reusable.
+0 / -0


8 years ago
Duck is an alpha raider. Alpha raiders are bad. Duck should lose some of its alpha.
+2 / -0


8 years ago
I need to play Cloaky vs Amph more before making good comments on the matchup. So with that in mind...

Glaive has trouble vs Duck but Duck is really slow so Glaive should be able to keep track of the Ducks and pick its engagements. Duck is not great vs defenses and Cloaky has Tick so Cloaky should be able to defend its expansion. Scythe can be used to keep Amph from naked expanding and prevents the Ducks from massing in one location. So the raider game is weird but perhaps not unsalvageable.

Buoy is really inefficient against Sniper. It has high cost, less speed and dies in one shot. I think Cloaky should aim to get an early Sniper. If Amph has a Grizzly then there should be enough leeway in resources for Cloaky to switch to something which helps them against Grizzly.

Warrior always seems lackluster. It seems to lack range to be an effective riot and its low health prevents it from doing anything else. Zeus seems to be the choice for riot, even though it should not be.
+0 / -0
8 years ago
quote:
1) Get half a dozen Rockos.
2) Move them into LLT range together.
3) Take a single shot.
4) Without waiting, retreat Rockos.
5) Wait for reload.

6) Lose game becsaue u were busy killing a single LLT and didn't notice Detri walking into your base.
+3 / -0
Skasi
0) Don't be PLrankFailer.


Oh, USrankaeonios I have a theory about why your Specters are not doing so well. Is your opponent an AI? Is it an AI that cheats to find out the location a projectile was fired from? Iirc I read something about AIs doing that. That would allow your enemy to know exactly where Sharpshooters are standing and thus removes a big part of their strength. Human players need to look super close and squeeze their eyes, which costs time and focus.
+0 / -0

8 years ago
quote:
Warrior always seems lackluster. It seems to lack range to be an effective riot and its low health prevents it from doing anything else. Zeus seems to be the choice for riot, even though it should not be.


hey! Maybe warrior's range could be buffed from 270 to 300?

And zeus shots shouldn't miss against raiders...and maybe it could have some extra regen, like glaives and scythes do.

That way warrior+zeus mix would be an effective counter to raiders (at least it would be effective at fighting them head-on) and also a reasonable assault force, like leveler+ravager mix, or scallop+buoy mix, or hermit+hermit mix.

+1 / -0
8 years ago
There's problems with both amphs and cloaky:
duck's need less alpha (one shot kills glaive, leaves bandit with 1%hp, it's very all-or-nothing, meaning all vs glaives and nothing vs bandits)
buoy(s) easily hits raiders, even glaive(s). Their projectiles are too fast, but I'm not sure if this alone would be enough to make them reasonably bad vs raiders, since slow projectiles don't matter that much at the raider's short range, their high hp gives them time to slow down raiders and finish them off.
Warrior doesn't reliably make cost vs most raiders. Especially when they are spread out, have good range and/or high alpha. Riots need to be able to damage raiders before they are close enough to shoot back. Warrior has low range, but the main problem is that it turns it guns slow and innefficient (kiting problem PLrankAdminSprung mentioned).

Also, defender OP, it pwns glaives, warriors and ticks and can be effective vs scythes, zeus and even hammer (when placed on a hill, newly built defenders are not being ran away from by hammers attacking something on fight move,...). Most of the time they require much attention to counter and even to not spontaneously lose units to.
+1 / -0
Skasi
On Buoy and special damage, perhaps slightly off topic:

Slow damage has no place on any skirmisher. It helps them counter Raiders, which are supposed to win the RPS. Put Slow damage on raiders instead, at leas then it goes well with their role (that is overwhelming, catching up to stuff and killing it).

I feel like many units with special weapon/damage types didn't go through a proper design process whatsoever. Disarm on artillery makes sense (Racketeer), an impulse weapon on a riot makes sense (Archer), but things like Heatrays on a Strider that looks like it's meant to skirmish are weird. I understand that these things "look cool", but they can definitely "look cool" on other units as well.
+3 / -0
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