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Title: [A] Free For All
Host: Nobody
Game version: Zero-K v1.8.4.5
Engine version: 104.0.1-1486-gf266c81
Battle ID: 885094
Started: 4 years ago
Duration: 49 minutes
Players: 5
Bots: False
Mission: False
Rating: Casual
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Team 1
Chance of victory: 25%

EErankAdminAnarchid
Team 2
Chance of victory: 22.3%

GBrankAdminDeinFreund
Team 3
Chance of victory: 3.8%

CArankGalamesh
Team 4
Chance of victory: 39.8%

PLrankizirayd
Team 5
Chance of victory: 9.1%

GBrankdyth68

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4 years ago
This game was decided by terraform only running the terra restore on buildings once every couple of ticks.
+3 / -0

4 years ago
next time I'll just spam the 10 funnelwebs
+0 / -0


4 years ago
Also, Izi sacrificed >10 scorps to some very heavy porc and a pair of Ultis. :D

People seem to forget that Funnelwebs die easily to Tremors and Shockleys.
+0 / -0


4 years ago
Having only two very specific counters while invalidating everything else seems pretty warpy i would say
+0 / -0


4 years ago
quote:
This game was decided by terraform only running the terra restore on buildings once every couple of ticks.

Due to what?
+0 / -0


4 years ago
A Starlight was built on a platform. The base-to-satellite beam terraformed it into lava and it died before snapback.
+0 / -0


4 years ago
Not convinced about the invalidating EErankAdminAnarchid. Have Dantes ever been useful in >12K FFA armies?

If the enemy has heavy porc you're either going to need heavy assault or arti. And unfortunately I don't think the former exists (with the possible exception of Detriment) due to Desolators on poles not being attackable by pretty much anything but arti. But I think that's a problem with terraform, not with Desolators or Funnelwebs per say.
Without terraform, you could overrun a late-game FFA heavy porc position with a Minotaur+Glaive mix, rather than having to arti it down. Funnelwebs just hugely reduce the micro burden of making that porc and make it possibly to make Desolators on a pole while under attack.

Also, if RUrankizirayd had attacked with his DRP-worth of Scorpion anywhere else he could have wiped out my entire base.
+0 / -0


4 years ago
Hmm, a reverse dirtbag - a seismic suicide unit - could be an interesting concept.
+1 / -0
4 years ago
skitte?
you mean like detriments used to get burried?
+0 / -0


4 years ago
No.
+0 / -0


4 years ago
The EErankAdminAnarchid report a bug on it. My recollection is that Starlight was supposed to have the satellite beam collide with the Starlight structure and not deal any damage.

CHrankAdminDeinFreund can you attempt to make reports in not the most round-about way possible? Either you waste my time or I just stop listening to you.

If you want to be funny, then be funny but also link a ticket made on the actual ticket system.
+0 / -0


4 years ago
quote:
My recollection is that Starlight was supposed to have the satellite beam collide with the Starlight structure and not deal any damage.

Starlight indeed takes no damage from the beam. However, it looks like terrain does, and then Starlight can take damage from the consequences.
+0 / -0


4 years ago
The "collide" is important. If the beam collides with the Starlight then how does its deformation reach the ground below its center?
+0 / -0
I've checked the replay and done some tests.

It's the down-beam that causes the deformation (e.g. glint-to-target beam).

It does collide with the building, however that doesn't prevent deformation.

The reason could be that Craterpuncher's aoe is 140, while Starlight's colvol is a box sized 100x120x100. But changing the height of this box to 150 fails to prevent the Starlight from being moved as the beam craters the surroundings.

A beam shooting directly next to a Starlight - where its collision volume should have no business blocking anything, but close enough - causes it to consistently slide down. So i think in general relying on colvol blocking is not going to work.
+1 / -0