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I feel Zero-K isn't fun for half the ppl involved in big games

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42 hours ago
I've played a few games of Zero-k. I've won a few, sometimes where I had strong game impact and other times not. I've had plenty of experience in other RTS games, so excuse my poor ranking. But feel free to correct me if there is a general sentiment against my opinion. I believe that half the lobby of big games don't actually enjoy playing them.

Of games that have a high density of players per map size, by the 15 minute mark, half the players become insignificant. More than often, these players aren't doing with agency. They are stuck in a support role where they are either fodder or ineffective and or act as an eco booster. On the contrary, when I play on a lower density player map, I feel strong, effective, and I know the reason why I, as a player, contributed to winning or losing the game. I've played other RTS games (WZ2100, SC2, WC3, etc...) that no matter the density, I feel how I as a player contributed to winning or losing the game.

Given this opinion, which I would like to know if people agree or disagree, why do big Zero-K lobbies feel this way?

Are there ways Zero-K can evolve to make players feel more significant even on higher density maps?


+2 / -0


41 hours ago
It's an income thing; if you're stuck at <20 income the whole game, it's hard to execute a strategy and see it bear fruit in a reasonable amount of time. The extent to which 16v16s work is thus dependent on the income available on the maps being played on. Most RTS games cap out at 8 or 10 players, so it's not surprising that Zero-K runs into problems other games don't when it's working with 3x the players. I'd argue that big teams in ZK still work better in giving all players an impact than comparably sized games in BAR, where the lack of communism and exponentially scaling metal maker eco means that most players are irrelevant once a couple players on each team start snowballing their economies to exceed all other players on their team combined.
+1 / -0
Not sure you noticed the (huge) thread about big vs smaller games at https://zero-k.info/Forum/Thread/38821 which touches on some of the topics you mention.

I think some players prefer avoiding needing to have too much impact because that involves more effort and stress. They are here for goofy strategies that works 1 in 10 times, for some social interaction and seeing units moving and explosions. I think it's a reasonable expectation for a game, but I do agree with you that this results in some people (half?) in the big game being unhappy.

That being said the best ZK players manage to have an impact even in a 16v16, but I feel that the skills are different than in a 3v3 for example and, of course, one might prefer one game style over the other - it's a personal preference.

Not sure if aware, but 16v16 game size is only in the weekend, during the week maximum size was 11v11.

+3 / -0

19 hours ago
Personally as a player who loves to do econ (singus, grid) and backline stuff (e.g. building antis and artemis for the team, building silos, nukes, detriments, and SuperWeapons). I feel like large games is where we have a place to shine. I love being an "eco booster" because I think the team can win this way.

Mad respects to people who hold the line. Map control is crucial, and they make all the backline stuff possible.

If you're stuck in the trenches, maybe try organizing a surprise push with cloak, try out artillery like cerb and missiles, build paladins for a big push... I think ZeroK has really nice mechanics. Usual metals are 15-20/s, I think it's enough for doing most strats alone, but you can always ask teammates for help as well.
+1 / -0
I sympathize with you, USrankRebbie. Interestingly, I also have a similar gaming background.

Zero-K is split among those that like the status quo and those like you and me who want smaller, more meaningful matches. Since the community aggregates around a single game lobby for the large TAW games, that's what is played. We are at the awkward size to have these matches but not much more team matches.

If we had more players, we could have multiple active lobbies. Or we could encourage a matchmaker for team games. But be prepared that there are players that enjoy the status quo and will fight tooth and tail to prevent change. For a while the large TAW lobby was limited to 22 players and multiple players stopped playing Zero-K with much protest. Maybe the holy Grail is some huge influx of hundreds of players after a famous streamer played Zero-K.
+1 / -0


12 hours ago
I don't think you can sit around waiting for a holy grail. Big streamers are worked up to via smaller ones.
+2 / -0
To have a big impact in big team games, it's very important to regularly (1x/10 secs at least) zoom in & out to see the entire map so you see areas that need help or opportunities for attack.

To start, build 1 constructor and use it + your commander to queue up building (or helping build) all the metal mexes nearby (at least 5 if at all possible) + just barely enough energy to avoid running below 50 stored energy. If you receive the mex built or destroyed reward, then you did a very good job.

While the constructor & commander are busy, build 2 cheaper riot class units - first one to scout and keep alive & 2nd to guard your factory. Spend most of your time microing the scouting riot to do damage and keep it alive.

Next, build a fusion near your factory (connected to the mex grid) to help your team with overdrive metal production - you receive that metal back with overdrive and it helps you too.

Then, build a plate for your factory and start a big unit - grizzlies (amp bots) are a good one that does nice damage and is easy to keep alive. Crabs, Cyclops, & Jugglenauts can also work, but are harder to use. Keep building riots with your main factory - both on repeat with priority between the riots and the big units as you see fit.

Alternatvely, to big units, Artillery (emissary, lance, firewalker), is another way to have a big impact, but they are softer and harder to use. Mobile AA units - toads from jumpbot factory are very strong - also are a great way to help your team.

Once you have 3-4 heavy units, you will have a big impact - if you keep them alive and constantly doing damage. Spend most of your time using them instead of building. Do not worry if you cannot spend all your metal fast enough - it is shared with your team and is unlikely to be wasted, but do build constructors and caretakers, if you see that you have 500 metal stored. You will need an area behind the lines for caretakers that heal your big units as you rotate them for repairs.

Later, there are even more ways to have big impacts, but those are more risky.

Good luck!

+0 / -0