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Scallop Drop

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Do you guys feel like fixing this yet?

http://zero-k.info/Battles/Detail/333480

EDIT: See also
http://zero-k.info/Battles/Detail/333090

EDIT 2: Turns out it's a viable 2v6 strategy
http://zero-k.info/Battles/Detail/333709
+0 / -0
Skasi
9 years ago
There's many different counters:

1) Scout.
2) Scout.
3) Plop air and kill transporters.
4) Rush LLT(s).
5) Scout.
+0 / -0
LLTs are definitely the right answer, but I sent out my first two glaives to the corners immediately and still didn't scout in time.

In the second replay (where I was the scallop dropper), the enemy did have air. Also a stardust. It did not help at all.
+0 / -0

9 years ago
emp spider op
+0 / -0

9 years ago
Well in that first replay, two people attacked one, and the guy being attacked didnt bring his pyros back for some reason. Ofcourse he would lose his base to that...
+0 / -0

9 years ago
semi related:
That typo in the transporter speed still is unnoticed.
+0 / -0


9 years ago
NLrank[XIV]Floris that is nice and specific. I will get right on it.
+6 / -0

9 years ago
quote:
That typo in the transporter speed still is unnoticed.
I it is kinda fast.
+0 / -0
Skasi
USrankkaen, Lynx didn't build puppies to scout. In 2v2s spawning far apart as a team and scouting diagonally has always been something that enemies could punish with rushes like this.
+0 / -0
1:00 - scallops are airborne
1:05 - wesleyHE moves out
1:19 - scallops arrive at Lynx's base

The fastest I could get a puppy from Lynx's spawning position to wesleyHE's gs fac was almost precisely 1:00, incidentally just as the scallops go airborne. Once they begin moving out (at 1:05, because wesleyHE actually waits around for a few seconds, meaning this rush can come even faster), they arrive just 14 seconds later.

So if we assume perfect play* from Lynx and wesleyHE, he scouts the drop at 1:00, exactly as they go airborne, and has 14s to react. If you're a super-human machine and instantly slap down LLTs at high prio, you can build roughly (8m/s * 14s) / 90m = 1.24 of them before touchdown with Lynx's 8m/s income, or 1.55 if we say he mex rushed and has 10m/s, or alternatively 1 LLT and a 50m com morph. In practice, he was limited by having just 6e/s. Two scallops can kill an LLT in just over under a second(!), and with the line splash they could be hitting both LLTs, or LLT+fac, or LLT+com.

Furthermore, amph and HT scouts both arrive at almost exactly 1:12 from Lynx to wesleyHE. In those cases, the drop can arrive two seconds after your scout hits their base.

Surely I can't be the only one who sees an issue with this?

*Taking perfect play to its limit, wesleyHE and Cicero77 would likely start in the geo crater. This would lead to an even later scout, or none at all.
+0 / -0
Skasi
If wesley spawned in the crater in a 2v2 then the team's eco would've been ruined. Without early expansion rushes like these are extreme cases of all-ins when the rush fails.

Amphs and HTs lacking good scouts is made up by their very robust raiders. If you want the perfect scout plop planes or for the second-best scout gunships, then rush a Swift or Blastwings respectively. If you don't want to be forced to scout then spawn close together or rush units/porc/morph comms. For more tips watch 2v2 tournaments, pretty sure there have been similar rushes in the past, maybe you find a game where it failed.

I don't understand what you're trying to prove/achieve. What's the issue you are complaining about? Rushes being op? Commanders needing more early game firepower? Factories needing more HP or spawning with a weapon on top?

If this is just a general "rushes suck" thread, yeah there's been many threads before. Did you play CA back when it had boost? :)
+0 / -0

9 years ago
quote:
the drop can arrive two seconds after your scout hits their base


The first replay and your analysis make the issue seem major. Note though that there is quite a bit of suboptimal play from all sides in both replays.

Perhaps more games using this technique would shed more light on it. True OPness would have you reach the top of the teams ladder with consistent usage (provided that you have a cooperative 2v2 partner) so that would be easy to show.

Obviously a scallop/wubrior drop is not unheard of; people have known it for ages so some counter has to exist.

What is more worrying (and somewhat harder to show) is pre-game RPS in factory choice which seems to be the case here (regardless of OPness). Tank comes to mind as the countered fac, with its slow scout and lack of units to deal with the Scallops (Koda/Panther die, everything else won't be available on time). Meanwhile some factories should be able to deal with it without many problems, e.g. Cloaky is probably able to handle this because Glaive is a decent scout and you can plant a Tick to counter the landed Scallops. Planes should also have an easy time.

Stats on starting fac win rate would be useful but we still don't have that.
+3 / -0
I've laid out my facts, if you still think this scallop drop rush helps the game more than hurts it, then there's not much more I can say.
+0 / -0

9 years ago
Does my post look like I don't mind? Perhaps the BRUTAL pic was not the best idea but the whole paragraph about pre-game RPS was meant to sound concerned.

The major balancers (most importantly AUrankAdminGoogleFrog) have not spoken out in this thread so far. Also, the 2v2 tourney is coming soon: I'm pretty sure we're going to see a bunch of scallop/warrior drops there and thus it would be best to wait and see how the pros play that out before making any rash changes.
+0 / -0

9 years ago
Maybe consider that starting on opposite corners of the map is not the best way to defend a 2v1 rush. This seems like more of a meta issue rather than balance.
+0 / -0

9 years ago
Sounds like pre-game RPS:

Starting together beats rushes, and rushes beat opposite corners start.
But opposite corner start beats starting together (much better expansion).
+1 / -0

9 years ago
Not necessarily...Instead of spreading in, they would just spread out, unless they do something stupid like start in a corner.
+0 / -0

9 years ago
Depends on the map I guess. If the map has a second mex triangle then by starting separately you instantly have them capped, for example.
+0 / -0
Skasi
In 2v2s on Eye of Horus it's common to start middle and (left xor right) to get the most metal spots early on while still being somewhat close together.

quote:
EDIT 2: Turns out it's a viable 2v6 strategy:

@Rafal[ZK]'s elo: 1952 (x2 comms)
Enemies' elo: 1x 1738, 5x <1591
Two high elo players beating six low elo players is not the best example to bring up in balance discussions. Keep in mind a 200 elo difference means a 76% expected win chance, in your example one player had 200 and all others 400+ less elo than an enemy who started with two commanders (and some teammates).
+0 / -0

9 years ago
http://zero-k.info/Battles/Detail/333763
+0 / -0
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