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Title: 1v1: All welcome!
Host: CZrankElerium
Game version: Zero-K v1.4.5.0
Engine version: 100.0
Battle ID: 415954
Started: 7 years ago
Duration: 12 minutes
Players: 2
Bots: False
Mission: False
Rating: Competitive
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Team 1
Chance of victory: 14.9%

USrankCapricis
Team 2
Chance of victory: 85.1%

USrankFealthas
Spectators
CZrankElerium

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7 years ago
GS start effectiveness seems to be very dependent on what aa your opponent has available to them.
Something like crashers is able to quickly respond to banshees nullifying their main advantage.
+0 / -0


7 years ago
Casted on YouTube

USrankCapricis's responses were pretty on point overall, though the early Crasher was especially good. That and the final play.
+1 / -0

7 years ago
Interesting game.

Yeah, GS feels like a coinflip. I wouldn't recommend it on flat maps just because of crasher specifically. It's workable if there's lots of cliffs to juke them with, but that isn't what happened this game.

Capricis you need to stop panic morphing your com. That crasher would have come out faster if you hadn't have morphed simultaneously, meaning you likely would have saved more infrastructure. Also, later on when you were having e issues, you morphed your com when that takes away from the little e you do have being spent on more e production. When recovering from a wind drop it's crucial you do so with utmost efficiency.

I liked the caretaker/HT/gauss proxy. A nice bit of interlocking synergy there, and the gauss AoE was taken full advantage of in that narrow choke. Great thinking.
+0 / -0


7 years ago
What is your tier list for beating a gunship start? How does a flat map end up as a coinflip, don't all the factories do reasonably well?

+0 / -0


7 years ago
On the replay, I think USrankFealthas had a chance with better Hovercraft usage. He mad a lot of not-Scalpel when Scalpel would be significantly better than not-Scalpel vs a Ravager/Scorcher/Leveler mix. Hovercraft can be hard to play because each of their non-Scalpel units has a narrow role while Scalpels themselves are slow and vulnerable.
+0 / -0

7 years ago
FYI I'm not making complaints GF. This was just talking strategy.

[Spoiler]
+0 / -0
Hmm here's my tier-list
-Lv - crahserss are perfect for early banshee defense (costs same as banshee too). Fast and good alpha.
-space - nothing comes close

-hover - flails are ok but you need like 2-3(harder to mass because of cost) of them to 1shot and they can't chase really well.

-gap - difficult but workable maybe
-HT - copperheads have huge range and are fast but lack alpha (are expensive though). Panthers can also hit banshees. This doesnt really matter though and HT should be lower because they are somewhat unplayable 1v1 as a fac start (or atleast handicap you).

-gap - anything below here is garbage in no particular order - would not recommend
-cloaky+shields - both of their aa is slow and low/no alpha. Both raiders lose to microed banshees.
-amph - aa is super slow. It also fires in salvos of which you need like 3 todo anything. Ducks can hit banshees if banshee player doesnt micro and run away when rockets are launched
-jj - even slower aa and expensive too. Puppies have some aa capability but are easy to run away from.
-spiders - expensive slow aa. It is true that venom/redback beats banshees, but what it does not beat is 1 rapier, so this type of army does not threaten GS player much. It is also slow and does not defend well against banshees that are non suicidal.


I also have to disagree with y'alls love of gremlins. Later on their lack of alpha doesnt really matter, but they are still slow and shortish range. Later in the game gunships are relegated to a more supportive role anyways(away from front lines, no raiding) so aa being good doesnt matter. Invisibility doesnt matter too much because you can deduce where they are enough for it to matter. Faster aa's are better because it can reposition quicker. GS only advantage later in the game is their speed, as their air status no longer protects them from a significant ammount of metal spent anymore.
+0 / -0


7 years ago
I think JJ is underrated here. Freakers are fairly fast, cheap and their slow is amazing in that it can make Banshee strikes take losses that they would not otherwise take.
+0 / -0
I disagree about Vandals. Keep in mind that you get three vandals for one banshee, and that 5 vandals already pose a credible threat to gunships as a thing.

Pair that up with many shieldbot units - especially Thugs - carrying, well, shields, and with racketeer being one of the best flex-AA units, and you get a cheap, gunship-defeating, porc-crushing force.

Vandals are awesome. Maybe not Crasher-level awesome in raw stats, but they do get the better pathing and lighter weight.

Most certainly, they are not as crappy as Gremlin. They get comparable DPS, better range, are faster, and are two times cheaper.

There are two situations where i commonly pick shields: when i expect the enemy to play gunships on a medium map, or when i expect the enemy to go PTrankraaar.

Edit: Vandal is not faster because PLrankAdminSprung picks nits.
+1 / -0

7 years ago
Nitpick: Vandal is slower than Gremlin (81 vs 87 elmo/s).
+2 / -0
thats an 6 elmo difference.

+4 / -0