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Title: BetterRoom
Host: DErankChesti
Game version: Zero-K v1.5.1.7
Engine version: 103.0.1-298-gaf1edb1
Battle ID: 443745
Started: 7 years ago
Duration: 19 minutes
Players: 2
Bots: False
Mission: False
Rating: Casual
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Team 1
Chance of victory: 97.6%

HRranktomicaST
Team 2
Chance of victory: 2.4%

NZrankhedgehogs

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7 years ago
Critiques?


I think my ECO was pretty good at control, despite me Metal maxing and some E stall at end.

Could I have won if I decided to push very very hard?
+0 / -0

7 years ago
No. Your eco was crap which is why you lost. You spent half the game excessing metal horribly and stopped expanding after taking only a fraction of the map.

Technically that planes opening was mostly a liability, and a stupid move on this particular map. You actually dealt with it pretty decently with the defenders and copperheads, although copperheads are generally bad vs planes and almost useless against wyvern.

Your biggest mistake was not defending your expansions with porc, which made it pretty easy for him to run you over with glaives in the late game. You had been basically keeping up in eco up until then, even though you wasted most of your advantage to excess.
+3 / -0
There were a few mistakes, but severe ones.
1) Idle conses & lack of expand
2) Excess & energy/metal disbalance
3) Fighting enemy armies instead of hunting for eco
4) Lack of defence as HTs are slow and can't be everywhere nor can't spread thin.
5) Investment into the useless stuff: panthers, tremor. I don't think these units have any use against cloakies or have a very limited utility.

Generally HT start draws a lot of APM to intense micro, harrasing, eco & defense placement. It's very easy to mess up HT start and never recover, cause units are so expensive and eco is slow. Although likeable, it's not the best factory to play duel with for a relatively new player.
+1 / -0
Just judging by the awards I can say that you failed to respond to very competent raiding and then overbuilt defense structures. Also using jumpjets on flat maps is not smart. Also quite a lot of reclaim for a 19 min game, you should have contested the reclaim fields more.

Did I get this right?

Edit: was the slow award given because of a golly?
+0 / -0
quote:

Edit: was the slow award given because of a golly?


yes
I was using HT fac
+0 / -0


7 years ago
I'll try watching and writing.

0:12 - Didn't jump to next mex. Just a waste of metal.
0:29 - Didn't jump again.

A few earlier mexes is just a little more metal. It snowballs. I'll note that the Welder start is greedy compared to Kodachi but is probably good.

0:45 - Idle Welder. Give your constructors a little bit of a queue so they always have something to go on with. This Welder should probably have made a Solar.
0:46 - Your commander has to move to make the Solar. This wastes time and the Solar could easily be somewhere else.

If I was in this situation I would have the Solar on high priority. It's probably a good idea.

1:00 - Haven't seen anything from opponent so start thinking about cheese. The Kodachi should be scouting as they are better on offense than defense anyway.

1:17 - Something comes at you, I think I'd have started a Defender.
1:24 - You now know that your opponent started Planes. Welders take basically zero damage from Raven harassment so I would just spam Welders and expand over the map. The Kodachi has an unfortunate amount of health but it is still worth scouting. Perhaps instead the answer is to reclaim the Kodachi.
1:35 - Lack of jump to get next Solars. Started a Copperhead.

This is an unusual and probably difficult matchup so I'm not sure what you do here. The Copperhead seems like a large investment. The Copperhead is going to require a few Defenders to back it up. I think I would try to make mexes faster than they can be sniped. Perhaps put a Hacksaw near my commander or simply morph some armour plates. The Kodachi should be scouting to stop a sneaky Crane expand and even absorbing a Raven bomb is useful at this point.

1:50 - The Welder is idle. It should not have stopped expanding. If a Mex or the Welder itself absorb a Raven shot then you are doing ok. Another option is to run the Welder at your opponents base.
2:20 - Should have rebuilt your mex.
2:40 - Idle commander and factory. Now that you have a Copperhead you should definitely be pumping Welders and expanding. The Welders can expand your radar coverage and provide a light cover of Defenders to make Ravens weak enough for an easy kill with the Copperhead.

I think you give the right number of construction orders, just that the orders are highly biased towards one constructor. At 2:53 your Welder has a queue of eight structures while your commander has none. You're not going to finish that queue of eight before the situation changes so I don't bother making such complicated queues. I like to have all my constructors with queues of about two to four structures, unless the structures are a block (such as a line of energy or an area of mex). I find that anything longer (and detailed) is too far in the future to be relevant.

3:05 - I might have found the core mistake. Most of my previous comments would be improvements but are minor. The previous core mistake was bringing the Welder back to your base instead of just naked expanding. Anyway, what I have seen now is Panther production. Panthers are very expensive in terms of cost/Ravens. You need Welders.
3:15 - Should have killed the mex. Planes don't want to make Cranes so they are much weaker to metal raiding than energy since their commander is often their only constructor.

I timed a Raven and I think it takes around 30 to 40 seconds for one to make a full round trip. This is a large number of seconds.

3:28 - Commander idle for a long time. I don't blame you for not knowing what to do with it since it is weak to Ravens. It should possibly be making energy. It would need to make energy if your Welder had been expanding flat-out.
3:45 - Copperhead is risked for no reason. You don't have Radar there so could suddenly lose it to three Ravens. Panthers should be accompanying Copperhead as they can kill diving Ravens. If you had Welders you would have Radar.
3:50 - South Welder works through it's long queue. The two Defenders are useful in conjunction with the Copperhead. The constructor should not be making energy though since it is better off expanding or moving to somewhere for repairs. Ideally another expanding Welder would have walked past and repaired it.
4:13 - I don't like the mex orders you gave to your commander. There is too much walking compared to the number of mexes produced. I like to forgo the central mex in favour of reaching the north pair and middle triples faster. A passing Welder can take the middle mex later.
4:39 - Copperhead has paid off. With this much advantage in AA it is time to assume that your opponent has switched to land. This is in fact the case.
5:00 - Idle commander.
5:06 - That is a bad spot for energy. The commander should be rapidly expanding and putting a few Defenders down.
5:30 - Idle factory and everything. Two Welders should be expanding and one should make metal. You know that your opponent has cloakybots and also know that their expansion is not great. You have three Panthers which can defend you for now. I think it is time to go right into Banisher Reaper.
6:14 - Started a Pillager. Don't do this. Pillager is mostly artillery which means it works best when the target is static and close to your strength. There are no opponent defenses which are close to any part of the map you could be said to control.
6:24 - Idle commander, Welder, etc...
6:29 - Idle Banisher too. It can be projecting force on the map or blocking raids. Generally your armies always have use at the front so don't stockpile them.

I notice that you make long factory queues. I tend to avoid this for the same reason that I avoid long constructor queues. It will take a long time to get through your queue so any particular unit that you need may not be built for a while. I like to have a base composition of one or two units, sometimes three, and then alt-insert anything else I need. For example with AA I'll insert ten in a clump because that is a much faster response to air than a slow buildup. I have seen worse queues though.

I am not entirely sure where Pillager fits as a unit. Perhaps its use here is ok, with proper support, but it is definitely the fancy and difficult option.

8:00 - You are applying pressure to keep your opponent in your base but you are not expanding at all. You should have 2/3 of the map mexed by this point. You seem to be feeling happy about the wrong economic states. The thing to aspire to is to be building mexes all along the boundary of your territory and to have enough energy to spend your metal income.

8:40 - Botched attack. The way to use Pillager is to sit it somewhere and not move it. Force them to fight in range of it. Don't just select it and move it around and don't give it attack orders on mobiles.

I realized that you don't set your factory to repeat. This explains the queues. You should almost always have your factory on repeat. Use Alt to insert non-repeating units.

10:50 - You fight a battle, lose a bit more than you should. I think the Copperheads are the right response to that Wyvern. You have been fighting for a few minutes just outside your opponents base but have nothing to show for it. Your (I want to say 'board' here) infrastructure has not advanced at all behind your fighting. You have no new territory.

12:00 - The Copperheads should be spread. You shouldn't be attacking. The aim of the game is not to attack, it is to have more territory and then inevitably win.

The rest of the game seems to progress in a similar fashion. Your initial economic advantage is eroded by attrition and reclaim by HRranktomicaST because you seem to fight for the sake of fighting instead of to take any objective or to free up room for you to expand.
+3 / -0