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Title: [GBC]1v0ry_k1ng's Custom
Host: USrank[GBC]1v0ry_k1ng
Game version: Zero-K v1.5.1.11
Engine version: 103.0.1-298-gaf1edb1
Battle ID: 445048
Started: 7 years ago
Duration: 44 minutes
Players: 1
Bots: True
Mission: False
Rating: None
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Team 1

CArank[G0G0]Dancer
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USrank[GBC]1v0ry_k1ng

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7 years ago
Dancer & ZKGBAI vs 3x Circuit

A slow inglorious death..
+1 / -0
Ahah, that's where you need CSI and its roaches!
Though Circuit did survive much longer than previous competitor :P
+1 / -0


7 years ago
The support tag is now exclusively used as a target category for Dancer type statemate units, including felons, convicts, funnels, impalers.

circuit should now react to this sort of play more sensibly, with artillery and heavy spam.
+0 / -0

7 years ago
UAranklamer it's astonishing how well those work against noob's shieldballing :D

But it's also the only answer CSI has to shieldballs and you can just rebuild them faster than they're roached. All other units are just suicided into the ball, like with any other AI :|
+0 / -0


7 years ago
I think AIs will need hardcoded responses to beat shieldball
+0 / -0
7 years ago
quote:
I think AIs will need hardcoded responses to beat shieldball


What if something weird happens inside, e.g planes/GS inside, or a situation you weren't prepared for?
+0 / -0

7 years ago
Cloaked roaches are best argument vs shield balls if they aren't screened.
Cloaked snipers is even better at start. Until area shields is in field they kill felon with one shoot.
Cooking with fire walkers also works.
Racketeer spam.
Penetrator.
Bigger shield ball.
Agree that AI needs shield ball detection coded.
Shields balls and trollsoms make hard time for AI. I don't know if latest version are better vs trollcoms then previous.
However most problematic is attrition rate from AI. It doesnt care about suicided units. However i know that is impossible to make so clever AI.
+1 / -0
quote:
However i know that is impossible to make so clever AI.

Not entirely accurate.
+1 / -0
To make it the skill of a human with no cheats will require a very very long time to make.

Remember every human has their own style (most of the time), and will respond differently, especially in ZK. Someone may respond against Gogo by building a shockley, another may use Tremor, one may even go Thunderbird.

The only plausible way for an AI to reliably beat a human in anything is to have AI learn, and make it learn faster. Then use said information against human/AI.

It is simply because you can easily mess around with AI, CAI is terrible at defeating porc unless it has sniper/pene, at which point a raider can easily take it down,Circuit can't deal with Funnyweb, or Shields, simply because it doesn't seem to use Saturation arty
+0 / -0


7 years ago
AI doesn't need to learn to win ZK. Making use of its ability to micromanage every single unit several times a second every second should be advantage enough, once someone figures out how to make use of it.
+1 / -0
7 years ago
Then it gets bombarded by artillery and can't recover.

Micromanagement is useful, but not moreuseful than changing your tactics when random stuff happens.

That's why AI loses and Gogo can get beaten, people adapt to situation, AI can't.
+0 / -0

7 years ago
I have no doubts that zk AIs can already outmicro many players, but that never gets any merit in 1v1 because it is decided within the first five to ten minutes.

Instead of playing unfair 1v2, try playing 6v6 vs one of the new AIs, but you control all commanders yourself.
+1 / -0
quote:
Instead of playing unfair 1v2


I prefer that over a "fair" match over AI's which tend to be inferior in anti-porc. Or killing Gogo balls for that matter.



I like CAI, and I can't follow circuit download properly. I'll try again lolz.
+0 / -0


7 years ago
CAI is very weak opponent though. Circuit and KGB are far more dangerous.
+1 / -0
Circuit does dirtbag against Shieldballs, or in a 1v1, a heavy tank push, or heaven forbid invisble Reaper spam.

If you can destroy the Gunship/Plane, breach the porc, and avoid looking for a fight, Circuit is screwed.

Artillery to take down porc and just following your units is probably best way to get around, and avoiding transit routes tends to help against it. It also helps to win the attrition battle, since Circuit can't fight with a damaged unit force, unlike a human.
+1 / -0

7 years ago
Hedgehogs try my proposal (with something other than CAI). I bet 3v3 onwards is actually harder than 1v2 and you'll see the AIs actually managing to break through porc with their combined armies.
+1 / -0


7 years ago
quote:
It also helps to win the attrition battle, since Circuit can't fight with a damaged unit force, unlike a human.


What do you mean ?
+0 / -0
7 years ago
But me&katas beat 2v5 CAI tho
+0 / -0
quote:
What do you mean ?

If the player has a damaged pool of units being repaired, and the enemy attacks some critical objective that those damaged units could defend successfully (at the cost of their lives), or the enemy exposes a critical vulnerability that those units could exploit (at their dying breath), a human player will often take this opportunity.

Circuit will keep repairing. Neither it nor KGB can comprehend opportunity cost.
+1 / -0
EErankAdminAnarchid

That is why human is capable of beating AI. They can't sacrifice for the greater good, or a longterm strategic victory over the opponent.
+0 / -0
Page of 3 (43 records)