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Post replays here if you died to early Rapiers.

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AUrankAdminGoogleFrog wants to see some 1v1 and 2v2 replays(or similarly small games) of people's commanders (and base expansion attempts) dying helplessly to early game Rapier gunship-fac strategies.

All elos of gameplay welcome! The more replays of any skill level, the more data AUrankAdminGoogleFrog has to assess the early-game OP-Rapier phenomenon.

Thanks in advance!
+0 / -0

7 years ago
Literally any aa unit can kite rapiers to death. This assumes you don't suicidaly walk into its range.
+0 / -0
7 years ago
1 Razor kills all. Go make 1 Razor and run your Comm away. Also, GS is actually pretty bad at expanding with 1 con, since they only have 4BP, which makes expanding much longer.

But if your not ready, yes it is potent. Btw, only circuit bothers to rush them
+1 / -0

7 years ago
It's been a while since I saw a Gunship opening, but as far as I remember the problem was Banshees strangling your expansion into a facswitch, not straightup dying to Rapiers.
+1 / -0

7 years ago
Is this to do with what I was saying about rapiers? Because I don't think rapiers are that dangerous in the early game.

It's more of a team-game things where rapiers are invincible in your territory, making reactive aggression close to impossible. The only way to attack requires siege, AA-equipped assaults, or late-game tech. Rapiers aren't that strong offensively, they're just stifling on defense for the entire game.

In 1v1 and small teams, gunship openers come at a real cost, and so rapiers aren't as bad.
+2 / -0

7 years ago
Is the need to have AA really a problem?

Rapiers are a good thing because they stabilize the mid game. Units become slower, and it becomes hard to defend attacks from things like ravagers/hermits(because skirms are so inept). Rapiers can deal with this. If you really want to attack you still can, but the cost is a little higher in that you need to bring some crashers too.

Also, who the hell does rapier openings in 1v1? I think I saw that once, before people realized banshees are better for that.
+2 / -0

7 years ago
I guess I think that it's too universal?

From second one, rapier beats all raiders, all riots, all skirmishers, and all assaults (I'm sure there's some late tech exceptions). The only reason you'd ever lose a rapier early is if you make a major mistake. No aggression can happen against you without AA support, but AA support is slow, which rules out raiding entirely. And even when these AA-supported attacks do happen, you have the option to take your mobile anti-everything rapier ball and go attack something else with it. Or better, pick off the AA somehow and get the rest of the attack free with your rapiers.

Rapiers never lose value. Ever. They permanently rule out your entire team getting raided, and act as a large deterrent against everything else. They are a raider/riot/skirm.

Now they really do suffer against ground-to-air sustained dps, but outside of very particular units none of that stuff will ever catch a rapier that's used correctly.

I don't think stabilising the mid-game is something a single unit should be able to do. In fact, I think stability in the midgame is not something desirable in ZK. Stability = porc, eco, and tech with little interaction. I say this as someone who's gameplan benefits most from stable gamestates (I'm a shameless eco-whore). IMO there should always be plays being made. If one unit serves as herald for both players to stop what they're doing and play passive I think that's bad for the game.

I'm not against rapier doing the things it does, but there should be some interplay. If they counter everything capable of entering your domain, at least make them able to be outmaneuvered.
+0 / -0
Snuggle, it's great in teams but not 1v1 since no one can cover your back, and AA supported push does do a lot of damage to Rapiers, which is why you often rely on your teammates to stop getting you Rapier killed. However, Brawler and BD tend to be more resillient against the AA, and I see no reason why you wouldn't make those two



However, if you are caught off-guard, you are 9/10 going to be screwed, which is probably why Rapier early rush works so well, you don't normally expect 10 Rapiers to fly straight through your defenses and kill your fac and com.

This is why GS switch works so well, once someone gets a firm stance and builds enough AA, your GS, and pretty much all Air, is just a large metal donation.

However, early Rapier can work, just not against someone who's ready for it

quote:
They are a raider/riot/skirm.


It's a multirole gunship for a reason.
+1 / -0


7 years ago
I don't think Rapier opening is powerful, hence the replays. I think more along these lines:
quote:
From second one, rapier beats all raiders, all riots, all skirmishers, and all assaults (I'm sure there's some late tech exceptions). The only reason you'd ever lose a rapier early is if you make a major mistake. No aggression can happen against you without AA support, but AA support is slow, which rules out raiding entirely. And even when these AA-supported attacks do happen, you have the option to take your mobile anti-everything rapier ball and go attack something else with it. Or better, pick off the AA somehow and get the rest of the attack free with your rapiers.
Gunship is a powerful switch in part because you can instantly reinforce a lot of near-naked expansion by making a few Rapiers. All raids will just die to them. Attacking armies require AA.

Other gunships have responses. Many riots or raiders can fight Banshee and Blackdawn. Brawler lacks to projectile speed to worry most raiders and DPS/cost to halt assaults before they deal a lot of damage. Rapier is fairly weak to AA due to it's low speed but terrain can often let it catch AA and it doesn't seem weak enough. Less range would impact its ability to fight low ranged ground units with impunity. Less speed would make it more outmaneuverable (and be good quants rule). I think these two changes are the main options.
+1 / -0
I think that lower range in particular would significantly impact Rapier's effectiveness against, among other things, Swift.

(I do not discount the possibility that that would be a good thing...)
+1 / -0

7 years ago
Multiplayer B447575 2 on Isle of Grief 0.2 died against early rapier. I'm generally not sure how to counter rapier with jumps. It outranges moderator and archangel is something I'd never build in a 1v1 (single point of failure, tiny effective range(LOS), bad coverage due to price).
+0 / -0

7 years ago
That sounds more of a problem of archangel being bad (which I'm not sure it is).

I tried opening with rapiers in some 1v1s and just ended up being badly beaten.
It's hard to imagine situations where you'd choose Rapiers over Banshees early.
Banshees have more dps, are drastically faster and regenerate. Hence they're a much bigger threat and give more map control.
+0 / -0
I don't believe that rapier is too strong of an opening either. But USrankAutowar was asking for replays and I thought I'd use the chance to ask for jumpjet advice.

Archangel can get stunned by a gnat and can only cover a tiny area. He might be effective when properly used, but you need an initial investment of >1000 metal to cover a reasonable expansion.
+1 / -0
7 years ago
Can rpelay be unprepared Rapiers?

Also, can I show how to shoot down rapiers?
+1 / -0

7 years ago
Archangel's not bad as such but it is expensive. In that matchup you might have to rely on Razors, which does feel pretty bad. At least the metal on Isle of Grief is fairly clustered.
+0 / -0

7 years ago
So after losing my mex or raiders to rapier I build razors while the enemy is building mexes? That's just not going to work.

I don't mind building them after having my >10 income, but investing in statics beyond 100m is hardly and option in early game.
+0 / -0

7 years ago
IMO archangel is terrible because of its high price.

The price of being for all intents and purposes non-existent in the early game is not nearly outweighed by its better scaling late game. The jump makes it resilient (which is valuable in an AA), but covers so little area for cost I'd only consider making it in the mid to late game.
It also feels terrible to invest that much in something that applies zero pressure. An opponent can literally fac switch out of air for 50 more metal.

It feels like a dirt-bag scenario, where people see the efficient stat/cost ratio and so think it's good, but the stats are so poorly tuned that there's no winning scenarios (dirtbags aren't terrible, but they do sound better on paper than they actually are).

At least the HT cobra car is fast.
+0 / -0

7 years ago
quote:
At least the HT cobra car is fast.

cobra car is badass, can confirm!
+0 / -0
7 years ago
Cobra OP vs Ravens.
And GS since they get too clustered and get blown to bits.

But it's too expensive tho...


@Deinfruend

I would pay the 280Metal for a razor, since that stops all air harrass[/i]
+0 / -0

7 years ago
hm 3 brawlers can kill 1 razor upfront....
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