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Title: FFA: All Welcome
Host: Nobody
Game version: Zero-K 1.6.7.3
Engine version: 104.0.1-287-gf7b0fcc
Battle ID: 603312
Started: 5 years ago
Duration: 3 hours
Players: 6
Bots: False
Mission: False
Rating: Casual
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Manual download

Team 1
Chance of victory: 1%

USrankCaptaintoottoot
Team 2
Chance of victory: 13.6%

RUrankizirayd
Team 3
Chance of victory: 8.6%

Firepluk
Team 4
Chance of victory: 69.5%

EErankAdminAnarchid
Team 5
Chance of victory: 4.3%

ATrankATOSTIC
Team 6
Chance of victory: 3.1%

PLrankoldtroll

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5 years ago
Three hours
+1 / -0

5 years ago
Slow clap laughter

I hope you enjoyed.
+3 / -0
5 years ago
what took you so long?
+1 / -0

5 years ago
I love Free For Alls!
+1 / -0
I would say that against a certain playstyle on certain maps, economy becomes pretty much invulnerable once scouting can be denied. And then games can last indefinitely because killing units no longer means anything.

And because #sonarlives, even swift scouting can be denied against buildings. Water plus enough AA to stop Owls is pretty much like when eraser cloaked buildings.


There were like seven superweapons in this game, and none did any lasting economical damage. In some cases i was shelled with DRP for like five or even ten minutes or some other eternity, and i didn't feel like my economy was damaged that much.

Also Detriments losing to terraform makes them so useless. Though in this case, USrankCaptaintoottoot could self-destruct them to deal quite a lot of damage even after they were buried. Or recall them using Djinn.

Quakes were a good idea, but out of four or five he fired, half impacted enemy shields and did nothing; the other impacted water surface and did nothing. Maybe Quake should be a `waterweapon`.

In general it feels like anti-terraform options are quite weak in ZK.

Also in this game: mucho derping. Like RUrankizirayd making more cost in Hawk than he had in Singus, same cost in shields, and even more in DDM's - he had a consistent 50% to 100% total value superiority over closest competitor once Atostic blew up, but most of it was in things that couldn't harm anyone or even stop Halberds (haha lol as if such things exist, retard brick doesn't care even for cyclops tbh).

And the things that could harm people got tacc'd or detri'd or starlighted or whatever.

Or superweapons generally shooting middle of nowhere because noone scouts. Or then there's me losing (and making!) a Scylla with 50 missiles stockpiled (that's detri cost of warheads!!!).

RUrankizirayd made like 100 submarines on the total to catch that one Scylla and it kind of was worth it in that sense. But also the Scylla killed quite a lot of stuff, including a Starlight, so cost made.
+7 / -0
5 years ago
~3h 30min, I'm tired of playing, I wanted to eat, so resign!
+1 / -0
5 years ago
We already had an experience with Anarchid in a long game, then we chose !exit :D
+1 / -0


5 years ago
"We" didn't choose to exit, i voted no.
+1 / -0
I've always felt that terraform breaks ZK, just players don't understand it.

As soon as someone makes a gadget that makes exploitng terra easy/automatic it will be nerfed hard.

Eg, automatic predictive/leading terra sinking of tanks on all cons

toggleable automatic shallow trench laying that block veh/tank/hover

super thin walls around mex to stop raiders

terra-water-building interactions

+1 / -0
quote:
I've always felt that terraform breaks ZK, just players don't understand it.

Which ZK? The one i'm playing already does all of that.

quote:
Eg, automatic predictive/leading terra sinking of tanks on all cons

Infeasible, things maneuver. Your terra widget will be less accurate than Rockos firing at glaives. While i guess most humans are even worse for not trying, it takes a mind model to predict where the tank is going to want to turn.

quote:
toggleable automatic shallow trench laying that block veh/tank/hover

VC, Ctrl+drag, +/- 

VC means "terraform lower/raise", "+" means add one increment of height (idk, may be bound differently), Ctrl means "make a thin line", and well, drag.

quote:
super thin walls around mex to stop raiders

VX, Shift+Control+LMB on a mex, +++, LMB


Not any harder than placing solars around the mex. But you won't get "super thin" because minimum terraform thickness is 16.

quote:
terra-water-building interactions

Once you get over 1500 whr, most urchins built in sea will be on terraform pillars because that makes them immune to torps.

Things you forgot to mention which are pretty much ubiquitious
- Self-burying commanders to escape death
- Turrets raised out of raider weapons range
- Crabe becoming ghetto artillery when placed on a spire
- Buried Cerberus on high trajectory mode
- Outlaws in holes
- Buried singularities


+1 / -0
quote:
VC means "terraform lower/raise", "+" means add one increment of height (idk, may be bound differently), Ctrl means "make a thin line", and well, drag.


My idea of 'toggle-able automation' does not involve me rapidly finding a combination of hotkeys, it involves me clicking a button to enable the behaviour on the unit
+1 / -0
Then it's unfeasible because "literally lower whole map by 6 elmo" - what you get by "toggling the behaviour on a unit" - is useless. At the very least the player has to decide where to place the ditch, and how it should be oriented.
+0 / -0
5 years ago
Anarchid kill my anti-nuke
https://cs7.pikabu.ru/post_img/2018/08/28/10/1535477739185667403.webm
+3 / -0
Accurate portrayal of what i was doing most of the game, not just for antis.

Redback ball? Tacnuke
Starlight? Tacnuke
DRP? Tacnuke
Anti? Tacnuke
Singu? Tacnuke
Artemis? Tacnuke
Knights? Tacnuke
Scallops? Tacnuke. No, wait, real nuke. Then tacnuke survivors.
Sirens? Tacnuke. Wait, no, taczenith.
Bertha? Tacnuke
Chainsaw? Tacnuke
Fusion? Tacnuke
Flea? Tacnuke
Patch of land? Tacnuke
+1 / -0

5 years ago
I would like to be able to specify a certain number of units of terraform, but I have no hotkeys to do that, personally. I just checked.

If you happen to read this message even though it's posted as a game comment, please do let me know how to bind keys to terraform steps up or down
+0 / -0