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Title: MM 267: Teams, Rank Singularity
Host: Nobody
Game version: Zero-K v1.8.3.1
Engine version: 104.0.1-1435-g79d77ca
Battle ID: 846508
Started: 4 years ago
Duration: 11 minutes
Players: 4
Bots: False
Mission: False
Rating: Competitive
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Team 1
Chance of victory: 52.8%

SErankPLT_Godde
GBrankPRO_Dregs
Team 2
Chance of victory: 47.2%

GBrankPRO_rANDY
DErankManu12
Spectators
PLrankizirayd
NZrankesainane

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Page of 2 (21 records)
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4 years ago
I hate sea even more now.
Because amph has no counter to scallop, the one who has more at the right place just wins.
+1 / -0
4 years ago
And no limpet is no counter, as it requires both sides to still spam scallops.
+0 / -0


4 years ago
Manu's point aside, great night of team games. Thanks again
+1 / -0

4 years ago
What if we let buoy hit underwater but it still needs to float to fire?
+0 / -0

4 years ago
I think the whole problem stems from that there's too few variety of units that can attack the underwater.
+1 / -0
Complete the RPS triangle.

Release the Kraken
+2 / -0
4 years ago
So underwater skirmisher since scallop is slow?
+0 / -0


4 years ago
Kraken was supposed to be something like underwater ronin / overwater sling iirc.
+0 / -0


4 years ago
Is Duck mobbing not good vs Scallop?
+0 / -0


4 years ago
I am not sure what to make of this. Scallop now has a chance of being killed by surface-dwelling amphs. Previously there were two amphs that shot from underwater and one beat the other. How can this particular interaction have become worse?
+1 / -0
4 years ago
Is that a rhetorical question?

Scallop has 400+ surface dps. For reference, Mace has 297 dps and Jack 300. There isn't an amph, ship or hover unit that WANTS to engage Scallop above water, and because Lobsters exist, keeping Scallops at a distance is a pipe dream.

How making Scallop a mini-strider above water and reducing Lobster price is supposed to make it killable by surface amphs is beyond me tbh.
+0 / -0

4 years ago
It may not be worse, their true power may not have just been realized and properly utilized previously.
+0 / -0


4 years ago
Huix - Duck fires underwater without surfacing, theoretically can approach a scallop in high numbers and kill it before it can surface.
+0 / -0


4 years ago
I made a very weak statement so it is not hard to support. Scallop was previously targetable by only two other units in the factory, and it soundly countered both of them. Scallop now can be damaged by more than two other units so the unit vs. unit underwater amph matchups cannot have become worse. That is all.
+0 / -0
4 years ago
That comment was something I probably made out of rage because I lost multiple games against Goode + Sparkles yesterday. Probably shouldnt have played my first sea match of the new patch in matchmaker tbh and maybe there are some usable units which I just didnt try. Sry for failing so much Randy.
+0 / -0


4 years ago
Manu, we all had a good time. Take the pressure off yourself :)
+2 / -0

4 years ago
Solution: Make Archer a counter for Scallop.
+0 / -0
A raider countering a riot does not sound like something that will reliably work.

How are you going to prevent Archer from then countering all other riots?

quote:
Scallop now has a chance of being killed by surface-dwelling amphs

Any beneficial consequences of these additional interactions are predicated on at least one of those new sources of damage being able to actually counter the Scallop. The games i'm seeing are not very generous to that assumption.
+0 / -0

4 years ago
Archer countering scallop is stupidly easy, though I am not sure its a good idea. Just make it force units underwater when it fires in the water (a few mechanisms possible, but any would need to be hard-coded to deal with bouyency modes). Scallops now cannot fire, and other riots dont really have to be concerned in the same way.

That said, I don't think that is the solution here. Duck's torp range should be tuned such that they can fight Scallops, but only if the scallop hasn't already floated. The way limpet and amph regen work out, they will still have massive scaling problems, so their raider can be tuned to be a bit stronger in the water when the other options are good.

Boats likewise might benefit from a slightly stronger hunter. Both hunter and duck might want more visible torps - a whiteish trail might help them both a lot visually.

Not as sure on hover though. Its current state is a bit odd in sea, but it frankly loses to scallop the hardest of all, as it cannot force surfacing reliably, and cannot kill them on surface especially efficiently. If we were doing zanny things like having archer force to sink, then perhaps making claymore force out of the water might be right, but I am not sold thats a good solution. Just allowing scalpel's missiles to also act as torps seems most reasonable, even if they could just penetrate 40m of water, that would help a ton for killing amphs that floated then retreated all the time.
+1 / -0


4 years ago
Antisub Scalpel would also entirely obviate the need for Claymore since it would essentially be Claymore, but with a role on surface.
+0 / -0
Page of 2 (21 records)