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Dirt bag spam

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4 years ago
It's getting silly, there's now regularly 2-3 players doing nothing but spamming dirt bags with retreat order when not at 100% health for most of the game.

I don't like it.
+2 / -0
4 years ago
Yes, it is frustrating. And even 1 player building scythes and let them make noise to the level I have to turn off my ingame sound. Total bs.
+1 / -0
4 years ago
Scythe sound sounds like a bug that needs fixing. :)
+2 / -0
4 years ago
So, to the uninitiated, I have seen this done in one of the rare team games I played, but never understood the reason for it. Care to enlighten me?
+0 / -0
4 years ago
CZrankKovirWyttcliff it makes everyone lag from constant terraform and the sheer unit volume while very slowly feeding enemy metal.
+0 / -0
My read is that perhaps the players who do it have convinced themselves it's actually achieving something besides feeding the enemy. And the more others repeat this, the more validation the "theory" gets.

For what it's worth, it could be a valid choice for a situational tempo tactic, e.g. to throw enemy skirmishers into disarray, kill snipers, trap tanks, etc.

If this fad stays around at least a week longer, i expect players on the receiving end of this "strategy" to get quite good at rapidly converting the donation stream into economy.
+2 / -0
4 years ago
Well, as much as i dislike dirtbag spam, i got to admit that it is actually usefull.

I find that dbag spam just allows your bandits to kill so much more while pushing your opponent constantly back when there is not enough porc.

Also they leave no reclaim to your enemy.

So it is a pretty good combi tactic with bandit spam, even if its just to distract enemy raider fire.
+1 / -0
4 years ago
Yeah, as a delay tactic this makes some sense, or for messing with an enemy's targetting priorities. Certain people love to spam dirtbags and nothing but dirtbags all game long and that is really not a good use of metal.
+0 / -0
4 years ago
They ruin the terrain so technically dirtbag spam achieves something, the question is if its worth the cost. Every 6 dirtbags could be a thug.
+0 / -0


4 years ago
quote:
I find that dbag spam just allows your bandits to kill so much more

Sending two times as many bandits also allows bandits to kill 2x more, and this is exactly the kind of investment we are talking about.

quote:
Also they leave no reclaim to your enemy.

This is either inaccurate or a bug.
+0 / -0
4 years ago
A tanking line of dirtbags gives the bandits a lot more staying power however, at a relatively low extra cost and minimal loss of speed. Although it does require significantly more micro.
+0 / -0
3 years ago
+7 / -0
3 years ago
Dirtbags also make a good screening unit to catch for snitches. Personally I think they synergize really nicely with the factory. From a micro perspective I generally use autogroups and micro it myself, but you can always make a plate and have it build into circle guard or direction guard at radius. I also lowered the default selection state as well so that I don't accidentally box select them and give them new orders.

Also it seems like I see them on Folsom Dam to wall vehicles, tanks and hovers of the bridge fairly frequently. While it is easy to flatten the terrain with cons it does slow the approach.
+0 / -0
3 years ago
All Zero-K robots have backstories like that probably. Even puppies.
+3 / -0


3 years ago
I do not see the point of this revival.
+0 / -0