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Cloakbots vs Shieldbots in high 1v1

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I want to hear the opinions of my peers on how you are able to actually beat shieldbots as cloakbots, because I am having something like a 1:9 win-loss ratio against them. I'd even say I have an easier time as rovers against them now, and I'm a broken record when it comes to that difficult matchup. I'm going to lay down my case piece by piece first.

Glaives need to be micro'd to get the drop on bandits, or bandits will always win (especially on fight move). This isn't anywhere near as possible as the game progresses on. Outlaw and Felon delete glaives too.

Warrior is ok vs bandits but inevitably gets cooked by spread bandit, rogue or felon.

Ronin is subpar and gets toasted by felons, if not ignored by thugs and chased by bandits.

Knight is decent, but gets mashed up by rogues.

Sling is good, but it takes way less cost in thugs to make them invalid.

Sniper is good against felons, but every clever shieldbot player knows to switch to low cost high density units. USrankPetTurtle in our most recent match did exactly that with bandits, rogues and some dirtbags mixed in.

Imp requires perfect execution and micro PLUS follow up, and gets made irrelevant by the presence of a singular outlaw. Snitch on the other hand, just gets the job done on the spot.

Part of the problem is that predictive aiming has given bandit the drop on glaive. Another part of the problem is the unit synergy with shieldbots just being too good. Felon comes with 1600 "Ammo". Thug, for just over a quarter of the cost adds another 1250 ammo and each thug adds another 16p/s regen to the pool. Outlaw becomes unhittible among thugs and prevents most things designed to take it out from doing the job, other than the sniper.

Shieldbots are able to walk through their cost and more in porc with the aid of a handful of super cheap thugs. Since the majority of the damage is absorbed by shields, there's no attrition - whereas knight would suffer massive HP loss. Shield regen rates and strengths are essentially as powerful as Archer's ridiculous underwater regen rate.

All of Cloakbots true plays are high micro. Shieldbots most powerful play is "retreat a small distance and regen the shields, then go make attrition gains again" on repeat. The difference in effort to reward seems to favour the wrong fac here.

Rogues outrange LLT. Ronins don't, and suffer attrition.

People say "Outmanouver the shieldbots". What does that even mean? 1v1 maps art tight, and SB are popular one maps that it's easy to prevent free movement from being beneficial upon. At best, your only faster units (glaives, maybe ronin) are eventually headed towards bandit or outlaw waiting in the place that you're meant to be outmanouvering to.

People also say facswitch. Only viable if you're not already significantly behind or about to see the ball at your front door. I have more success switching to recluse, the only skirmisher with enough range whilst mobile to be of use, than I do switching to thunderbird which gets toasted by 2-felon. Meanwhile, I have very little difficulty fighting shieldbots with some factories like JJ, spider, even hover occasionally.

I honest to god see them as the easymode factory that a subset of the top 15 fall back upon when they simply can't be bothered to actually match their opponent skill-wise, and want that factory RPS win. I experimented with them over the last two weeks to see it from the other side and it was, for the most part, easy street. It was funny to suddenly hear anyone but myself finally piping up to criticize shieldbots.

In summary. Outlaw; too much damage and slow. Rogue; Questionably high damage per missile. Thug; too tanky/synergistic with felon. Bandit; Getting too much benefit from predictive aiming, just like dagger.
+4 / -0

3 years ago


...
Sorry :-)
+6 / -0

3 years ago
I think Cloaky simply lacks a strong Ronin. Nudge Ronin a tiny bit and it'll change everything. Knight is already much stronger than it used to be and Sling is too.
+1 / -0
quote:
Felon comes with 1600 "Ammo"

One problem I have is that felon starts with full shield and can immediately discharge it's full burst right after being built. I have recently lost 2 high level 1v1 games because I got a felon down to ~10% in a fac but when it finished, the shield protected it from getting finished off. I think it should start with 0 shield and have to regen over time initially.

quote:
I think Cloaky simply lacks a strong Ronin. Nudge Ronin a tiny bit and it'll change everything. Knight is already much stronger than it used to be and Sling is too.

I think ronin might need careful rebalance with how it plays with the other units in shieldbot. There is still to much overlap with the sling, primarily because of the similarity in cost. One option would be to give ronin a small, general purpose buff (maybe more hp or speed) but then also increasing the gauge of sling (large buff, but also large price increase to maybe 200m?). It's really awkward to have an underpowered skirm (ronin) and a flex skirm/arty (sling) in the same fac at nearly the same cost.
+7 / -0
3 years ago
I wish shieldbots were less synergistic, atm they're a one trick pony factory, said trick being shieldballs. That's not very fun.

I mean, there are different shieldball compositions, but it still feels like a lot less strategic range than other facs.
+0 / -0


3 years ago
Back when the outlaw had very slow projectile speed, the fac as a whole worked a lot better. Crawling bombs and ambushers of all forms could counter the ball. Imo the outlaw is the key factor to making the factory so tedious to counter.
+2 / -0
3 years ago
Without outlaw, shields would be toast.
+0 / -0


3 years ago
Outlaw only deserves a quarter of the blame.

What we have is 4 units that are either best in class, or close to best in class, in a single factory:

  • Outlaw is best riot because it has true AoE that scales with the number of enemies thrown at it. I've already demonstrated that a single outlaw can almost double the defensive power of a thugball in previous threads.
  • Thug is best true assault because for cost, you get the most defense/effective HP. That's ignoring it actually defending other units and providing ammo to felon.
  • Bandit is best raider because of it's scaling into the midgame where you don't actually need to micro them to fight with almost all other raiders effectively. Daggers, glaives, pyros, scorchers. It doesn't perform as well against kodachi or duck, but the point still stands that all of those units require higher micro to get the best ouf of them in the midgame. Meanwhile, you can happily attack-walk bandits for decent effect whilst you use all that spare micro to... Move your shieldball back for 10 seconds to regen.
  • Rogue's burst DPS for cost is constantly remarked upon. LLT no problem. Picket, 1 shot. Stardust, even easier than LLT. Stinger? Get the correct amount, walk forward, kill it in a single salvo for the cost of one rogue.
+1 / -0

3 years ago
Damn. Build a missile silo or call air support.

+0 / -0

3 years ago
I'm not exactly high level but I can tell you what troubles me vs cloaks.

If I don't have an area shield or if the area shield is low, Phantom is a major pain in the ass.

Slings are a pain in the ass as well because they can skirmish a ball to death or into the red.

Cloaked imp has confounded me before, especially if I am moving towards it and it is moving towards me.

Cloaked Knights can be a problem if I run into them when my shields are in the red.

Basically your aim vs cloaks is to run the shields low. When the shields are low Shieldbots are shit out of luck. A constant Sling barrage is a step that can help you get there, and Phantom is invaluable in killing Aspis and Felon, the two shield MVPs. When the shields are low cloaked Knights can engage it with success.

Another unit that I find to be a pain in the ass is Razor, especially for balls with Felon in them. It's so tough that it invariably drains the shields low.

Silo is a killer too, but not against high level players. You could waste a ton of missiles trying to hit a ball that moves unpredictably the moment the launch sound is heard. Ask me how I know :p
+2 / -0
I think a lot of the question here is "why does Felon exist".

Like, we know what it does currently - erases thunderbird, zaps smaller skirmishers, etc - but why should zk have a shieldbot that does those things?
+3 / -0

3 years ago
Without Felon shieldbots would suck ass. It's the key that holds everything together.

People look at Felon and think "OP".

But in actual fact Felon is a unique unit that adds all the flavour to shieldbots.

And shieldbots are probably the only hit or miss fac in the sense that if the shieldball lives, you can win, if it dies, you just lost like 6k metal and are probably going to lose. It's a real struggle to get a ball up and running so that it becomes dominating, because you can't just sit back and dump metal into it until its mature. In that case may as well rush Dante. You have to use it to contest map while the ball is relatively weak and imperfect, and that exposes it to a ton of dangers.
+2 / -0
3 years ago
The problem isn't the concept of Felon, its current implementation. As far as I'm aware, Felon is the only unit in the game that has:

-A continuous laser that switches targets rapidly.
-While also having skirmisher-tier range.
-While also having enough alpha to destroy even assaults quickly.
-While also being able to hit aerial units just as easily.

Its weapon is just too good, in short, to the point of standing out dramatically from the rest of the game's weapons. Having an unique ammo limit doesn't make up for all of that.

+2 / -0

3 years ago
Hey USrankDregs, you didn't say anything about Iris. How do shields protect themselves from a cloaked artillery / skirmisher ball. You didn't say anything about Scythes either, whose attacks ignore shields.
+0 / -0
3 years ago
Scythes don't work because outlaw. Lots of things don't work because outlaw.
+2 / -0


3 years ago
Cloaking your strongest unit, knight, still results in thugs being able to shrug the damage off whilst rogue/felon/thug return fire and retreat out of range.
+0 / -0

3 years ago
Scythe is countered by both outlaw and felon.

Once they are revealed they can be murdered fast by a felon. Bandits and dirtbags if you need them make excellent screening before outlaw is up or if it got sniped.

Its pretty clear that the balance between cloaky and shield is heavily reliant of a strong Sniper/Phantom that shield is forced to engage upon or that can snipe out one-off important units (felon/outlaw).
+0 / -0
Multiplayer B982647 2 on Scaryland v1.00

I made no effort in this game. Played like my grandmother jacked up to her eyeballs on nitrous oxide and coke, sitting there, rocking back and forth in my chair, smearing my face into the keyboard until the grease from my pores stopped it from even functioning. At this point, I attached the keyboard to my tailbone and began to slap the fuck out of the monitor with it as if it were a beaver's tail. Monitor broken, dribbling foam from my mouth and speaking the devil's tongue on the phone to my auntie in Jamaica the whole while, I somehow managed to beat the #1 ranked player's cloakbots with this factory.

I'm gonna do it again.
+2 / -0
If we try to remove/weaken felon, then shield will need micro even more and produce more rackteers dirtbags to counter shirimisher.

What I'm really looking at is smaller grouped units, for shieldbots and cloakybots.

Allowing another unit stay very close to a thug: a outlaw will always stay under the shield.

I'm terrible at micro APM lower than 30.


Cloak a newton to pick off felon.
+0 / -0
3 years ago
Shields could use not stacking together so damn good. I mean recently I saw a dude assaulting with 1 felon and 5 aspis, its ridiculous that that is viable at all.

Maybe shield sharing as a mechanic should be rethought. I never liked the fact that one single unit (Funnelweb) is excluded from it. Kinda points out how easily it can snowball.
+0 / -0
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