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Title: dyth68's Battle
Host: GBrankdyth68
Game version: Zero-K v1.12.1.2
Engine version: 105.1.1-1821-gaca6f20
Battle ID: 1815118
Started: 11 months ago
Duration: 22 minutes
Players: 4
Bots: False
Mission: False
Rating: Casual
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Team 1
Chance of victory: 40%

GBrankdyth68
GBranklite
Team 2
Chance of victory: 60%

GBrankPLT_Chonkgoose
GBrankOrangeSky

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11 months ago
How does one kill a shieldball?

The only way I know that works with any regularity is shelling out 2.8k on a Likho, which is game losing in the mid-game.
+0 / -0
11 months ago
best bet seems snitch, jacks or another shieldball
+1 / -0

11 months ago
How well does Odin work on a mobile shieldball?
+0 / -0


11 months ago
Killing is the wrong question. People can give you units or tactics that work in a vacuum, but what you really want to know is how to win a game against a shieldball.

I think what happened this game is that both sides were playing as if their armies were shieldballs. There was a large amount of unimproved land for armies to roam around, and on occasion they would bump into each other, trade a few blows, then bounce off. This was great for the side that was building up a shieldball, because this is exactly how a shieldball wants to play. The hovercraft armies on West spent ages sitting idle very far away from the enemy. It had to exploit the fact that it had no shields that needed recharging between engagements.

Make more Lances and keep them active, not idle. Use superior hovercraft speed to attack on awkward sides of the map rather than retreating when the shieldball disengages and goes somewhere else.

By around 16:00 the answer was that the shieldball has grown too large compared to what West had. At around that point the shieldball could be transformed into any other reasonable composition, because the game was over.

Also, Tremor was certainly not the counter. West made two Tremors by my count, but they had no defenses to house them and the enemy barely had anything static to shell. A Tremor can wear down shields that have a reason to stick around and be worn down, not the mobile shieldballs of this game.
+1 / -0
That's a rather frustrating answer.

To take a part of it:
quote:
Make more Lances and keep them active, not idle. Use superior hovercraft speed to attack on awkward sides of the map rather than retreating when the shieldball disengages and goes somewhere else.


What speed? Mace and Scalpel are speed 61.5 and 63, Aspis and Thug are 61.5 and 57, so the only round about attacks one can do with Hover is Dagger and Bolas. And while raiders can indeed work (see: https://zero-k.info/Battles/Detail/1815149) once the mid game arrives it's not possible to get the low attrition needed to carry using raiders. And Bolas are likely interceptable in maps like this tbh, what with the distance from centre to pathable edges being around 2000 elmo and Rogue's 570 range making corner cutting and chasing unwise.

Also, Racketeers are much cheaper than Lance and will happily keep their damage down below the level needed to overcome shield regen. In fact, at 14 minutes the main enemy 10k shieldball has 30k shield hp, 7 racketeers and 364hp/sec regeneration (it's a highly flexible ball with Felons, Outlaws, Bandits and Rogues). 7 Lances wouldn't even break even against that regen+Racketeers and 10 would still take an extremely long time to get through (more than enough time for some sacrificial Bandits or Dirtbags to mess up scouting or force wasted shots).


Another thing you seem to miss is the cost of attention. An unattended lance is a lance that's either useless or one you're probably doing to lose (the Lance unit AI is a bit reluctant to turn and kite and it's slow to turn when it does). An unmicrod shieldball is a recharging one. That attention is crucial for things like eco construction, scouting and escalation.


Having rewatched the replay, I don't think the game was winnable after the southern attack failed due to poor coordination.
Interestingly, after the attack GBranklite's army was more expensive than the shieldball (Cyclops, Minotaur, 2 Emi, 2 Ogre, 1 Kodachi healthy vs 7 Thug, 1 Racketeer, 1 Felon, 1 Aspis, 11 Rogue), but would have lost everything without doing any damage if he'd tried to chase it (I just tried this out in sandbox).

USrankLawesome9: Badly. The shieldball just moves and the 30 second life time is enough for a surprising amount of shield regen. (also, shieldballs are surprisingly tanky, they'll rarely be under 10k shield hp)
+0 / -0


11 months ago
quote:
What speed? Mace and Scalpel are speed 61.5 and 63, Aspis and Thug are 61.5 and 57

And Felon is 45. The shieldballs had Felon in them. But it doesn't even matter which army is faster, your army should still be active and threatening.


This is what I mean by activity. The hovercraft army spend a while moving all the way back to the middle of nowhere, and then wasted a lot of time moving out again.

Yes, the dive on south certainly made the game harder. Somehow this:


Turned into this:


GBranklite's army dying if it tries to chase is unsurprising. Most armies are much stronger in the direction they are running from. It is particularly unsurprising here since his raiders are collectively at less than 30% health. Partially chasing is much better. I tried chasing with the Cyclops, Minotaur, and two Ogres and managed to trade the Ogres for a Felon and a few other shieldbots, making a profit of about 1000 metal and safe reclaim. The Minotaur and Cyclops can just run away when they are about to die.

But this is all getting too nitpicky and theorycrafty. Obviously West would have won if they played the game better, so what? So all I am really left with is "abuse until nerf", or at least try to abuse until and perhaps learn the counter from the other side. Maybe shieldball will just suit your playstyle. That would be fine too, playstyles exist, there are plenty of people that don't 'get' a factory or do really well with one. That doesn't mean the factory is broken.
+2 / -0


11 months ago
quote:
And Felon is 45. The shieldballs had Felon in them.


And Lance is 49.5. My point was that your idea of "make more lance and use superior speed to attack elsewhere" is completely nonviable. Lance is not a viable counter to shieldballs in a world where Racketeer exists and is made.


Aside: It's not relevant at all to the broader picture, but in the case in your screenshot the hoverball is not "retreating" or "inactive", it's trying to move north to stop an attacking army that doesn't actually exist at that point (then waiting in confusion for the expected attack).


Regarding Minotaur and Cyclops vs shieldballs I cannot reproduce your results not matter how many times I try, the Felon and Rogues easily cause Minotaurs to retreat (or even kill it! Felon DPS is a lot) before they are in range and Cyclops hasn't a chance at catching anything but the Felon and tends to take a lot of damage while doing so.
I've also noticed that in practice the slower Felon often ends up at the "back" of the shieldball, closer to friendly lines so when the ball turns to retreat the other units literally PUSH the Felon, making it's effective speed when balled more like 52 than 45.

At this point the only advice I can give to GBranklite for fighting shieldball as tank is "Don't".
+0 / -0


11 months ago
quote:
And Lance is 49.5. My point was that your idea of "make more lance and use superior speed to attack elsewhere" is completely nonviable. Lance is not a viable counter to shieldballs in a world where Racketeer exists and is made.

Lance is in the back. You can pivot around it or leave it behind. Felon walks out in front and is the core of how these shieldballs work.

quote:
Aside: It's not relevant at all to the broader picture, but in the case in your screenshot the hoverball is not "retreating" or "inactive", it's trying to move north to stop an attacking army that doesn't actually exist at that point (then waiting in confusion for the expected attack).

Yes, see the battle summary in the screenshot, it was 230 metal in raiders. Not moving an army across the map like that is part of "If West played better".

quote:
Regarding Minotaur and Cyclops vs shieldballs I cannot reproduce your results not matter how many times I try

I just grabbed the tank army (minus the low health units) and told it to run at the shieldball when the shieldball started moving away. I told it to retreat when the Minotaur and Cyclops were about to die, with a bit of leeway.
+0 / -0
Best anti shield strat I found was to get a 6:1:1 ratio of racketeer:aspis:outlaw
you might get away with a cap of just 5 outlaws tho for larger balls. Focus purely on disarm to cripple the shieldball and leave the dps to an ally.
Maybe tweak aspis count for to get ~5 early on tho for the ball and vandals if needed
+0 / -0
11 months ago
I think assault units are an acceptable counter to shieldballs (with the exception of ravager). Try to kill the felon when you engage (or only engage if you can kill the felon). If the ball becomes too large you can weaken it using cloaked bombs or air.

Artillery is not a great idea imo. That metal is better invested in more assault units or a switch.
There needs to be a large amount of artillery to deal sufficient damage to shields and lobstered shieldball seems to counter this fairly well
+0 / -0

11 months ago
I don't have any experience with 2v2, but I played shieldball in lobpot and vs AI almost exclusively. My experiences might turn out useless to you, but it's fun to share either ways.

Usually I lose the shieldball when trying to hold some indefensible position, over-extend to kill buildings, or when marching to another lane and getting caught out of position.

I think GoogleFrog is right on the money with "win the war" instead of "kill the shieldball". Shields are slow to react, drain energy, must constantly retreat to recharge and basically can't kill a walled mex. If you raid their eco, you can force shield player to make bandits, porc or morph com. Bandits can't even chase down a halberd so you can force them to make stingers anywhere you want.

Light artillery like slings can sometimes keep shieldball out of the game or force shieldball player to do an "all-in" attack. Just by constantly draining the Aspises. Heavy artillery usually doesn't have the DPS/cost to beat shieldball itself, but the combination of light and heavy artillery can kill. Tremor doesn't really fill either role (but it has a place in my heart).

A mistake I often see is people miscalculating the shield charge. They burst the Aspises to red, then chase with raiders. But the felons/thugs still have charge. Assaults or heavy artillery can pick them off with much fewer losses.

For "in a vacuum" shield-ball counters, aka things I don't like to see when balling, I would say: Det > Nuke > Silo > S/W > BB > Pala > Sirens(lobbed) > Snitches(cloaked) > Juggle(repaired) > Assaults > Scylla > Lances > Merlins > Likhos > Domis(shielded) > Scallops(lobbed) > Arty > Unit-Spam.

Also, cloaked lances are more scary to shieldball than shielded lances. Racketeers are Zero-% efficient against cloaked lances and playing "peekaboo" or "guess how many cloaked lances?" is pure pain.
+1 / -0
11 months ago
and then the shield player gets 6 lobsters, allowing the ball to just jump around the map smiting everything and running away whenever it wants
+1 / -0
11 months ago
4-6 lobsters and your shieldball becomes the slayer of artillery, not even merlins are safe
+0 / -0

11 months ago
finally, players discussing the game in the intended way
+0 / -0