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for 1v1 is only shield fac

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11 years ago
I dont like that in 1v1 you have only 1 choice. If players are about the same elo, and map not hilly or water, player that choose other fac then shields will loose every time. Its not fun at all. We need nerf shield fac. LV fac can do something against shields, only if its huge flat map, but those maps not for 1v1
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11 years ago
You may find that this isn't the case at higher elo's. Again, as with the Bandit thread, you need to post replays if we're going to assess the accuracy of this kind of statement.
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11 years ago
I haven't played in some time, but last few weeks of when i still actively did, it was all shieldys. I'm not talking about actual motivations behind this, but i could repeatedly skip scouting simply because i would be sure the enemy was be shields.

Exceptions were there, but 5:1 in favor of shields, still.

Could be attributed to metagaming and shieldy-power propaganda, but from a glance, factory use statistics should be saying something wrong is happening.
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You know what? If you're going to make broad statements like these you'd better be able to back them up with statistics. I looked at the past 12 games played in the recent 1v1 Tournament. Every single game in this set was played by one of the top-10 1v1 players according to the list, so they are all very good at 1v1.

Format:
Players Involved
Winning Fac/Losing Fac

Klon vs [Expletive_Redacted]
Shields/Shields
Shields/Cloak
Shields/Shields

GoogleFrog vs Godde
Cloak/Hovers
Shields/Shields
Cloak/Cloak
Light Vehicles/Shields
Planes/Jump

[Expletive_Redacted] vs Anarchid
Cloak/Shields
Plane/Cloak
Cloak/Shields
Jump/Shields
Cloak/Shields

What do the statistics say?
Shields were played 75% of all games.
Cloaks were played 50% of all games.
Planes were played 17% of all games.
Hovers, Jumps, and Light Vehical were played 8% of all games.



In games that were not Shields vs Shields, Shields won only 1 game and lost 5 games, for a win rate of 17%. OP! Imbalanced!

So while it appears that Shields are chosen more than any other Factory, they are actually not as successful as you think.

Granted, this is a relatively small sample, but it goes to show that the ZK pros definitely think other labs are viable, and the wins and losses back them up.

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11 years ago
>Every single game in this set was played by one of the top-10 1v1 players according to the list

for example, number 10 and number 1 has huge difference in elo. Need players with elo difference not more then 100. For this purpose nubs with both 1300elo more suitable then number 10 and number 1 from top 10 with difference of elo about 400
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id find those replays, but replay interface dont showing in title elo of players involved in. You need to start replay to see their elo. Its very inconvenient
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11 years ago
quote:
for example, number 10 and number 1 has huge difference in elo.

Except #1 didn't play #10! In these cases, it was:

#2 (2030) vs #6 (1962) > Elo difference of 68 (and the lower Elo player won anyways).

#1 (2214) vs #3 (2008) > Elo difference of 206 (#1 won, but barely)

#5 (1980) vs #6 (1962) > Elo difference of 18

So you know what? Even if you throw out the middle games of Klon vs. Godde, my statistics stay roughly the same. The other games were very balanced with Elo differences of only 68 and 18.

Games are almost always balanced primarily at the top level of gameplay, because newbies don't know how to use all units properly. Letting newbies balance the game would analogous to putting someone who just earned their drivers license in a race car, and then asking them how to make the race car better.

That's not to say that it shouldn't be a goal to make the game balanced at all levels, but top-level gameplay should always come first. That's why no one is going to look at 1300 Elo replays and balance the game around it.


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+1 Antelope,

If - even newbes - say how the game can be made more INTERESTING, it is another topic than to discuss balance changes.

UArankbrroleg: if you have problems to counter some tactics:

* rocko,llt,solar can kill 3-4 bandits (rockos are faster than warriors)
-> solar distract fire, rocko shot manually aimed, not moving bandits and has good hp

* snipers wtfpwn shields.
-> But don't lose them!

* glaives are good vs roaches casing your snipers
* Ticks can support rockos, hammers and LLTs if the enemy don't space units out.

* use 1 Zeus in front of warriors can increase their survivability.
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If shieldbots are genuinely overpowered in low level play but not in high level play this indicates one thing: That they are easier to use. That might be a problem insofar as it makes the game less interesting at that level, spider and jumpbots are good examples of 'pro' factories that few people can execute well.

There is another possibility, of course, that players at this skill level have simply seized on a set of strategies they have learned for this factory that they understand well how to execute, and have copied them from higher level players and eachother. Next week, some high level player will re-introduce people to the jack rush, or everyone will realise that ravager spam beats almost anything, or how dominant a plane start can be on a large map, and they'll be doing that. This is called the metagame and it changes even at high level play.

Though to determine which is the case we first need to establish that they are in fact the most popular and successful factory, which requires a LOT of voices all in agreement and/or a lot of examples.
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i dont know about the rest of the top players, but i know how to use all facs...

my best facs are:
cloaks
jumps
planes

my worst facs are:
Lveh
Hveh

shield bots is just a mid level fac thats good at more defence orientated playstyles, ie its good for porc, thats why its easy to use.

like cloakies its verry good for geting early game ground controll, but dosent really have any heavy hitter, or glass cannons, to give you a real edge in a fight.

quote:
Shields/Shields
Shields/Cloak
Shields/Shields

this is really embarasing, i dont usualy play 1 lab all game, but i was kinda lazy...
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11 years ago
Sniper is the perfect glass cannon, not only by how it works, but also by how it looks :D
^Invisible^ :)
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11 years ago
USrankAntelope, it might help to see what maps were used for each of those games as well, especially since the OP brought up map design as the only reason to use different factories (which is actually fine, so long as a good variety of maps exist. If they don't, the solution is to make more).

Beyond that, I can't really speak for this. My last 1v1s were against EErankAdminAnarchid and he was using shields all the time, and he was chatting to me to convince me to use shields all the time. I personally prefer cloakies and spiders, though the latter one seems like it is generally more effort than it is worth.

Come to think of it, that might be the case. If a factory is considerably easier to play than the others, why not play it? There is no point handicapping oneself when trying to win. Whether that's true of shields appears disputed. In general making something harder to use isn't worth using, unless it is also worth it to use well. Since that falls into top-heavy balance territory (play it well, it is unstoppable by anyone; play it not so well, you lose every time) it's probably best to make everything relatively similar in difficulty to use.
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>Come to think of it, that might be the case. If a factory is considerably easier to play than the others, why not play it? There is no point handicapping oneself when trying to win.

There is something in video games called a "skill cap", which is how much better you can get at part of a game until you cannot improve anymore. The example I like to use is in the real life game of basketball. What if I were to make the hoop 10 meters wide while leaving all other aspects of the game untouched? Well, basically ANYONE could be a basketball star in a game like that. 99% of the population could hit shots from anywhere on the court with a day of practice. This would be an example of a low skill cap game.

Now what if, at the same time, I added a second hoop. This hoop would be very small and very high, but if you make the shot you score 1000 points. Suddenly, only a tiny, tiny percentage of the population would be able to hit this shot reliably, but the payout would make it worth it. The teams with the players able to hit this shot would probably do better than those unable to hit the shots. This is an example of a high skill cap.

I say this because some labs and units are like this. Just because a lab is "easier" doesn't necessarily make it better - players willing to invest the time to increase their skills may get more out of other labs. Heavy Tanks come to mind - that is a lab that requires patience and a good understanding of momentum and response time. It's why Godde uses it so frequently - he's operating at a high-skill level that allows him to get much more out of Tanks than the average player.

So should some labs be "easy" to play with low skill caps, and some labs be harder? That's for the devs to decide. My gut feeling is yes - low skill cap labs make it easy for newbies to learn the game while high skill cap labs still offering incentives for pros to get better.

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The problem isn't pros vs. newbies so much as it is that balance becomes a lot harder to do when you make the line between useless and overpowering thin, since there isn't as much of a buffer for testing changes. Also, the game can easily degenerate into just doing the single hard but game-winning thing. An example would be the 100% damage combos in King of Fighters XIII, which is all any halfway decent player would practice.

Evaluating whether something is balanced becomes a lot harder when you make player skill part of the balance equation, since you remove one of the big testing points of balance (switching which player uses what faction/factory/character/strategy).

Incentives for pros to do better need not be exclusive to approachable mechanics, especially not when considering mutually exclusive opening decisions (that is, factions/characters/opening factory), since that just leads to gambling on the opening winning the game rather than interacting with one's opponent. It also means that new players have to practically relearn the game to keep growing, rather than using what they've been learning the whole time, which is just frustrating.
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11 years ago
100 snipers lose to 100 fleas, although the fleas are only 20/750 (=1/32.5) metal.

Giving each unit the granted ability to defeat anything less than 1/10 of metal by giving each unit secondary and tertiary abilities would make balancing easer.
-> But it would also be "balancing toward average".

ZK isn't diverse enough early and in low metal games as factories cost many metal but diverse enough to make balance a hard thing.

Personally I would like to have basic and support facs, where support factories are only good as second factories or for team games.
But that would be a bit like "plop-able T2" because each downside need some upside.
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AUrankAdminSaktoth
quote:
If shieldbots are genuinely overpowered in low level play but not in high level play this indicates one thing: That they are easier to use...
On that note.
I think most people agree that Bandits do well against other raiders with just autokiting. Bandits got a micro advantage, as I call it, against Glaives as they can beat Glaives costeffectively if you just let them autokite.
On the other hand Bandits are much slower than Glaives so the Glaives got the maneuverability advantage as they can outrun, avoid, flank or surround Bandits much more easily than vice versa.
Using the higher mobility of the Glaives requires more skill in general.
Then we have Shieldballs which is one of the few situations where you might not even need to use custom formations.
A shieldball can stay clumped up and doesn't take attrition damage from artillery or skirmishers until the shields wear down which is easier to micro than most things.

CArankAdminShadowfury333
quote:
...Come to think of it, that might be the case. If a factory is considerably easier to play than the others, why not play it? There is no point handicapping oneself when trying to win...
If something is "easier to play" is really 2 questions: "Easiest to win with?" or "Easiest to use?". Well if you wanna win you should always pick "Easiest to win with". Although knowing what is easiest to win with requires knowledge of your own abilities as well as your opponents abilities and how they interact on the map you are playing.
Extra Credits are basically arguing that different options should require different skill levels if you are familiar with Extra Credits.
[url]http://www.youtube.com/watch?feature=player_embedded&v=t6fVHZFjnmA[/url]
I agree that game balancing is harder when different strategies and tactics have different skill requirements but getting good at an RTS is basically learning the game and acquiring skill to play it so I don't see how that is a problem.
For example I'm the only one that use hovers regularly in 1v1 on flat maps. Personally I think its' very strong strategy to shut down the enemy expansion with Scrubbers(unless the enemy are using cloakybots, Glaives and Ticks) while I haven't really seen any other player do it effectively.
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In a absolutely perfect game with perfect choices, one factory would be OP and all others UP (map-specific ofc)

But because you never know when somewhere is a new defender or the enemy switch strategy unexpected, your strategy has a chance to fail.

The game of pros is not only about which unit is op or up, but how good you are in predicting the other one's moves or how you prepare for the unexpected/random while maintaining your strength against the current strategy of your opponent and prepare something unexpected (or expected/scouted if enemy is skilled+lucky).
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@Godde: I specifically mean "Easier to win with". "Easier to use" is indeed different, and ideally there would be strategies for each, or at least most, of the factories that would be easy to use, but wouldn't work forever (Cloaky bots seem to have this, but at 1600-1800 elo it seems like Shields then have this role, thus this discussion). First-order optimal strategies are fine so long as they don't exclude or require entire mutually exclusive opening choices, otherwise you get the discussion we are having now (which I'd have expected to be about Cloaky bots when I first started playing). You also get the impression starting out that only one or two factories are useful at all.

@AFK_Kitty: Why would building the game's strategies to perfect choices make all but one factory OP? If the designers set up each factory to have strategies on the Pareto frontier, then it should be fine.
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quote:
In a absolutely perfect game with perfect choices, one factory would be OP and all others UP

lol nope, you can win a game with absolutley any lab you want.

just consider this, the first 5 units you produce from a lab
you have ~10 units to chose from
~8 of those are valid start strategies
the first 5 units you make are usualy blind RPS style
ie your initial unit choice gives somwhere in the area of 1 billion posible start strategies, and counters. (8^10)

and thats not counting decisions of where to place llt, move com, what mex to cap, how many solars to make.

just in the first minute (before you have made contact with enemy via scouts) you have already eliminated trillions of posible pathways that the battle could take.

also there are 3 predominant playstyles in ZK(imo):
porcers (skirmishes with the enemy and tries to win by playing defencively)
piercers (do an "all in" attacks that break through defences and wins in a single move)
blufers (wins by making the enemy believe that they have more then they actualy do)

and mixes of the such that make up pretymuch all zk playstyles.
eg.
me and godde are bluffers/piercers
klon is the best example of a porcer in zk (skasi is anothere)
ana and google are piercers


tl|dr there is no "perfect" battle, and the simple idea that there could be is silly
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11 years ago
perfect battle/choices:

The strategy with the highest win chances against all possible billion others.
* Just imaginary.
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