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Title: 2v2 Tourney
Host: CZrankSpringiee9
Game version: Zero-K v1.2.8.8
Engine version: 91.0
Started: 9 years ago
Duration: 13 minutes
Players: 4
Bots: False
Mission: False
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Team 1
Chance of victory: 50.1%

DErankMagman
GBrankKyubey
Team 2
Chance of victory: 49.9%

AUrankAdminGoogleFrog
AUrankAdminAquanim

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Skasi
9 years ago
Levelers best AA!
+1 / -0
Don't even talk to me about that incident. Q.Q
+1 / -0


9 years ago
Casted on Youtube for the August 2v2 tournament.

Finals, Game 3
+1 / -0
quote:
Don't even talk to me about that incident. Q.Q

It's still not as terrible as the Area Attack fiasco.

By the way, contrary to what one of the commenters on the stream said, the bombers dont just hit random points inside the designated area. They will generally try to hit targets if any are available, but since they do not individually target any units, they do not dive.

Since area attack is not linked to any target units, the bombers will never try to hit any targets outside of the designated area, unlike the regular attack, where units can run away while the bombers are on their way.

Finally, for the same reason as above, area attack must be always cancelled manually, as the unit AI does not stop it after a single run or when the area is clear.
+0 / -0


9 years ago
Using Fire at Will + Fight might be a better option when mass-targeting unknown zones.
+0 / -0

9 years ago
My bomber control was just generally dreadful :/ - I barely play air outside tourney games
+0 / -0
quote:
Using Fire at Will + Fight might be a better option when mass-targeting unknown zones.

What kind of behaviour does it produce? Shadows targeting and diving enemy units on sight?

I have no idea how bombers behave when given the fight command.


What i like about area attack is that all bombers are guaranteed to shoot and return to base, even if all the targets die halfway through the run. When using regular attack, i sometimes end up with a bomber who runs out of targets, so it flies around the target area, usually dying pointlessly.
That could certainly be fixed by explicitly queuing a "rearm/repair" command after the attack command, but very often i forget to do that.
+0 / -0
quote:
What kind of behaviour does it produce? Shadows targeting and diving enemy units on sight?

Exactly. This implements fire and forget bombers.

quote:
What i like about area attack is that all bombers are guaranteed to shoot and return to base

Fight order gets removed when there are no targets and unit has reached the assigned area, so it's queueable.
+0 / -0