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Title: [A] Teams All Welcome
Host: Nobody
Game version: Zero-K v1.9.7.0
Engine version: 104.0.1-1544-ge1f249f
Battle ID: 1162364
Started: 3 years ago
Duration: 54 minutes
Players: 17
Bots: False
Mission: False
Rating: Casual
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Team 1 Lost
Chance of victory: 53.1%
XP gained: 60
PLrankRafalpluk died in 54 minutes
USrankwildemind died in 52 minutes
AUrankabcpea died in 54 minutes
USrankpatrician died in 54 minutes
FRrankruru died in 54 minutes
USrankKeo died in 53 minutes
USrankTheStranger died in 31 minutes
RUrankXXX died in 54 minutes
Team 2 Won!
Chance of victory: 46.9%
XP gained: 69
USrankAdminSteel_Blue
GBrankczesio
USrankNajarn
GBrankMatthewGB died in 33 minutes
USrankOffTarget
USrankRandomX
FRranksaru
FRrankMirtille
USrankGOLDSTANDARD died in 37 minutes




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3 years ago
I've been thinking about how annoying it is that ravager's turret turnrate is less than it's unit turnrate. I want to buff it to make it turn it's turret 50% faster so it doesn't take a huge dps hit when it turns. In the past ravager was ok at hitting scorcher and that made 1v1s progress into ravager spam to break the midgame porc. This match I eventually started to spam ravagers in a large game setting, using cloak fields to approach paladins and larger assaults, and blazing accross the fields to attack. I used 65% hp retreat orders, repairing my ravagers frequently to keep attrition in my favor, got BigPurpleHeart award. In this setting ravager spam was very good to me, I don't have to manuver too hard against a slow huge paladin/grizzly/minataur.

Just thinking about if ravager should be good in this situation and also better at combat manuvering.
+1 / -0


3 years ago
Would also be great to fix Scorcher and Minotaur turret turn rates at the same time. Unit AI making them try and manoeuvrer meaning they stop firing as they can't point their turret in the right direction any more.
+3 / -0


3 years ago
Dart is also a victim of this, which seems really bad. You can circle a glaive and not fire at all in some cases.
+3 / -0

3 years ago
speaking about turret turnrate, i raise da mighty firewalker. when on f-move, it can place itself in a deadlock when kiting/turning back and forth and never shoot. is this intended?
+1 / -0

DErankJxG
3 years ago
Imo with some units the slow turret turnrate is a balancing decision, aiming to force players to use the unit in a certain way, limiting its versatility.
For example Ravagers are - as I see it - meant as fast and relatively maneuverable, but if you exploit ALL of the maneuverability they usually lose some DPS - so you must be careful how sharp turns you take.

If u wish to keep shooting - moderate turns only.
Escaping a threat - sacrifice some dps and make a hard turn.
Same is true for most of Tank factory.

However, for units like scorcher and darts, who are raider/scout class, this seems absurd, especially considering that their maneuvering often cuts dps in half.... when all they have to do is take a factory down, which is very clearly not returning fire.
Firewalkers endless cycle maneuvering without ever firing also seems like a oversight.

So as I see it, ravager, mino, cyclops should stay the same... but for scorcher, dart and also firewalker increasing turret turnrate would make sense.
+4 / -0


3 years ago
quote:
So as I see it, ravager, mino, cyclops should stay the same...

If they stay the same then the unit AI needs fixing so that it realizes it can't do those turns while still firing. It's quite possible to spend half your time not firing as a Minotaur while unit AI is enabled due to trying to maneuver.
+1 / -0
Ravager is perhaps a bit annoying, but I also think it's a balance thing. Also I would have to take a closer look at Minotaur so perhaps it should be a ticket. Unit AI reducing DPS isn't necessarily bad as there is a tradeoff between damage and safety. Staying further from enemies reduces DPS in many cases.

If Minotaur would have to expose itself to more damage to deal more damage then its unit AI may be working correctly. Attack move isn't something you just get to set and do something else, it is the command that tells units to act in a way that prioritises safety over damage.
+3 / -0
I find Dart to be the most egregious because the gun is very small and the unit is very cheap. Noone is doing godly micro by watching where each bike aims at to keep the gun trained on target.

The goddamn thing is barely more expensive than a Flea, and Flea does not have that issue.
+3 / -0


3 years ago
AUrankAdminGoogleFrog: A possible example of the turret issue is the northernmost Minotaur at 09:48 in this game: http://zero-k.info/Battles/Detail/1162744

Which, by automatically turning, wasn't able to attack a Ripper due to slower turret. (This was inconsequential both tactically and strategically in this instance)
+0 / -0