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Title: [A] Free For All
Host: Nobody
Game version: Zero-K v1.9.7.0
Engine version: 104.0.1-1544-ge1f249f
Battle ID: 1170287
Started: 2 years ago
Duration: 119 minutes
Players: 11
Bots: False
Mission: False
Rating: Casual
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Team 1
Chance of victory: 2.7%

CArankRedEagle_P1
Team 2
Chance of victory: 0%

USrankwildemind
Team 3
Chance of victory: 2.3%

USrankbbar97
Team 4
Chance of victory: 0%

FRrankruru
Team 5
Chance of victory: 8.4%

DErankJxG
Team 6
Chance of victory: 0%

UArankmiroslavmartseniuk
Team 7
Chance of victory: 0.4%

USrankstrikeshadow
Team 8
Chance of victory: 68.1%

USrankDave[tB]
Team 9
Chance of victory: 0%

DErankDerPizzaHouse
Team 10
Chance of victory: 0.7%

UArankHedkeaf
Team 11
Chance of victory: 17.3%

AUrank4hundred

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It's really frustrating when a Starlight appears to have range on something, then refuses to shoot at it. (Forcefire ground)

Additionally, Starlight feels quite unsatisfying and tedious to use, while at the same time it doesn't really have a counter. In this statement, I am not even considering the amount of input lag it causes to have multiple starlight on the map, or the difficulty of attempting to traverse a map that has been destroyed by the whims of multiple SLs.
+5 / -0
quote:
doesn't really have a counter


it doesn't need one aka its counter is teaming up in short time.
+1 / -0


2 years ago
Try the superunit idea from dythsmod. It solves the unsatisfying and tedious nature of superweapons. :D

(Still have a few bugs though)
+1 / -0
Oh nice!
A 11-way game on my map!
Although there wasn't much left out of it at the end :P


Watched the replay with great interest and was indeed worth it! :)


quote:
It's really frustrating when a Starlight appears to have range on something, then refuses to shoot at it. (Forcefire ground)

Yeah from the replay it seems bugged. It seems the real range is like 100-200 elmos less than the range shown, and on top of that if targetted outside of this "real" range it will find targets randomly despite being on Hold-Fire.
+1 / -0


2 years ago
what is the design reason for the game ender type superweapons to have finite range? Can cause the game to drag on when each side has one that is out of effective range of the other.
+3 / -0
pretty cool

[Spoiler]
+5 / -0