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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: 3 years ago
Duration: 119 minutes
Players: 11
Bots: False
Mission: False
Rating: Casual
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Team 1 Lost
Chance of victory: 2.7%
XP gained: 62
CArankRedEagle_P1 died in 10 minutes
Team 2 Lost
Chance of victory: 0%
XP gained: 62
USrankwildemind died in 24 minutes
Team 3 Won!
Chance of victory: 2.3%
XP gained: 130
USrankbbar97
Team 4 Lost
Chance of victory: 0%
XP gained: 62
FRrankruru died in 62 minutes
Team 5 Lost
Chance of victory: 8.4%
XP gained: 62
DErankJxG died in 47 minutes
Team 6 Lost
Chance of victory: 0%
XP gained: 62
UArankmiroslavmartseniuk died in 53 minutes
Team 7 Lost
Chance of victory: 0.3%
XP gained: 62
USrankstrikeshadow died in 105 minutes
Team 8 Lost
Chance of victory: 68.2%
XP gained: 62
USrankDave[tB] died in 111 minutes
Team 9 Lost
Chance of victory: 0%
XP gained: 62
USrankDerPizzaHouse died in 119 minutes
Team 10 Lost
Chance of victory: 0.7%
XP gained: 62
UArankHedkeaf died in 58 minutes
Team 11 Lost
Chance of victory: 17.3%
XP gained: 62
AUrank4hundred died in 119 minutes




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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


3 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


3 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