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Title: [A] Teams All Welcome (32p)
Host: Nobody
Game version: Zero-K 1.10.5.1
Engine version: 105.1.1-841-g099e9d0
Battle ID: 1394964
Started: 2 years ago
Duration: 46 minutes
Players: 16
Bots: False
Mission: False
Rating: Casual
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Team 1 Lost
Chance of victory: 62.1%
XP gained: 59
CNrankFumica died in 46 minutes
unknownrankFaynthasyn died in 46 minutes
chaplol died in 34 minutes
DErankdunno died in 46 minutes
USrankWalMartGreeter died in 46 minutes
TRrankModdy1 died in 46 minutes
RUranktonyq died in 46 minutes
MXrankZeich died in 46 minutes
Team 2 Won!
Chance of victory: 37.9%
XP gained: 74
AUrank4hundred
AUrankStuey72727
USrankTheHiddenManiac
USrankKeo
AUranktreebombs
USrankLawesome9
AUrankdraggooon
DErank[OMA]Darkestnoir




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2 years ago
This game was crazy, there was so much going on.
The dirtbag spam was insanely annoying and ridiculous for a few reasons:

1) Out of all the units you'd think might be overpowered some day, dirtbag usually does not come to mind. It sounds silly for dirtbag to be overpowered, but they are in a way.

2) In this game, 3+ people were spamming dirtbags, and this causes the game to lag for some people. It does not bother my PC at all, but in this game USrankchaplol had to resign because "the game is unplayable with dirtbag spam." And it's true.

3) I was amphbots in this game, and down where I was, at least 2 people (one on each team) were spamming dirtbags, so it turned into "a rocky road" as PHrankethanmarcusg put it. This rocky road was extremely annoying for me and probably everyone else that wasn't spiders. At one point during this game, I had a buoy that somehow got over the minefield of hills, and just waltzed into the enemy lines. I repeatedly told it to go back, but it just kept ignoring my commands and immediately going back to its doom. The hills make the pathfinding super confused and ridiculously annoying for almost every unit, and sometimes it doesn't even make sense. Yes, it should effect pathfinding, but should it effect bigger units like Grizzly that much? If you look at my Grizzly at some point in the game, it was so confused, couldn't go anywhere, and almost got stuck in between these little hills, when in reality you'd think the grizzly with it's big legs could just walk over them.
You might say "you could've just used your lobster to launch your guys over!"
Well, I did try that, but the problem was that the field of hills was so big at that point, that it would take me at least two jumps to get over it, and the problem then is that when the lobsters launch, the army kind of spreads out a bit by the time it lands, and since they all land in a bunch of hills, they all get effectively stuck. "So launch them again!" Well I can, but since they are more spread out now, I'd be leaving half my army behind.

4) I think it's pretty dumb that I can sit there making half-decent unit combinations, while someone else is just spamming dirtbags and effectively doing much better than me.

Dirtbag spam is incredibly annoying. The problem is that it's hard to know what to do to fix it because I never thought I'd one day say dirtbags are overpowered, and it seems hard to change the unit without changing it's weird position. A start though would be to at least make the pathfinding make more sense.

+2 / -0


2 years ago
Tremor?
+1 / -0
2 years ago
Restore / flatten terrain area order fixes it easily
+1 / -0

2 years ago
I wanna see someone build a backline silo and launch quakes.
+1 / -0
quote:
Tremor?

Probably not while I'm amphbots, and none of our teammates are tanks. Yes, I could have built a tank factory, but the enemy also had a considerable number of impalers that could have easily killed it. Tremor is also pretty expensive, especially when dirtbags cost almost nothing. Also, it only takes a few dirtbags to completely confuse pathfinding for most units.
A tremor might get rid of the hills and kill most of the enemy dirtbags, but it gets complicated when your team is also spamming dirtbags; everything just turns into a mess.
Not to mention they also had a Cerberus for some time which pretty much destroys any tremors that are within range.

quote:
Restore / flatten terrain area order fixes it easily

Yes, that is true, and I honestly completely forgot about the "restore terrain" feature, but it still is not completely ideal since "Terraforming costs Energy, Metal, and time."
I still probably should have done more of this, but while the Cerberus was in operation I didn't have a chance with normal constructors. USrankKeo used a Funnelweb if I remember correctly at one point to terraform a path over it, which was very helpful, however this probably could have been countered by the enemy if they had been streaming their dirtbags into our base, because it would be killing the constructors, and the repeated onslaught just drives most armies back and back, which is the problem.
If the enemy is streaming their dirtbags into your base, and you are restoring the terrain,
1) They can effectively ruin the terrain considerably faster than you can restore it.
2) They are probably making pretty good cost because they are potentially killing your units and making you terraform to get to their base, just to meet more dirtbags (surprise!).

quote:
I wanna see someone build a backline silo and launch quakes.

That's probably the best solution, except that the enemy is able to make about 13.3 dirtbags for just the same amount of metal, which almost puts you back in the same situation, especially if you still have to deal with them marching into your base.
+1 / -0

2 years ago
restore terrain should be free of cost, or free of metal, or reduced cost in some way
+4 / -0