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Title: MM 1759: 1v1 Narrow, Rank Neutron Star
Host: Nobody
Game version: Zero-K v1.11.11.2
Engine version: 105.1.1-1821-gaca6f20
Started: 11 days ago
Duration: 46 minutes
Players: 2
Bots: False
Mission: False
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Team 1
Chance of victory: 42.7%

Team 2
Chance of victory: 57.3%


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10 days ago
This lobstered shieldball meta honestly sucks.

Hard to make out what units are in a ball and whether shields are almost out and the UX for trying to make sure your lobsters are covering the entire ball sucks arse.
+2 / -0
10 days ago
This is the new meta! :D
+1 / -0

9 days ago
I have a hard time believing that both sides playing lobster shieldball for 30 minutes was the way to go. Switches are usually beneficial. It is something I would have to see more of.

I wanted some sort of highlight for units in Lobster range, when the command is selected, but nobody made it yet.
+1 / -0

9 days ago
I'll have a look at making a lob range highlighter.

What would you recommend a switch to? The options as I see them:

* Air. I was hesitant to make a second Likho because I expected DErankBrackman would make Aegis or AA in response for less than it cost (it's also relatively easy to kill a Likho with lobfelon if you try).

* Nuke. I think we were both quite reluctant to spend the 11k on this for fear of falling behind army wise. But if built it would actually have worked well I think, it's a small enough map that being able to shockley any antis is realistic.

* Striders/heavies. These are all substantially inferior to lobbed shieldballs, unable to do much damage and dying easily. One of the reasons DErankBrackman lost was spending on useless Grizzlies.

* Supers. These would have been too expensive.

* More Silo. Shockley and Eos may have gotten me some value but I'm not sure on this. Neither of us could easily position a silo to hit critical backline eco (high risk of a lob shieldball strike if forward deployed).
+0 / -0

8 days ago
I'll have a look at making a lob range highlighter.

Great, the solution I had in mind was an application of the unit highlight API. So your own units in selected Lobster range would pulsate green (or something) when you've got a manualfire command and a Lobster selected.

What would you recommend a switch to? The options as I see them:

I don't know specifically, the game is hard. Some cloaked Snitch? Something fast enough to go around the edges, forcing the shieldball to split to respond?
+0 / -0