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Title: [A] Teams All Welcome
Host: Nobody
Game version: Zero-K v1.12.1.2
Engine version: 105.1.1-1821-gaca6f20
Battle ID: 1826982
Started: 3 months ago
Duration: 46 minutes
Players: 20
Bots: False
Mission: False
Rating: Casual
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Team 1 Won!
Chance of victory: 50.7%
XP gained: 68
USrankSOLSheldon
USrankWalMartGreeter
NZrankSmidge
USrankfahx
USrankskigear
USrankKnightshade
USrankruy343
USrankHollowpointed
RUrankAmberNik
USrankDoomblade3890
Team 2 Lost
Chance of victory: 49.3%
XP gained: 51
CArankGalamesh died in 39 minutes
CArankTarkin died in 46 minutes
CNranknanouf died in 46 minutes
DErankcoolgame died in 46 minutes
NOrankTopGunner died in 46 minutes
USrankincognito2023 died in 46 minutes
USrankProfessorDonutz died in 46 minutes
USrankXiongDing died in 46 minutes
USrankTHAddeusIII died in 46 minutes
DErankaaaasd died in 42 minutes




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Good example of a game where silo appears to be way too powerful.
My massive shieldball gets counters soo hard its not even a fight...
When the silo turns into a stardust launching a shockley every second at you, its no longer fun to even try fighting.
+1 / -0
The game needs to end somehow. A massive shieldball moved as a blob is just asking to be taken out with splash damage, as long as shield can be pierced somehow.

You know what sucks? Shields. Being able to stall the game so hard with no counter would kill all the momentum of the game.

Again, what lost the game for team 2 is not the silo. It's the fact that the entire team 1 is making units and controlling the field while more than half of team 2 is in the back row doing nothing productive.

Units win early advantage, early advantage capitalized upon with game enders wins games.

Silo is fine. Zenith/SL are fine. Likhos are fine.

Teams need to play better as a unit, or just face elimination by superior enemy team play.

Continuously investing in one strategy throughout the hole game is just asking to get countered.
+2 / -0