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Title: [A] Teams All Welcome
Host: Nobody
Game version: Zero-K v1.12.5.1
Engine version: 105.1.1-2457-g8095d30
Battle ID: 1900447
Started: 6 months ago
Duration: 33 minutes
Players: 24
Bots: False
Mission: False
Rating: Casual
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6 months ago
Lessons learned:
1) I can't successfully use skirmishing tactics against a Sumo without a substantial range advantage.
2) When placing power lines, be careful not to accidentally wall off friendly factories or plates. It's worth incorporating a couple of solar collectors into an efficient wind grid just to leave larger "doors" for friendly units to path through.
3) On the other hand, once the factory is blocked off, the best solution might be to simply drop a plate on the other side of the obstruction to build large units with.
4) Even though I was routinely scouting the middle of the map with Moderator sweeps, I failed to notice that the other team was vulnerable to a bunch of Pyros taking the shortest route into their base. While spotting high value targets is valuable scouting info, so is spotting a complete lack of targets!
5) On cliffy maps, a disposable high ground radar can be worth it just for a single clash even if it's cleaned up afterwards.
6) I need to practice jumping as part of routine movement! My units' jumps were almost exclusively used for fighting or pre-fight positioning, even though they're available as soon as the unit walks out of the factory.
7) A Jack Surprise or similar bypass tactic works best the first time. Produce enough Jacks to do it once per front, then wait for it to leave the opponents' minds before making more.
8) Even on land-focused maps with water around the edge, it's necessary to have some sea control during the endgame to deal with sea striders.

Would like a second opinion on:
1) For early Moderators, whether to group them all into an unapproachable ball, or split them up to use their slow damage to help other damage dealers deal real damage.
2) How to defeat an isolated Sumo, in general.
+4 / -0
quote:
Would like a second opinion on:
1) For early Moderators, whether to group them all into an unapproachable ball, or split them up to use their slow damage to help other damage dealers deal real damage.
2) How to defeat an isolated Sumo, in general.


1)
avoid clustering of moderators. place them in a line and use (line-)fight move? re-adjust from time to time. also to deal damage and prevent raider-induced death, add a pyro per 2 moderators, also a placeholder (and later cloaker)

2) while sumo is on pull
=> any cheap high hp unit (armored halberd, dirtbag, hermit) will do collision damage, or uncheap high hp unit to traditionally kill it with bullets etc
=> snitch, skuttle

if sumo is not on pull: disarm with some raketeers, paralyze with spy, then kill with raiders

also some snipers wear it down over time. disarm plane, double skuttle with cloaker,...
+1 / -0
TheFlyingFortress
6 months ago
I feel like this guy with become purple at this rate.
+3 / -0

6 months ago
quote:

7) A Jack Surprise or similar bypass tactic works best the first time. Produce enough Jacks to do it once per front, then wait for it to leave the opponents' minds before making more.


A potent strategy with jacks can be to add an areacloaker to a couple of them. If you have 3 or more jacks, even if the opponent knows you have jacks, they need to actively screen them out if you have an iris. It also removed the damage they take while closing the gap, and allows you to keep the jump for after combat begins, to close more ground or retreat. If you manage to have 5 jacks and they live, spending 600 metal to build a cornea and morph it can be a great investment even as a frontline tool.

Be wary, areacloak can cost 16 e/s, so it does cost an extra ~600 metal in energy production in your back line.
+1 / -0