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Title: [A] Teams All Welcome
Host: Nobody
Game version: Zero-K v1.13.9.5
Engine version: 2025.04.11
Battle ID: 2291044
Started: 36 hours ago
Duration: 9 minutes
Players: 14
Bots: False
Mission: False
Rating: Casual
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23 hours ago
Analyzing this game because laning with a singu may be worth particular analysis.

1. Strategy: Initial ogre effective, but could have pushed much more aggressively and scouted/damaged/killed scallops instead of chilling in the middle of the map. This failure eventually leads to the loss of the ogre. After scallops scouted, should have disengaged @2m (lobster on field/third amph on field). Prior to that, 2 scallops or 1 scallop + lobster should be winnable. (~7.4 seconds for scallop to kill ogre, ~5.7 seconds for ogre to kill scallop + range advantage).
2. Strategy: Damaged mino engaging tower was a mistake. Didn't accomplish anything, got more damaged. Further repairs allow staying and fighting when surprise forces arrive.
3. Tactics: Fighting 4hundred's circling reaver was not a good use of time or health. It can't maneuver when doing that, just leave and let it eat shit to the stinger if it pushes.
4!. Tactics: Placing a lotus frame to tank the initial stinger volley should be effective as a very cheap way to dodge some damage.
5!. Allocation: Lotus screens in front of stinger and repair point create anti-light threat.
6. Allocation: Solars may make an effective way to stall out slings.
7. Strategy: Ogres create space but eat shit to skirmishers and artillery. Pushing out with them makes opportunity to lose them.
8. Allocation: Consider pickets as effective anti-light in combination with hacksaws? Hacksaw does volley 1400 @ 6.6 damage per metal. Pickets do volley 312 damage at 3.2 damage metal. Alternatively, consider a chainsaw instead of a 3rd emi or 2nd ogre.

Overall note: I think possibly the most significant factor I see in what made the middle fight effective was actually fahx playing with me, not in my vicinity, though I also simply wasn't targeted particularly much this game. Possibly a sign that I need to focus on better engagements to ramp up the threat I am able to provide.
+1 / -0
2. Pushing into the Stinger probably prevented a Gauss from completing and thereby saved a friendly Metal Extractor. It might not've been the best course of action but it's not clearly bad value for your time and repair energy.

2b. Sending the repaired Minotaur back in, on the other hand, was a blunder because your Emissary would delete the turrets in the next fifteen seconds anyway and then the dive would've become much stronger.

2c. You had an Ogre that could've quickly come over and smashed the Reaver on the hill without much risk.

3b. Agreed. The Minotaur clearly should've been helping to contest the reclaim from the dead Commander.

4. I think I'm going to copy that idea!

Overall strategy: Since your team had lopsided skill distribution and you were in the high skill lane you needed to be flexible about helping the other lanes when they got into trouble. You won your lane but not the game here, and you had the flexibility to move your Emissary around within the central safe zone to hit either way, or to pick a moment to send a couple of Minotaurs and/or Ogres to menace the flank of some enemies that were in turn flanking your team's top push.


+1 / -0
17 hours ago
Further comments from Bucky in discord:

* Need to look to create opportunities to rotate, not wait for them.

* If units are repairing and reinforcing at the same time, new reinforcements can rotate before joining repairing units as needed. Especially after successful attacks the enemy must recover from.

* Fusion was a mistake. That's a delayed e source when I needed e *now*. For reactive build I need either wind or solar.

* Need to actually capitalize on capturing supermex, not just capture the area itself. Even minimal tera can make it very hard to kill (yes, please push my mino ball to kill it).

* Clear space- I can take opportunities to clear out hardpoints. Consider areas that would be difficult to retake or hold if cleared due to reinf paths.
+0 / -0