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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: 2291245
Started: 27 hours ago
Duration: 19 minutes
Players: 14
Bots: False
Mission: False
Rating: Casual
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Team 2
Chance of victory: 33.8%

NLrankmaxyo
DErankTR1
USrankOmega[TheEnd]
GBrankSoridian
USrankKnightshade
NLrankKwaszati
GBrankmr0neoncat

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21 hours ago
1. Scouting: Lack of 2:00 radar makes me eat shit to a placeholder.
2. Tactics: Overcommitment with mino with jumps on the field gets me caught by a placeholder (again) before emi out. Need to play much more cautiously.
3. Allocation: Additional buried caretakers could have helped secure a metal advantage.
4. Scouting: High ground radar tower on cliff provided disproportionate benefit to effort. Consider use in future.
5. Awareness: Medium-high threat (Domi) distracted me from higher threat- puppies trying to get around my flank. Given my force comp, lone domis do not pose a significant threat, while ogre is at risk utilized in mino group. In future, during mino-primary transition assign ogres to position guard either behind the tank line or with the Emi group (possibly both?) to keep them out of the line of fire but in an accessible guard position.
6. Strategy: Ogres need to be set to auto-retreat, on top of not being used in mino blobs. The durability gap is a repeating issue.
7. Strategy: Attempting to save mino from juggle was not a wise decision. Even assuming all 3 minos are doing their best, that's still going to take 28 seconds to kill the juggle- his jump cooldown is 15 seconds. Were he smarter, he could have pulled all 3 tanks (or at least 2 when I re-engaged), then jumped away when he was in danger. Next time disengage entirely and use emis. Accept the loss of a tank for the knowledge juggle is on the field, and build sparrows to drive him back. (Note, Emi DPS is trash against juggle (a full minute or so for 3-4 emis) but his closure rate sucks.
8. Strategy/Control: Cyclops needs to be controlled differently. Just lumping everything into a group together tends to put the cyclops at the back.
9. Allocation: Cyclops is a bad choice for this fight. It's ~2.6x the metal cost of a mino for only ~1.8x the damage. 0.13 M/DPS (cyclops) vs 0.19 M/DPS.
10. Control: Consider flickering auto-repair levels higher to split damaged vehicles out of group for repair before re-engaging.
11. Activity: Welder maintain activity on welder ball to maintain income. There's like 4k metal on the field, and honestly with 5 more minos bot I could potentially have forced a rotation from someone top to prevent the bottom from collapsing.

+1 / -0

10 hours ago
9. The point of Cyclops in a composition like this is its longer range compared to Minotaur or Ogre. A DPS comparison misses this point.
+0 / -0