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Title: [A] Teams All Welcome #4
Host: Nobody
Game version: Zero-K v1.14.2.0
Engine version: 2025.04.11
Battle ID: 2370600
Started: 24 days ago
Duration: 53 minutes
Players: 8
Bots: False
Mission: False
Rating: Casual
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Team 1
Chance of victory: 44.4%

USrankjh_dreemurr
AUrankCharmedmage
AUrankVenixail
USrankAMPERSAND
Team 2
Chance of victory: 55.6%

BRrankDiplomatadoCaos
DErankZocker
USranktsutter
NLrankTRALALAA

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Probably has 3 bugs/unspected behaviours in it:

1) around the first half of the match - a juggle gets stuck at the start of a jump because of a disarm, shouldn't just cancel it and let it move?
2) around mid-match - pheonix fires a lot later than intended, so later, that hits an ally at back of base in a pure wtf moment
3) later half - odin is unable to bomb the spire desolator, even when passing thru it

Probably those aren't bugs but instead cornercases, but those were really unfun and stuck the match
+0 / -0
Regarding 3), I have seen similar. The logic for flying can lead to units not gaining height early enough and then actually bump into terrain. They should get damage from those collisions 💥

That the Odin failed to shoot because it didn't gain sufficient height does sound like a bug.

Thank you for these reports. Adding timestamps and general indications where on the map it happened would help to find it.
+1 / -0


24 days ago
Interesting, thanks for bringing these up. This is a mix of expected and unexpected behaviours.
  • The Juggle disarm thing is expected but it probably needs some more thought. EMP and disarm now delay jump windup to make jumping less of an instant counter. But when disarmed perhaps you should be able to press Stop and have the unit unwind.
  • I didn't see the Pheonix but I'll assume it was disarmed. This is just how disarm works with weapon bursts.
  • Desolator has its aimpoint in the top of its turret so that it can be shot at when partially hidden behind terrain. The Odin passed below this point so it wasn't able to drop its bomb. Ideally units would be able to shoot at different aim points (eg Badger would also like to shoot at the base of turrets rather than their tops). Attack ground would have helped in this case (hold Alt when force firing).
+2 / -0
24 days ago
Sorry for not adding the timestamps, I was in a rush.

1) 24:15, north of the map, lingers for a good minute
2) 14:46, south of the map - confirmed that it was a disarm
3) after 35:15, center of the map for the second desolator built - there more attempts scattered and I believe at 35:40 there is one that odin attempts a fire and the shot disappears O_0, but may be a replay artifact, as the ship keeps the ammo

About the force fire, it seems it really aims lower with alt. I know there is a loading splash screen with the info, but the tooltip doesn't tell that alt will force to fire at the ground.

Will be usefull to fire at radar blobs that I know the actual position, thx.
+2 / -0
f + holding alt while clicking sets a force attack move command to the ground point you select.

t + holding alt while clicking sets a force target command to the ground point you select. This is very powerful. I use force target commands when playing impalers to hit stuff I know exists even if it isn't in sight. That's how the impalers fire at the right stuff while I can freely move them away. It can also be used to send commander drones to scout.
+2 / -0

22 days ago
Holding alt while clicking is only necessary to force targeting the ground when a unit is under the cursor. So when you target into unseen territory you don't even need to hold alt. I wrote that without actually playing the game and most happens for me from muscle memory, so please extrapolate what you can do how from what I said.
+1 / -0