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Title: MM 4839: 1v1, Rank Singularity
Host: Nobody
Game version: Zero-K v1.8.9.4
Engine version: 104.0.1-1544-ge1f249f
Battle ID: 972212
Started: 4 years ago
Duration: 14 minutes
Players: 2
Bots: False
Mission: False
Rating: Competitive
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Team 1 Won!
Chance of victory: 89.2%
XP gained: 129
SErankPLT_Godde
Team 2 Lost
Chance of victory: 10.8%
XP gained: 188
GBrankPRO_Dregs died in 14 minutes
Spectators
DErankkatastrophe




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4 years ago
reeeeeeeeEEEEEEEEEEEEeeeeeeee...
+0 / -0


4 years ago
During the middle of the game, Godde hugs my 2 Ogres and dual riot cannon commander with 2 halbderds, causing the AoE damage to kill the tanks whilst the halberds get away making mad cost. Whilst I think that this is a little bit mechanically unfair and the better-than-ravager-in-all-ways-but-range halberd could do with some time under the microscope (along with poor mace and claymore), that's not the reason I'm posting. It's because I turned fire state OFF in the UI on the ogres, even tried making the ogre ground fire elsewhere, but it continued to shoot the halberds until it died. Is something messed up with these controls?
+0 / -0


4 years ago
This may be why at some point i had disabled the automatic settarget widget, then forgot about it for years. Watch the replay and check if they have those orange dotted lines.
+0 / -0


4 years ago
For all it's use, settarget has no problem allowing a dominatrix to re-assign it's capture ray from a 90% capped outlaw to a 0% capped thug the moment a 1 degree terrain alteration is encountered. Seems to work against the user at both ends of the spectrum.
+0 / -0
4 years ago
it looks like dregs has the better of the economy (obviously) while godde does better at raiding
+0 / -0


4 years ago
I dissected the situation and don't see any bug with the firing UI.
  • An Ogre dies before either of them are set to Hold Fire. They start off Guarding the commander, then are given Move orders. During this time they keep shooting at a Halberd because they are not set to Hold Fire.
  • The surviving Ogre is commanded to attack a distant Halberd at 9:02. Then at 9:04 it is set to Hold Fire and told to move away. It continues to attack the Halberd because that target was explicitly set. If you want to not attack that target then sent a Stop or Cancel Target command.

quote:
For all it's use, settarget has no problem allowing a dominatrix to re-assign it's capture ray from a 90% capped outlaw to a 0% capped thug the moment a 1 degree terrain alteration is encountered. Seems to work against the user at both ends of the spectrum.

Uh, how is this "working against the user"? If the set target is inaccessible then the unit fires at something else until the target comes back into range. What else would you have it do? Explain your statement. If you want it to stop firing instead of selecting a new target then set the unit to Hold Fire.
+1 / -0


4 years ago
Thanks for the breakdown. Cancel it is.

I should be more specific re: the dominatrix issue. It appears that once the dominatrix gets back into range, it doesn't re-prioritize that initial target, or at least this has been my frustrating experience enough times to prompt writing about it. Perhaps dominatrix's range ring is misleading?
+0 / -0


4 years ago
I performed a test today, the results of which I wish I had known sooner. I was testing halberds/moderators, with the moderators approaching via various commands. I did NOT know that Attack-Walk forces the units to designate a target, but now see that using attack walk very much does so and is likely the reason behind countless dominatrix blunders. Why do the attack-walkers need to hard set a target - is it to engage their skirmishing/raiding/whatever AI upon contact with a target?
+0 / -0


4 years ago
Attack-walkers hard set a target because that is what the engine does.
+0 / -0