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Title: MatchMaker 29
Host: Nobody
Game version: Zero-K v1.5.3.11
Engine version: 103.0.1-712-g1ccec6e
Battle ID: 451088
Started: 7 years ago
Duration: 14 minutes
Players: 2
Bots: False
Mission: False
Rating: Competitive
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Team 1
Chance of victory: 96.7%

GBrankAdminDeinFreund
Team 2
Chance of victory: 3.3%

DErankjuletz

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7 years ago
quote:
AUrankAdminGoogleFrog
These trees seem fine.



+1 / -0


7 years ago
Can you make a similar quality video, but with `/debugcolvol` ?
+0 / -0
Thanks for the recording. Tree hitspheres only seem to disallow certain types of weapons from firing then? Hermit doesn't seem troubled.
+1 / -0
I dont understand why anyone would want trees to be on a pathable part of the map, they are horrible for gameplay. Trees should be limited to terrain that is not intended to be used by players in normal course of games, like atop near impassable high ridges on the edge of maps.
+1 / -0

7 years ago
nature strikes back!
+0 / -0


7 years ago
The trees in the gif are clearly not fine. I was not talking about those trees. If I recall correctly the trees in the quote were on the bottom of the map and involved in a raider battle. Provide a link and context.
+0 / -0

7 years ago
To be specific, I made deliberate use of the trees to give Glaives a better matchup against Bandits. I am not convinced that that interaction is "horrible for gameplay".
+1 / -0

7 years ago
If trees are intended to change unit interaction so that for example glaive can beat bandit, they should have unit icons when zooming out. Instead of using a minimap, I play most of my games in overview mode. In this example I had no idea what was going on until my bandits died and I zoomed in to investigate.

If trees are modified so they take a few shots to go down that'd be acceptable as well. Like this they could still have their close range modifier on raiders but not make commanders invincible to a whole army.
+0 / -0