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Title: MM 2987: 1v1 Narrow, Rank Neutron Star
Host: Nobody
Game version: Zero-K v1.9.12.0
Engine version: 104.0.1-1544-ge1f249f
Battle ID: 1283254
Started: 2 years ago
Duration: 11 minutes
Players: 2
Bots: False
Mission: False
Rating: Competitive
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Team 1
Chance of victory: 49.8%

DErankmadez
Team 2
Chance of victory: 50.2%

DErankbloa
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USranktherxyy

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2 years ago
Can someone please analyze this match? I think I was in a good position, had good micro, and had raiders against skirmishers, yet I lost against them seemingly just fighting on auto-attack. Is that right?
+1 / -0

2 years ago
@Godde is very good at analyzing matches, if you want to mention it in here:

https://zero-k.info/Forum/Thread/32081

+1 / -0
So I watched the game,
Yes Rogue are annoying but not uncounterable as Amph.
The following options would have been good:
  • +
  • Or just -(Bulkheads) which are good against everything except Artellery but that's what the shield factory doesn't have :P
  • Or a factory switch to Air (Phoenix) or a few Firewalkers (fw) (Jumpbotfac)
I think you've always focused too much on an army on the front lines whereupon the front in front of your base suffered because you couldn't control it properly.

But I have to agree with you your start looked very very very [...] good!
I think since bloa also had a fusion, you just slowly lost.
[Spoiler]

quote:
USrankLawesome9:
SErankGodde is very good at analyzing matches, if you want to mention it in here:

https://zero-k.info/Forum/Thread/32081

@Godde's analysis using a video is definitely more helpful.
But until Godde has done this I think mine is also good :D


+2 / -0
DErankHoppili, thanks for your analysis. I think bulkheads due to having to stand while shooting while rouges can auto-micro would lose against rouges, but I didn't test that yet. I did have ducks and limpets, though possibly not enough of them. I think, though, that larger amounts wouldn't have helped decisively.

The economic advantage due to a reactor didn't win the game for DErankbloa, it was decided before as the mono rogue on auto attack killed my raider army.

I agree that my micro possibly wasn't optimal, yet I did micro to some degree in the way that counters rogues, and yet, I lost with raiders. On auto-attack the raiders lose even worse.

Is it good balancing if the skirmishers of one factory on auto-attack basically counter everything from another factory? I don't think so, so I think that rouges rockets should have less AOE and/or longer flight time, so raiders can avoid better them on auto-micro.

So, I'm hoping for an analysis by @Godde.
+1 / -0

2 years ago
If skirmishers couldn't hit ducks, given the current balance, ducks would kill almost everything. There would be no need for alternative units.
+0 / -0
Thanks for the participation in the analysis. I think a grizzly or lobsters throwing archers might have worked. However, Ducks are categorized as raiders, therefore they should beat skirmishers and be countered by riots.
+0 / -0

2 years ago
One thing nobody has mentioned yet is buoys. I watched one of the videos casted by @Godde on this exact map with I think the exact unit combinations (shield vs. amph) and he said that buoy is very helpful on this map, especially since its bullets are ballistic, it has more range on the high ground that this map offers.
+0 / -0


2 years ago
@Kaki: Five things in order of importance:
  • Excessing that 1.6k metal was plausibly the biggest factor.
  • This is Fallendell, you start with two supermexes so overdrive is a BIG deal. Go for early windgen spam and early fusion.
  • Stop manually microing your units to dodge rogue shots and instead use attack-move and let unit AI do it for you. The attention that takes is too important for you to spare and frankly your movements were too perpendicular to your line of travel (the unit AI makes fairly small course changes to dodge when left to its own devices) meaning you struggled to close. At 6:00 you finally let your units do their thing, then call them back JUST as they're about to kill the rogues!
    • That said, be aware of how dodge AI works, units will dodge if *their current target* is a thing they can dodge, if you put your units on attack move and a bandit is the closest thing around then it won't dodge, but if you tell your units to area attack (via F+drag) the Rogues? They'll try and dodge.
  • Use Limpet. It's HUGE for a few reasons:
    • The fast moving Limpet will move ahead of your army and it's low hp/cost ratio means it will be targetted over your ducks! So it goes in, draws all the enemy fire (it's speed and small size making it hard to hit) and then slows down the rogues to be easy pickings for your ducks (which have to deal with far less fire both due to the rogues firing at the Limpet).
    • Any escorting Bandits will be greatly hampered by it and the explosion ignores shields.
  • Rogues on attack move are extremely distractable, just have a duck or two fed to a rogue army every minute or so and they'll waste all their time backing up from the single duck, mostly missing it! This can last for more than long enough for your army to go do something important (like hit base/expansions/com or even just ambush the rogue army from behind/the side) while the enemy army is wasting time. You can often afford to do this almost indefinitely, nullifying several thousand metal of army.
    • In general don't mass raiders vs rogues or recluse (the AoE skirms), one or two will make cost, 10 often won't.


I disagree with DErankHoppili's second and third suggestions.

Bulkheads lose to Rogue's even at relatively high densities where dodging drops off, and when there are only 1-2 of them they are nothing more than a block of hp to be attrited away. Don't rely on them vs shields in particular (a single Aspis lets the Rogues dance in and out as Bulkheads have 0 ability to chase down an army

Switching for Phoenix and Firewalker works great against cloakbot and light amph masses, but shieldbot factory comes with very easy access to Aspis (and even Thug!) which neutralize them entirely for less cost than the factory.
+3 / -0
quote:
GBrankdyth68
"Bulkheads lose to Rogue's even at relatively high densities where dodging drops off, and when there are only 1-2 of them they are nothing more than a block of hp to be attrited away. Don't rely on them vs shields in particular (a single Aspis lets the Rogues dance in and out as Bulkheads have 0 ability to chase down an army"

It wasn't about what Kaki could have done in the end but rather what he can do differently since the beginning, I'm just not sure if Bulks vs Rogue's cost made is possible. EDIT : I will check that tomorrow
quote:
GBrankdyth68
Switching for Phoenix and Firewalker works great against cloakbot and light amph masses, but shieldbot factory comes with very easy access to Aspis (and even Thug!) which neutralize them entirely for less cost than the factory.

That is in my opinion too much purely interpreted but assuming Kaki had fw and the opponent only rogue + shield I would still recommend to make Limpets in combo with Ducks.
And if you do not have 100 fingers like @Godde , the tip with A(atack)-Move is very helpful :D

+0 / -0
2 years ago
It's an open secret that ducks while being raiders, get absolutely smashed by skirmishers. They are the exception to the rule
+0 / -0