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1v1 Shieldbots and other fact viablity

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11 years ago
I realize I'm relatively new here with some other players here having many years of experience but please don't instantly dismiss what I've got to say.

At the moment unless the map is very open and very flat (or is mainly water) the only factory that seems viable is shield bots. They are extremely cost effective and dominate the map control against all other factories (except in that previous case). The other factory that competes is light vehicles but they tend to get dirtbagged to death in non open maps.

1v1 Being boiled down to two mirror matches is very very disappointing.

I've mainly played as cloak (which most of the older players seem to have outright dropped for not being competitive), I've tried all the suggestions given to me by the older players and ive watched high level fights as them and it just ends as a painful defeat with things that you cant counter cost effectively with less map control due to bandits.

Can other players throw their opinions on the topic of 1v1 and factory viability?

(Since I generally hear asking of suggestions to fix the problem one is complaining about heres mine. The simplest way to deal with the cost effectiveness of shield bots in general would be... to increase their metal cost by 10-20% and make fire not pierce shields anymore)
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My blunt opinion is that every unit in shields that is part of the basic raider/riot/assault/skirm rps, is better than its cloaky counterpart. Except thug, but then you get synergy.

Rogue can instagib glaives, has more range, can shoot over others.
Outlaw doesn't compare to anything, it's so crazy.
Bandit murders glaives, murders pyros, murders scorchers, murders kodas, murders murders murders. There are no brakes on the rape train.
Thug is worse than zeus alright, but a single thug and an outlaw kill a zeus zeus like nobody's business, even while casually murdering any amount of raiders thrown at them.

And the specials are sometimes like that too: tick requires meticulous planning to work as a trap, especially on larger maps, while roach just insta kills with lethal fatality of mortal death.

And then, once shields get the ball going, only thing you can do with cloaky is another factory.

quote:
The other factory that competes is light vehicles but they tend to get dirtbagged to death in non open maps.

In the future, dirtbags cost 35 and obstruct bots as well Let them try, heheh. I'd just kickban the dbag outright though.
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11 years ago
+1 to shield nerfs of any kind
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11 years ago
> And then, once shields get the ball going, only thing you can do with cloaky is another factory.
And what about a Sharpshooter?
Is is posible to kill a shields ball by Warriors and Sharpshooters?
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11 years ago
Warriors tend to die to stuff in the shieldball, but I'd bet snipers would work if the dirtbags didn't find them and the bandits didn't rape them.
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The ball is stoppable, you need to know its happening though. And you need either luck or highground.

Snipers cant drop the aspis due to their low dps, theyll just keep hitting the regening aspis. Warriors can protect the snipers form bandits but you need 2-3. Though not sure if roaches can take out the bandits...

To drop the shield you need a lot of hammers or some sick sick micro to shoot rockos rockets at the shield manually and not get caught by the felon. Once the aspis shield weakens you need to shoot hte felon with the sniper eithe from high ground or being lucky that nothing is standing infront of the felon (yeah... right). Pre-Planted ticks might buy you some time as a couple units get empd and the player might wanna wait till they become unstunned. (unless he screens with one or two bandits, just gotta screen the direct route, outlaws will take care of any ticks not directly infront). Your not gonna emp even half unless the felon is leading.

That said good luck getting all that in time with the kind of eco that youll have after the bandit pins you into a corner of the map and the shield is free to expand for free. Seems cheaper and more viable to just try to rush out a stilleto.
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nah stileto has the problem that if even 1 outlaw survives(not emped) you can't do anything with land units.

and even if you succeed you will be dead due to superio raiding and superior eco
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> Snipers cant drop the aspis due to their low dps, theyll just keep hitting the regening aspis.
You can order snipers to fire in one moment. When they attack together, they will have chanse to hit target.

Also, what about com with Concussion Shell? One shoot make all shieldbots fly and die.
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http://zero-k.info/Forum/Thread/4757
This is the last thread on the topic and the same still applies. Post replays, rather than just making assertions.

Here is me beating Google Frog's shieldbots using my veh:


This level of flatness and size for a 1v1 match should be standard, although I know there are a lot of hilly 8v8's where veh's are not viable.

There are a lot of situations here though, not just one:

The first is the raider situation, Bandit vs other raiders. Is there a problem here?

The second is the midgame with thuglaw pushes, possibly with rogues.

The third is the lategame situation with Felon and Aspis.

When you're talking about stiletto or snipers, you're talking about lategame shieldballs, which you rarely get to in 1v1. I have been known to rush Felon + Aspis but this requires a big investment in energy first. This costs 1150, while a sniper costs 750. Even if the Aspis tanks the shots, you're damaging his energy infrastructure. A shield had 3600 charge, if it drops below 1500 (Even from felon discharging on solars etc) you 1-shot the felon or the Aspis. It's actually quite easy, if you come from the correct angle, to get -under- the shield and snipe it or the felon, and if the felon walks out beyond the shields protection, you can 1-shot it.

On the whole I reject the notion that Shieldbot is the only viable 1v1 factory. I just think it's easier to use than other factories. I am of the opinion that the Outlaw could probably lose a bit more damage, since right now it is a primary DPS source in a shieldball, whereas I think it should mostly offer the utility of the slow effect when fighting anything but raiders.

I also think the Aspis and possibly other shields should get a power nerf and that we should remove the shot-spamming of the Stiletto, weaking it vs shields, make gauss and fire deflected by shields, removing these narrow, obscure hardcounter mechanics while making shields easier to counter with other units.

The problem is that the tacnuke does 3500 damage, so lowering the Aspis from 3600 means tacnukes pass right through, unless we lower the weight of tacnukes (which I'd be fine with).
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11 years ago
How about a wackey change, make Outlaw only slow (or do much less damage). It may need to be able to slow to a higher proportion if this is the case.
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11 years ago
Shieldbots do need a DPS source vs raiders. Thugs and rogues don't cut it. The reason it's DPS is at the current level is because the outlaw is balanced to be able to kill raiders in an open, for-cost situation. The fact the outlaw can hide behind any obstacle, shield or hill should be enough. It should be balanced for these kind of situations, where it has a tank. In rush situations it can easily sit behind a solar or factory, you just wont be able to push with it naked into the field (which almost nobody does anyway).
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11 years ago
Or they need to slow raiders sufficiently such that Thugs and Rogues can hit them. But anyway, much lower damage sounds good, Outlaws should need to at least have a shield around them to be decent vs raiders.
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11 years ago
To counter a lategame shieldball with cloaky bots you can always use the eraser and tick combo. As has been said previously though, if one outlaw survives you still cant get to the others. I think that the outlaw should do damage or slow but not both. As it is you can make the most insane cost with one because the enemy units have their RoF halved, making them unable to kill it before they are dead. Also it is not just a riot, it counters everything that gets in range. I will find some replays to back this up.
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11 years ago
I really like that idea GoogleFrog.
Use the bandits to finish off any slowed units. Once you get rid off the bandits the outlaw is free for the taking. Up to the shieldbot player to retreat his (faster at the time) outlaw if he think he is going to loose the battle.

Another nerf to the shield factory could be either another cost increase to bandits (85-100) or slow them down further. Because they still dominate the raider game (esp vs claockies)

On open maps the situation is a bit different. Scorchers are still the norm there. Against an unaware opponent a bandit can beat a scorcher but if they are both paying attention the scorcher still wins (and is faster + expansive)
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11 years ago
quote:
Also, what about com with Concussion Shell?

Level 3 Com costs 2k+ and not everyone has one.

quote:
Here is me beating Google Frog's shieldbots using my veh:

Veh are fine. Try a crappier fac.

quote:
Bandit vs other raiders. Is there a problem here?

Glaive can pwn Bandit only if they get into range, but unless Bandit user is retarded they will get kited and destroyed before they get into range. One way to make Bandit unable to run is to do some surround, but that is probably pretty hard to prepare and pull off.
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Im very hesitant to post my own replays since at my skill level im still making non factory based mistakes which do attribute to my losses but ill throw some in anyway... though first:

Bunny vs Vis
http://zero-k.info/Battles/Detail/173040
Vis easely stayed ahead 30% in effectiveness, eventually bunny lost to attrition.

Vis vs Forever
http://zero-k.info/Battles/Detail/172286
Veh vs Shield, when behind dirtbag!

Godde vs Bunny
http://zero-k.info/Battles/Detail/169929
Godde calling shield op, not surprising, this is a painful watch.

Godde vs Anarchid
http://zero-k.info/Battles/Detail/168993
Cloaky wins, yet anarchid was 30% cost effective for the first 7 minutes. After some crazy crazy scythe micro and fact swapping to air Godde managed to win. I think only Godde couldve pulled it off

And now some of mine:
http://zero-k.info/Battles/Detail/172276
http://zero-k.info/Battles/Detail/171447
http://zero-k.info/Battles/Detail/173294
and a win! http://zero-k.info/Battles/Detail/170929

Extra: Just 1 minute ago in 1v1 chat :x
"[10:56 AM] Omega_the_Overlord Damn... why all pro's are beating me...
[10:56 AM] Omega_the_Overlord even not pros
[10:56 AM] Omega_the_Overlord even noobs
[10:56 AM] Vistritium because u go jumps
[10:56 AM] Omega_the_Overlord yeah
[10:57 AM] Vistritium instead of shields
[10:57 AM] Omega_the_Overlord I also think so
[10:57 AM] Omega_the_Overlord Shields are perfect counter of jumps
[10:57 AM] Vistritium shields counter everything
[10:57 AM] Vistritium Im afk"
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> On open maps the situation is a bit different.

You can use hovers.
Hovers have Scalpels to kill outlaws (almost oneshoot) and probably kill Rouges and Maces to kill everything.
Pene can easily Pew-pew shields ball.
Also, Halberd can take huge amount of damage. Stupid felons can use all shileds energy on few halbergs which will help pene to aim.
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11 years ago
Hovers get murdered by LV and its a good chance your opponent is going LV because those too have the advantage over shield in open maps.
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actualy me and godde are sort of in agreement here...

hovers murder lveh

funnily enough, best lab vs hovers is htanks
(armor/retreat/repair strategy wins vs the verry fragile hovers even with their massive alpha and dps)
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11 years ago
Interesting, I saw a couple matches of LV vs Hover and the hover player seemed very very ineffective
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