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Title: MM 1060: 1v1, Rank Singularity
Host: Nobody
Game version: Zero-K v1.9.2.0
Engine version: 104.0.1-1544-ge1f249f
Battle ID: 1064824
Started: 3 years ago
Duration: 11 minutes
Players: 2
Bots: False
Mission: False
Rating: Competitive
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Team 1
Chance of victory: 34.8%

CHrankAdminDeinFreund
Team 2
Chance of victory: 65.2%

unknownrankBitterly
Spectators
EErankAdminAnarchid

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Why is there no way for crabs to evade transports -.-

Crab pathfinding is already broken beyond usability and transports just make fun of it.
+0 / -0
What if armor state prevented transportation for enemy units and EMP disabled armor?
+0 / -0

3 years ago
I don't think it's strictly bad that you can transport armored crabs. It is annoying that crab has no chance to react since it takes 5 seconds to start moving.
+1 / -0
3 years ago
Personally I would rather we just have crab that doesn't have armor, has 8k-12k hp and only curls up to either get extended range (while taking a decrease to range while not curled up, curled up form getting the current max range) or a faster reload speed while curled up. You could have a mode switch toggle so it doesn't automatically curl up when idling. I think that would be a more fun version of crab and wouldn't need to have really specific changes then. Not sure how many people would agree with me on that though.
+0 / -0

3 years ago
Curl/Fortify d-gun sounds fine to me.
+0 / -0


3 years ago
quote:
Crab pathfinding is already broken beyond usability

I have seen no bug reports about this. Make some.
+1 / -0


3 years ago
I don't know about "pathfinding" but general behaviour on attack walk with curling and other factors have always made the unit ultra jank.

I think a D-gun is a good idea, and would go as far as to say that a "fix" for halberd's abuseability could just be a shorter duration form of armor. Agree to slightly higher base HP pools for the tradeoff.
+0 / -0


3 years ago
I'm pretty sure CHrankAdminDeinFreund was essentially talking about a state toggle with a hotkey, rather than a timed ability with a cooldown.
+0 / -0
quote:
Curl/Fortify d-gun sounds fine to me.

Deploy.

Now i want the Rover fac to be able to become a huge rover and move places :P
+0 / -0
3 years ago
quote:
Deploy.

Now i want the Rover fac to be able to become a huge rover and move places :P


Voltron force, assemble!
+0 / -0

3 years ago
I don't think there's much that can be done to fix it pathfinder wise. It taking multiple seconds to start moving due to a hard to see animation (uncurl), combined with hill pathfinding being bad due to the 2D pathfinder resolution leads to bad results on its own. I.e. on a steep hill, you can give a crab a command to move up a fair bit, but it will not count as a move command since the new order is still on the same 8x8 elmo grid position as the crab is currently on. Due to the uncurl time, it's not clear whether the move order was valid or not.
+0 / -0

3 years ago
In this replay the issue was that the crab's move order was cancelled due to the pick-up. From watching the move order, it looked like the crab should be able to get going before the transport would be on top of it. Apparently the pick-up command forces the crab to "cooperate" and cancel its uncurl animation. This feels wrong since you'd want your crab to resist.
+0 / -0
3 years ago
Forget about moving rover factory, it's time for jumping jumpbot factory :P
+0 / -0

3 years ago
+0 / -0


3 years ago
quote:
Apparently the pick-up command forces the crab to "cooperate" and cancel its uncurl animation.

I doubt this, but will have a look. Crab could also have shorter uncurl, but the geometry of the model makes it a bit hard to make this too short.
+0 / -0