Loading...
  OR  Zero-K Name:    Password:   
Title: katastrophe's Battle
Host: DErankkatastrophe
Game version: Zero-K v1.9.4.3
Engine version: 104.0.1-1544-ge1f249f
Battle ID: 1099513
Started: 2 years ago
Duration: 7 minutes
Players: 1
Bots: True
Mission: False
Rating: None
Watch Replay Now
Manual download

Team 1

DErankkatastrophe
Team 2

AI: Legacy (2) <CAI>
AI: Legacy (3) <CAI>
AI: Legacy (1) <CAI>
Spectators

Show winners



Preview
Filter:    Player:  
sort

2 years ago
1 buoy holds up 12 ronins...
+1 / -0

2 years ago
Nerf them all?
+1 / -0


2 years ago
quote:
1 buoy holds up 12 ronins...

And gets instantly vaporized by cost-equivalent amount of Phantom
+1 / -0
quote:
And gets instantly vaporized by cost-equivalent amount of Phantom


I think this is a cop-out though. You are implicitly admitting that Ronin, put simply, sucks and that Phantom is better. I get that the cloaked 1500 damage artillery is superior and should be, but 900+ metal of Ronin shouldn't suck so badly the 750 metal artillery is simply better at removing a single target.

I see that Cloak has a good unit in the form of Phantom, but we should look at Ronin's performance. Its 90 metal makes it cheap, but its own attributes make it difficult to get massed and actually put its numbers advantage to good use.

Consider Sling - 100 Metal. What makes the sling so massable is the fact it can shoot over each other, meaning clumps of them form (and die to AOE) quickly. However, Ronin cannot do this because it is direct-fire, forcing it to be in a line. Put simply, it cannot use its cheapness to its advantage.

Since Ronin is inferior in similar numbers to other skirmishers, I hold that since Ronin cannot mass itself in large numbers, it is always going to be a fighting a losing battle against other skirmishers. Maybe Ronin is superior when compared to other skirms by same metal cost, but I hold that since Ronin cannot effectively mass itself, such an advantage is moot past early-game.

Another thing to note is Slasher, who is also direct-fire, yet does not seem to severely suffer sucking as bad. Maybe it is because Rover tends to fight other vehicle factories, or because it has powerful raiders to destroy enemy skirmishers with, but it could also be because its missiles never miss, in comparison to Ronin's, which tend to miss and thus need large amounts of Ronin to deal actual damage to an opponent, while a Slasher will always hit its 40 damage missile.

TLDR:
Ronin sucks 1v1 + Ronin cannot mass up + Ronin cannot hit unit = Ronin suck.


+0 / -0
quote:
I think this is a cop-out though. You are implicitly admitting that Ronin, put simply, sucks and that Phantom is better. I get that the cloaked 1500 damage artillery is superior and should be, but 900+ metal of Ronin shouldn't suck so badly the 750 metal artillery is simply better at removing a single target.

I don't see how admitting that Ronin sucks is a cop-out.

Yes it sucks - so you shouldn't be using it when you want to not suck.
+0 / -0

2 years ago
quote:
since Ronin cannot effectively mass itself, such an advantage is moot past early-game.

Cloaky is an earlygame focused fac so this sounds fine.
+1 / -2

2 years ago
EErankAdminAnarchid
USrankSkrid
ROrankForever

what do you think are my intentions?
+1 / -0
quote:
Cloaky is an earlygame focused fac so this sounds fine.


ahem, since Glaive is bad against almost all other raiders and ronins suck, i am not sure this holds anymore. Relying on Phantoms and Knights doesn`t seem very "early-game-focused"...

EErankAdminAnarchid

quote:
Yes it sucks - so you shouldn't be using it when you want to not suck.


Do you actually want feedback about balance at all or not? The point you are making hints at no.
+1 / -0


2 years ago
quote:
what do you think are my intentions?

I closed my online telepathy practice in 2008 when i realized that people are outright incomprehensible even with the rich textural channel of fleshly contact.

quote:
Do you actually want feedback about balance at all or not? The point you are making hints at no.

AI games are not very good at providing balance feedback. I'm just saying what i would do as a player in your shoes.
+3 / -0
quote:
AI games are not very good at providing balance feedback. I'm just saying what i would do as a player in your shoes.


Then i would disagree. I would recommend going for another factory.

My intention is to point out weird interactions of which I am not sure if they are intended like this. In this case the ronin vs. buoy because it doesn`t seem to matter if it`s an AI game or not. Both parties were at fight-command.

To go back to the last thread about this, you said it`s not about ronin, it`s about: knight, crab, lance, recluse, badger etc. and that other factories would also struggle with this. Correct. Then it still says a lot about those units.
+2 / -0
quote:
My intention is to point out weird interactions of which I am not sure if they are intended like this. In this case the ronin vs. buoy because it doesn`t seem to matter if it`s an AI game or not. Both parties were at fight-command.

To go back to the last thread about this, you said it`s not about ronin, it`s about: knight, crab, lance, recluse, badger etc. and that other factories would also struggle with this. Correct. Then it still says a lot about those units.

Fair enough. I would say that Ronin being abysmal vs Recluse and Buoy is an example of a natural hierarchy in ZK skirmishers. Ronin loses to Recluse about as hard as Recluse loses to Firewalker, who is of a higher pedigree.

Phantom is on a fairly high in that pecking order, so if you have the issue of your skirmisher being outskirmed as Cloaky, you do have the option to skirm even harder.

The generalist skirmisher hierarchy thing is something that i'm not personally very fond of - but it seems rather unavoidable given the design constraints of the game. It has also existed unchanging for more than a decade, which i think is a strong signal of its intendedness given how much everything else has been routinely turned off and on again.
+2 / -0
2 years ago
quote:
The generalist skirmisher hierarchy thing is something that i'm not personally very fond of - but it seems rather unavoidable given the design constraints of the game. It has also existed unchanging for more than a decade, which i think is a strong signal of its intendedness given how much everything else has been routinely turned off and on again.


At the risk of veering more off topic, do you think the skirmisher hierarchy factor could be significantly lessened in ZK? Skirmisher matchups seem pretty one sided even when both have similar range, and actually pushing into any group of skirmishers even with a much larger skirmisher force seems to be a Sisyphean problem.
+2 / -0


2 years ago
quote:
At the risk of veering more off topic, do you think the skirmisher hierarchy factor could be significantly lessened in ZK? Skirmisher matchups seem pretty one sided even when both have similar range, and actually pushing into any group of skirmishers even with a much larger skirmisher force seems to be a Sisyphean problem.

IMO the skirm hierarchy has at least these causes:

1: Physical retreat advantage granted by the slow projectiles, which in turn are required for skirms to not beat raiders

2: Inability to catch up with a longer-ranged skirm due to speeds being fairly equal.

Both of these things are supposed to be their vulnerability to raiders. I guess you could lessen the skirmisher hierarchy effect by going so far into the skirmisher generalism effect that you come out on the other side. Make all skirms have the same range and perfect accuracy and the issue disappears.

Since the goal is t reduce, not remove, i guess you could try to make a rule that longer range = less DPS and/or less speed. But i fear this kind of a partial thing won't work - a skirm with not enough dps to whittle down an assault, and with not enough speed to kite it, is just not doing its primary job.
+3 / -0
2 years ago
quote:
1: Physical retreat advantage granted by the slow projectiles, which in turn are required for skirms to not beat raiders


I wonder if superfluid applied to all the units would be good, artificially gimp the effective range of all projectiles on the retreat... it's evil but maybe less so than the alternatives you've outlined in the rest of your post. (Though I imagine this too would have nasty side effects elsewhere)
+0 / -0