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Title: [A] Teams All Welcome (32p)
Host: Nobody
Game version: Zero-K v1.9.8.0
Engine version: 104.0.1-1544-ge1f249f
Started: 2 years ago
Duration: 38 minutes
Players: 10
Bots: False
Mission: False
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Team 1
Chance of victory: 65%

GBrankmushroomraider
ZArankAstran
USrankKeo
USrankLongDongensen
CArankCHILLIWACK
Team 2
Chance of victory: 35%

RUrank[tre]PAK
ITrankmanero
DErankJummy
PLrankrookstoo
USrankOakenshield

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2 years ago
In this game, we can see how detri sucks. A few light units can take it down.
+3 / -0

2 years ago
And waste all the metal instead of making units
+2 / -0


2 years ago
I think it almost made cost...

[Spoiler]
+2 / -0

2 years ago
quote:
In this game, we can see how detri sucks. A few light units can take it down.


Ya that is true, although Detriment is waaay better than it used to be, and way cooler as well.

+1 / -0


2 years ago
quote:
There's just not real counter to a raised gauss as most units (including things like hermits) can't target it


Raised turrets invalidating assault units is very sad.
+5 / -0


2 years ago
Quake can deraise them now from a huge range, but maybe it could be cheaper, or there should be alternate units with similar effect.

Rover seismic bomb suicide car?
+3 / -0
IMO, if terraform spires for turrets are this cheap every factory should have an explicit tool for countering terra spires so assaults can proceed. At present, the only tool *is the missile silo.
+3 / -0


2 years ago
quote:
At present, the only tools are impractical or expensive - cons, tremor, missile silo.

Cons and Tremor can only flatten turret spires after the turret has been accidentally.
+0 / -0
Neonstorm: missile silo plate for 200m, can fit just one missile, requires a full silo to produce Eos/Inferno/Shockley but can build Quake even standalone
+2 / -0
quote:
Neonstorm: missile silo plate for 200m, can fit just one missile, requires a full silo to produce Eos/Inferno/Shockley but can build Quake even standalone

Quake itself is already 400 though, and most spires are cheaper.

Maybe make the missiles buildable directly?

Definitely sounds mod-tryable.
+1 / -0


2 years ago
Quake is not cost effective given it only knocks out the spire rather than the gauss and can't go through shields.
+1 / -0

2 years ago
must make more impalers
+4 / -0


2 years ago
A unit option for knocking down terra in each fac would be greatly preferable to a static.

It'd be nice for assaults to be adjusted for the existence of turrent spires also, by giving them better high trajectory fire options. Hermits often can't shoot uphill as they climb because the trajectory effect is so unfavourable. Ravager/Reaper have no hope of targetting up spires. Ideally their horizontal range would not be affected by elevation, so putting your porc on top of a spire is no defence against being assaulted.
+0 / -0
Gauss range is negatively affected by a spire though (edit: no longer) and its DPS is kinda crappy, maybe the assaults just need to ignore it? Storm Siege doesn't allow this too much but maybe Storm Siege is a shitmap.
+1 / -0


2 years ago
quote:
Gauss range is negatively affected by a spire though and its DPS is kinda crappy, maybe the assaults just need to ignore it? Storm Siege doesn't allow this too much but maybe Storm Siege is a shitmap.

It's a lot less easy to ignore gauss+faraday plus whatever auxiliaries the enemy has to disrupt your push.

The change that let Quake move structures was originally intended to apply to all seismic sidearms. I think that would work too.
+0 / -0
quote:
Gauss range is negatively affected by a spire though

What? Gauss range increases with height as it's ballistic.
+1 / -0
Ok, I was wrong about quake, it IS cost effective if it hits. A decent Gauss terraspike will cost 500+ metal. A proper Desolator spike (high enough that Emissary can't hit it and it outranges lance) costs 1600 metal. Both melt to a single Quake.

Unfortunately, it's blocked by shields... I think Quake should be shield penetrating.

USrank[GBC]1v0ry_k1ng
quote:
Hermits often can't shoot uphill as they climb because the trajectory effect is so unfavourable.

It's way worse than that.
The lip of the spike actually blocks fire towards the targetting centre of the Gauss! And you can't even order your hermits to go close enough to the top that they can hit the Gauss with the standard right click move commands!

It's the same reason why Widows can't actually hit raised Desolators (Scorpions weren't able to initially. I fixed that but couldn't fix Widow.). Raising the Gauss targetting centre when it's open is the likely solution, but I'm not entirely sure how to do that (just raising it when closed will result in lasers hitting thin air above the Gauss).


USrankcabinboy: I checked and discovered that you are right. :o
wtf?
Not something we can fix trivially though.
+0 / -0

2 years ago
quote:
Gauss range increases with height as it's ballistic.

It used to be the case that piercing bullets (Gauss, Dagger) had spherical range despite being affected by gravity but it looks like you're right as this got patched.
+0 / -0
Detri is not bad. It's bad that anyone is expecting a detri is usefull, when the main usage was as metal sink.

You guys lost map control because you spent all the metall on the detri. As well your entire base was nuked like 3 times plus you'd no units left, but the detri.

But detri is bad. lol?
+1 / -0