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Title: [A] Teams All Welcome #2
Host: Nobody
Game version: Zero-K v1.11.4.1
Engine version: 105.1.1-1696-g311f4e2
Started: 11 months ago
Duration: 80 minutes
Players: 30
Bots: False
Mission: False
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11 months ago
The most cancerous game I have ever, ever witnessed (well, like the first half, then lag got me)
+3 / -0

11 months ago
THAT MAP IS LIKE ISIS WITH A RIVER !

GG WP !
+1 / -0

11 months ago
isis the map, or?
+1 / -0

11 months ago
BOTH !
+0 / -0
what the actual fuck.

45k shield value only in south stack. thats 280k shield points. that was only 50 minutes into the game.

edit: at 61min silent_ai laggs out. im pretty sure that is what lost us the game.
sl was given to a player that didnt notice. killing detri was fortunate autoattack. chasing small units, bouncing back and forth rest of the game was huge disadvantage. no backline pressure since silent_ai lagged out.

west wins with zenith, drp and sl while having ~260k metal disadvantage.

was anyone wondering why east sl didnt kill new west sl although in range? east sl was still on auto, killing glaives, idling south ground, while west sl is inching in to finish. not sure why west sl took such a big detour as well. also on auto?

in addition i had disconnect 5-10min before the end and zenit wasnt given to new player. no idea how it actually ended. my replay shows east zenith charing to 300/300 and then teamkilling east base slowly.
was everyone lagged out at that point? i dont see more chatting. everything on auto? or is my replay broken due to disconnect?

wp team.
exit would have been more appropriate.


again, what the actual random laggy fuck.
+1 / -0

11 months ago
apparently i was the player that got the SL and didn't notice!

I saw it moving the beam around targetting stuff and assumed it was being controlled by someone...
+2 / -0
11 months ago
I think we would have a shot at killing the enemy SL with ours - they did not bury it, so if we targeted it for a longer time, it would eventually get through all the funnels and shields (and there was almost no space for them to build a wall in front of the SL). Enemy Zenith was imho impossible to kill with only one SL (once there is a wall and enemy constantly builds it, SL has hard time getting to the target, LLTA complex taught me). Perhaps Zenith and SL cooperation would do the job, pointing SL for a minute or two to deplete the shields, then send 150 meteroids. Also, in the latter part of the game, we just kept sending waves and waves of units, and they all pointlessly died to enemy Zenith. And we did not have an advanced radar most at all, I think. We should have just porced like the enemy did, make a Funnelweb doomstack, build a second or third SL, and win.
+1 / -0

11 months ago
Rofl! Seeing a friendly starlight do random shit not knowing its under your control is hilarious to me.
Also this match sounds utterly insane. "use starlight for a minute or two to deplete the shields"? wat
+4 / -0

11 months ago
Summary

Let's do a multithreaded version finally of ZeroK which is DownloadAble for all! :-))
+0 / -0
The game scream out of memory trying to load this replay while the match is ongoing though my system did not report such. I have 16gb of ram and vram enabled.
+0 / -0
11 months ago
quote:

THAT MAP IS LIKE ISIS WITH A RIVER !


even worse - Isis is at least quite small, so once SW gets built, the game ends very quickly. Maps that are not completely covered by all superweapons are problematic. To me, this feels like a bigger and worse StormSiege. What happened here was that both sides made a Zenith that were unable to reach the opposing Zenith. Our side then built a SL, but before it got finished, the enemy had so many funnelwebs, a wall, etc. protecting the Zenith that surprisingly, SL was unable to kill that (I mean as I mentioned earlier, if our SL and Zenith cooperated, we would have a shot at killing it, but I lagged out). If not all superweapons are able to kill backline singus, the game might degrade into this.
+0 / -0
Maybe just remove this map and all huge, high-metal maps alike. For example http://zero-k.info/Maps/Detail/61601 . In my experience almost every game of that map would end in superweapons, lag everyone out and become extremely unfun.

Medium-size, medium-metal maps are pretty enjoyable and rarely gets to stalemates/superweapons. I think http://zero-k.info/Maps/Detail/7994 hits an excellent sweet spot.

Low-metal maps like http://zero-k.info/Maps/Detail/50184 should go too. (I'm not sure if it's still in the lobsterpot but it should go if it's in)
+1 / -1
11 months ago
CNrankFumica
I am not sure about that, some big map are just big but doesn't have equivalent amount of metal epic-ness. For example, Multiplayer B1621242 26 on Ice Scream v2.4 ended up with super weapons on both sides and not just one super weapon either.
+0 / -0
11 months ago
Don't think we should remove all high metal/large maps as some people enjoy them, but maps where you can have stalemates are not fun (meaning: way too long for super-weapon to reach most of the base for example).

Alternatively we need new game finisher.

There will always be a limit of memory/cpu/time that will be hit if games do not end ...
+1 / -0