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ZERO K DEATH

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5 months ago
This post has been downvoted below -5 and collapsed, click here to expand
+0 / -7
5 months ago
it looks nice but it wont be the same.. and zero-k is well balanced.. since some people say reef has its uses.. maybe the worst unit in game is now cutter

so all in all very well balanced

supcom fa / faf
pa
spring
greygoo
bar
techa

none of them kill each-other because all unique even if all very simmilar
+0 / -1

5 months ago
I see units pathfinding through buildings. I expect Sanctuary to be a very SupCom take on the formula, and comparing supcom and zero-k, I would say that supcom excells more at macro-level scale and zero-k excells more at small scale, where your choice of 1-5 units can influence a match greatly. Part of this is that my macro-level play is sloppy. But Zero-k will continue to fill it's niche.
+4 / -1
5 months ago
I'm not sure why one game has to lead to another game's death. Sanctuary has some cool nuke effects and cool looking units. But, what about EVERYTHING ELSE that makes ZeroK the best RTS. New games that push ZeroK to be better are always welcome. It isn't binary.
+12 / -1
5 months ago
ZERO-K death... "to be announced".

Good luck to them. Hope they know about ZK and get the good things from it, otherwise it will just mean more frustrated people coming this way because of missing "line move"

But seeing how the release of Cyberpunk 2077 went (in case you were living under a rock - not as expected), making a new game when people expect a lot is hard.
+1 / -2

5 months ago
Zero-K is dead, long live Zero-K!
+1 / -1


5 months ago
Future Wars will kill Zero-K sooner than all these "zk killers".
+2 / -2

5 months ago
I PROMISE YOU NOW ZERO-K WILL NEVER DIE !
+11 / -1

5 months ago
Looks like it would compete with BAR before it would compete with Zero-K
+3 / -1
5 months ago
Indeed.
+0 / -1
5 months ago
Firstly i wish those guys good luck (no jokes).
Secondly - interviews they made with supcom developers are great.
It is no secret one of the goals there- is to make 'modernized supreme commander'. So there are no ZK killers here, even in theory (but to actually compare games scale needs to be specified first).
Here obligatory - we are zk players on zk territory and the game of our choice is teh best!
... and being honest i actually miss air combat mechanics from supcom and navy is a power that shouldn't be ignored, but the best part is how all fronts are seamlessly blended together and augment each other.
ZK is a direct TA legacy and it looks like supcom turned out into its own branch.
+3 / -1
RUrankAO
5 months ago
Again?
+1 / -1

5 months ago
Oh no, there isn't a game as harmonically beautiful as zero k in rts out there.
Despite its limitations, unfortunately in the number of players, which restrict us to a single room, it is a unique game.
It never bores you.
+1 / -1
5 months ago
Last Saturday there was a successful split (when main room reached >40 players) and the 2 rooms continued for a couple of hours. So there is hope.
+3 / -1

5 months ago
Matchmaing for 1v1 had like 10 playing that day also.
+0 / -1

4 months ago
The main issue with all these TA successor games is that they mostly lose sight of what TA was all about. TA was about integrating real physics into an RTS, without compromise. Both ZK and BAR are, to large extent, keeping true to that tradition, and reap the benefits of fun and unique gameplay, wherein units do not turn into bland copies of each other. Supcom & its derivatives on the other hand are trying to focus on flashy graphics, and borrow the gameplay from starcraft, wherein having a bigger ball is always better, and positioning does not really matter. Now I'm all for having big balls, of course, but to me the idea of units not shooting straight through each other is what sets true TA descendants apart from 99% of other RTS games that focus on ranged combat.

Honorable mentions go to company of heroes and total war series, maybe there are others but they are few and far between. Arguably, starcraft has some redeeming factors in the fact that highest DPS/cost for both zerg and protoss comes in form of melee units, and that splash damage is absolutely brutal, together these make "just making a bigger ball" less of a viable strategy. However, nothing in SC is as nice to watch as a bunch of ronin slinging rockets at the enemy tanks, or some hero unit taking the lance shot in the face to save a valuable unit behind.
+0 / -1
I have played a hefty amount of supcom myself, and I can't say supcom really focuses on graphics . It mostly tries to convey a sense of scale, which I think it accomplishes. The other big advantage it has is fairly satisfying base building, which zero k doesn't have, and star craft sort of has, but again not the same scale nor is it as satisfying.

None of these games are better than the other, they are simply different. I will always play supcom and I will always play zero k since they offer me two different experiences.
+2 / -1

4 months ago
quote:
TA was about integrating real physics into an RTS


source please
+0 / -1
4 months ago
Why are you downvoting all our posts on here lamamala?
+0 / -0
4 months ago
Not a source, but TA was for me the first RTS that seemed to be serious about 3D. All the others I remember from that period (Red Alert, Warcraft, Starcraft) were quite different. Would be interesting to know what other games people remember that had a strong 3D component...
+1 / -0
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