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Title: [A] Palladium (minelo 2.2k+)
Host: Nobody
Game version: Zero-K v1.13.9.5
Engine version: 2025.04.11
Battle ID: 2301208
Started: 11 days ago
Duration: 2 minutes
Players: 8
Bots: False
Mission: False
Rating: Casual
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Team 1
Chance of victory: 54.1%

SErankPLT_Godde
DErankAdminmojjj
unknownrankKosynthary
unknownrankhmp
Team 2
Chance of victory: 45.9%

DErankmadez
PLrankChudy
CArankTarkin
EErankSub2Pew

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Page of 2 (22 records)
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This match is a good example of how even good players in Zero-K are bad at fundamentals of RTS, like scouting early for weird builds and reacting quickly to it. Remarkably, the same rush, namely a Grizzly, is a common rush on small maps and a very successful one.
+0 / -0

11 days ago
Let me lay out how to deal with his:

1. You scout. Figure out ASAP what they are rushing.
2. Concert your team to work on an effective counter.
3. You run. Just accept that their rushed unit is strong. Don't let stuff die to it. Just go back and let it come.
4. Your counter deals with it.

Having said that, defending is losing. So better be on the team that rushes the better thing.
+0 / -0
While I agree that failure to scout was the most egregious thing that went wrong in this game, a lot of other stuff went wrong too. South was in duplicate amph factories making ducks (which I do not think is a premiere unit, on this map at any rate), half-heartedly contested the supermex in the middle (I think either hard committing to contesting the supermex or the flanks is superior on this map), happened to have all the wrong units against Grizzly (though Chudy at least tried to switch into Racketeer), and moved very belatedly to either support each other or try to put pressure on elsewhere (though due to the abysmal unit matchup their entire army brought to one place probably still loses to a Grizzly and a com or two).
+1 / -0
11 days ago
in your professional opinion is out expand a good counter to strong unit rush?

ie. if they rushing krow - > try push and rush mex and the light units to take enemy mex?

or is it better to gimp your own expand to focus a counter over eco?
+0 / -0
You are going to need to counter the big unit at some point, but depending on the unit and the map you might have some time to raid and expand first.

Icy Shell is small and has a supermex in the middle, so if their big unit controls that you are unlikely to even have an eco advantage - you do not have time to mess around. Best to counter whatever they have rushed pretty much immediately.
+2 / -0
In our defence....
Godde said "Rushing? Me? Never"
+2 / -0
Taking the map does not counter a grizzly rush on such a small map, because the grizzly will be destroying coms and labs in no time.

One thing that makes rushing things so good and defending against it so hard is that it is easy to rally people to spend all their metal on the rush but it's so hard to get people to spend all their metal on the counter. And then waves of 400m in "counters" get thrown at 2000m in a big unit.
+1 / -0

11 days ago
As soon as we realized that they are rushing something, we should probably have stopped building anything (I mean anything, not even mex anymore) and send everything to PLrankChudy for racketeers.
+0 / -0
hmm makes me think that in theory if you get scouted right at the start of a krow you should cancel it and switch
+1 / -0
Yes, as scouting isn't and shouldn't be free, a bait and switch is a good strategy. I think it's not a good aspect of the game design and therefore I think canceling a construction should only return a part of the invested metal. This would buff scouting, which gives depth to the game, and forcing a cancel would be more rewarded, which also would improve the game.

Replacing the instant cancel by a (boosted) reclaiming would be nice.
+1 / -0
many people dont cancel even after a scout so that proposed change would buff the mistake they make in not canceling and nerf said tactical choices impact in exchange for buffing scouting wich was already much stronger then people capitalize on.. so overall it might normalize the status quo of 'dont cancel if they are scouted'

however if you are right that they would scout more as a result.. well that would be good i agree.. but maybe we should all scout more anyway. i know i should.
+0 / -0


24 hours ago
Cancelling the construction does not give energy back.
This is pretty severe in the beginning of the game as you don't have excess energy AND buildpower to just use that metal right away anyway.

Cancelling a rush is already expensive enough.
+3 / -0
Reclaiming a built unit gives back only a part of the metal and no energy, and takes build power and energy. A unit under construction can be "reclaimed" instantly for full metal refund. This creates uncomfortable last-fraction of a second cancels, which feels bad. It feels and looks clunky to just click and BAM fully 1800m of a nearly finished grizzly reclaimed and refunded.

The buffing of scouting and punishing of rushing big units reinforces the rock-paper-scissor of strategic choices, which I consider to be an important goal.
+0 / -0
Nah, those cancels are usually pretty comfortable.
Like when you are building a skirmisher and the enemy comes rushing with few raiders towards your factory and you need to cancel the production and start building cheap raiders yourself.
If the unit would have to be reclaimed first, it would be really clunky.
Also how would it work with assisting caretakers and cons?
Seems rather clunky overall to require units in factories to be reclaimed before new construction begin.
+1 / -0
quote:
The buffing of scouting and punishing of rushing big units reinforces the rock-paper-scissor of strategic choices, which I consider to be an important goal.

This is still a very minor nerf to rushing expensive units.
I don't think rushing units is OP in the first place.
Rushing expensive units is something to be expected when players coordinate their efforts.
+0 / -0
quote:
Like when you are building a skirmisher and the enemy comes rushing with few raiders towards your factory and you need to cancel the production and start building cheap raiders yourself.


Imo it's a reasonable expectation that you lose if you decided to go skirmishers against raiders.

quote:
If the unit would have to be reclaimed first, it would be really clunky.
Also how would it work with assisting caretakers and cons?


Valid issue. Maybe instant reclaim for only 50% of the metal is a sweet spot. Maybe assisting units can be triggered to also (boost) reclaim an unfinished unit.

quote:
I don't think rushing units is OP in the first place.


Combining efforts is strong because it allows you to bring more metal more coordinated to the battle, which gives an advantage in metal vs metal in the encounter. It's much harder to get people to work on synergetic metal spending in other ways.

Recent experiences in small matches have shown that rushing a unit is really strong. But that's not what I want to get at here. I want to buff scouting and rock-paper-scissors.
+0 / -0
quote:
Imo it's a reasonable expectation that you lose if you decided to go skirmishers against raiders.

Please read what I wrote again.
I didn't say I went skirmishers against raiders.
I said it is "comfortable" to be able to cancel production in the factory as a counter argument to you saying it is "uncomfortable".

quote:
Combining efforts is strong because it allows you to bring more metal more coordinated to the battle, which gives an advantage in metal vs metal in the encounter. It's much harder to get people to work on synergetic metal spending in other ways.
This was a highly skilled teamgame. You should expect players to coordinate here. Are you really complaining that one team was using teamplay while the other team was not?
+1 / -0
quote:
Recent experiences in small matches have shown that rushing a unit is really strong. But that's not what I want to get at here. I want to buff scouting and rock-paper-scissors.
This map in 4v4 might be one of the strongest maps to Grizzly rush.
Is that really a problem?
Grizzly rush is decently strong on some other maps too.
As an experienced player, you should expect it to happen frequently here in 4v4 with experienced players.
Your suggested change doesn't really nerf Grizzly rush on this map.
+0 / -0
If you are building something big and your lab is under threat but it's not clear that you are going to lose it, you have to react and decide very quickly to cancel or not to cancel. That's uncomfortable. Maybe when the lab is destroyed the unfinished unit should just stay there, like if you destroyed a striders hub.

What is comfortable is being able to quickly switch to a unit to react to what's coming, but if you don't know what's coming I don't think it's a reasonable expectation that you should be able to comfortably react to it.

On the other hand, if you know what is coming, you should be able to very comfortably react to it.

quote:
Are you really complaining that one team was using teamplay while the other team was not?


Not about that fact, but about what systemic issues lead regularly to it. A small improvement is buffing scouting.

This discussion doesn't feel productive, so we probably should just stop.
+0 / -0
Well you are suggestion very sweeping changes to a minor problem that I don't even think is a problem.

quote:
Not about that fact, but about what systemic issues lead regularly to it. A small improvement is buffing scouting.
Rushing has been part of like every RTS ever.
Scouting in Zero-K is already very easy, decreasing the impact of blind Rock-Paper-Scissors of rushes.
Swift costs 150m and can typically scout the whole enemy team on big maps.
Fleas are super cheap and can screen the whole map at the beginning of the game.
Raiders are cheap and fast and also forces the enemy to react and protect their mexes early in the game.
Sparrow is decently cheap at 230m and can be easily morphed from any radar.

You seem to be describing coordinated teamplay as a "systematic issue" and I just can't get behind that.

quote:
This discussion doesn't feel productive, so we probably should just stop.
I mean, that is fair.

Personally, I don't like how much units like how Strider Hub and Big Berthas have been nerfed in favor of uncoordinated lobpot play.
Now you are taking it to the next level by trying to make changes to favor uncoordinated high skilled small teamgames.

But yeah, if you make a thread about why rushing big units in a highly skilled environment is bad, then I'll gladly join that discussion :-)
+1 / -1
Page of 2 (22 records)