Loading...
  OR  Zero-K Name:    Password:   
Title: MM 135: 1v1 Wide, Rank Singularity
Host: Nobody
Game version: Zero-K v1.14.2.0
Engine version: 2025.04.11
Battle ID: 2379904
Started: 2 days ago
Duration: 13 minutes
Players: 2
Bots: False
Mission: False
Rating: Competitive
Watch Replay Now
Manual download

Team 1
Chance of victory: 97.9%

SErankPLT_Godde
Team 2
Chance of victory: 2.1%

USrankUltraGodzilla

Show winners



Preview
Filter:    Player:  
sort
A prime example of why Imp should be nerfed and its stats overstated.

SErankPLT_Godde, having taken 3/4 of the map, has an advantage in everything he can, but he can't finish the game because the opponent has Imp, which is practically worthless.

To overcome Imp, SErankPLT_Godde to air and tries to attack the base when he's under attack, simply because switching to air is much more expensive than Imp, and the opponent can riot a lot. SErankPLT_Godde lost his entire base. It all started with three Imp.
+0 / -0
Let me remind you that an Imp is a dynamically moving mine. I don't understand why a mine has multiple types, meaning a unit has two properties: movement and a mine. It's not typical for Zero-k to allow a single unit to have multiple types, simply because counterplay is more difficult.

BAR also has mines, but Bar mines:

- Static mines, meaning they don't move;
- Absorb energy, meaning you have to pay for them;
- Require a mine planter, which requires additional micro;
- The AoE is very small, requiring you to mine an entire area;

An Imp is simply much more powerful; it doesn't absorb anything, and you can plant and move an Imp. You can even place the unit incorrectly and then move it to the right spot while attacking units, so it's literally a magnetic mine.

It's worth mentioning that the Imp's damage is infinite; if there's another target behind it, they don't overlap. Naturally, this shouldn't be the case; the EMP wave should logically overlap.

In short, this unit needs a nerf.
+1 / -0
What is the role and purpose of the imp - ie., what strategic gap is it trying to fill? How is it then not fulfilling that purpose, or overfulfilling it?

I personally don't mind it as a counter to lobsters - it seems fair that if you lob units into an unknown area they should be at risk of stunning.

Is the problem then that it can easily target larger groups?

Perhaps a bigger decloak radius may be an appropriate nerf?

I don't think energy use would have much impact unless it was high as you rarely have a million of the things and a few early are impactful.

+0 / -0
46 hours ago
you can counter imp with flea and darts quite well
+1 / -0
what grinds my gears more, is that imp is all terrain. i mean, what the actual f is this thing doing in the bot-lab?
+1 / -0

39 hours ago
I believe a imp aoe nerf is warranted
+0 / -0
39 hours ago
nerfing imp aoe will maybe make them stronger in mass lol

as it is they cant charge in a ball as they emp eachother
+1 / -0
27 hours ago
Snitch should also be nerfed, in my opinion.
+1 / -0


15 hours ago
>shows winning game

>"Imp is op because Godde didnt win fast enough!"

why are you like this lol
+2 / -0


15 hours ago
I think you just dont like zk.

theres alot of ways to force a winning player to stop raider spam and switch into tech, and i suspect you would complain about that too.
+0 / -0


14 hours ago
Do you think there are no matches where imp wins?
+0 / -0