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B546363 2 on Eye of Horus v13 (Multiplayer)

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Date Editor Before After
5/30/2018 5:13:53 AMAUrankAdminGoogleFrog before revert after revert
5/30/2018 5:12:03 AMAUrankAdminGoogleFrog before revert after revert
5/30/2018 5:10:42 AMAUrankAdminGoogleFrog before revert after revert
5/30/2018 5:07:29 AMAUrankAdminGoogleFrog before revert after revert
5/30/2018 5:04:01 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 [b]TLDR[/b]: @Anarchid spends approximately 14:00 to 21:00 using their faster army to intentionally enter battles in which the opposing army costs significantly more than their own. They then spend the last 10 minutes doing weird stuff and losing on attrition. 1 [b]TLDR[/b]: @Anarchid spends approximately 14:00 to 21:00 using their faster army to intentionally enter battles in which the opposing army costs significantly more than their own. They then spend the last 10 minutes doing weird stuff and losing on attrition.
2 \n 2 \n
3 https://i.imgur.com/sLqDSiW.png 3 https://i.imgur.com/sLqDSiW.png
4 At around 15:10 he attacks with 850 metal in raiders (plus a heavily damaged Cyclops) into a defending force of 5250 metal. It would be ludicrous if 1/3 the cost of a Cyclops in standard ground troop could come out ahead against two Cyclopes. 4 At around 15:10 he attacks with 850 metal in raiders (plus a heavily damaged Cyclops) into a defending force of 5250 metal. It would be ludicrous if 1/3 the cost of a Cyclops in standard ground troop could come out ahead against two Cyclopes.
5 \n 5 \n
6 https://i.imgur.com/QyyEYsu.png 6 https://i.imgur.com/QyyEYsu.png
7 Here it is again. In this case the 1000 metal in raiders actually killed a low health Cyclops before they all died. This is about as good as can be hoped for. @Anarchid keeps throwing small armies into a growing force of repairing Cyclopes. 7 Here it is again. In this case the 1000 metal in raiders actually killed a low health Cyclops before they all died. This is about as good as can be hoped for. @Anarchid keeps throwing small armies into a growing force of repairing Cyclopes.
8 \n 8 \n
9 https://i.imgur.com/j2WCJL0.png 9 https://i.imgur.com/j2WCJL0.png
10 Look at what this behaviour does for attrition. 10 Look at what this behaviour does for attrition.
11 \n 11 \n
12 https://i.imgur.com/qKbPp5x.png 12 https://i.imgur.com/qKbPp5x.png
13 A big battle, perhaps the final one. @Anarchid attacks a 9000 metal force of Cyclopes and turrets with 3000 metal in raiders and a Cyclops as backup. They also have a Grizzly but it is far out of position. The fight is effectively 5000 vs. 9000. @Anarchid kills a Cyclops, at the cost of their raiders, which is a trade of 3000 for 2200. This is quite a good trade considering the initial forces. @Fealthas has three Cyclops remaining so, when they gather some reinforcements, clean up the remaining enemy forces. They then push in and kill a few more Grizzlies which were trickling into the front. 13 A big battle, perhaps the final one. @Anarchid attacks a 9000 metal force of Cyclopes and turrets with 3000 metal in raiders and a Cyclops as backup. They also have a Grizzly but it is far out of position. The fight is effectively 5000 vs. 9000. @Anarchid kills a Cyclops, at the cost of their raiders, which is a trade of 3000 for 2200. This is quite a good trade considering the initial forces. @Fealthas has three Cyclops remaining so can, along with some reinforcements, push and clean up the remaining enemy forces. They pick off a Cyclops and two Grizzlies.
14 \n 14 \n
15 About 22:00 onward has @Anarchid attempt weird counters (Ultimatum, Dominatrix) when they have already thoroughly lost on attrition. It is as if @Anarchid thought Cyclops costs only 1000 metal and planed their earlier engagements accordingly. They got to choose when and where to fight and kept taking poor fights. I'm having a hard time drawing conclusions on Cyclops balance when such poor attempts are made to counter it. 15 About 22:00 onward has @Anarchid attempt weird counters (Ultimatum, Dominatrix) when they have already thoroughly lost on attrition. It is as if @Anarchid thought Cyclops costs only 1000 metal and planed their earlier engagements accordingly. They got to choose when and where to fight and kept taking poor fights. I'm having a hard time drawing conclusions on Cyclops balance when such poor attempts are made to counter it.
16 \n 16 \n
17 This is perhaps a problem of intuition and slippery slope. One Cyclops is 17 Scorchers but it looks a lot smaller than 17 Scorchers. This many Scorchers would easily kill a Cyclops and many would survive, marking a win on attrition. Even taking the factory switch into account @Anarchid could have had ten Scorchers and two Darts. Instead they attacked at 15:10 with a bit more than half that. 17 This is perhaps a problem of intuition and slippery slope. One Cyclops is 17 Scorchers but it looks a lot smaller than 17 Scorchers. This many Scorchers would easily kill a Cyclops and many would survive, marking a win on attrition. Even taking the factory switch into account @Anarchid could have had ten Scorchers and two Darts. Instead they attacked at 15:10 with a bit more than half that.
18 \n 18 \n
19 I have seen many cases of large units winning just because attempts to counter it fail to remember a basic rule of strategy: Avoid taking poor fights. Army cost is generally a decent stand-in for army power. People tend to underestimate the cost of large units, so large units tend to get fed. Perhaps models are due for a rescale, but Cyclops is about as large as reasonable without an extra movetype. Models also affect balance simply because I like to have hitvolumes match models. 19 I have seen many cases of large units winning just because attempts to counter it fail to remember a basic rule of strategy: Avoid taking poor fights. Army cost is generally a decent stand-in for army power. People tend to underestimate the cost of large units, so large units tend to get fed. Perhaps models are due for a rescale, but Cyclops is about as large as reasonable without an extra movetype. Models also affect balance simply because I like to have hitvolumes match models.
20 \n 20 \n
21 Perhaps the intuition issue would be solved with a cluster detection overlay that detects armies and displays their cost. Nobody would take this fight if it was abundantly clear that the enemy force costs more than 5x their own. 21 Perhaps the intuition issue would be solved with a cluster detection overlay that detects armies and displays their cost. Nobody would take this fight if it was abundantly clear that the enemy force costs more than 5x their own.
22 https://i.imgur.com/hqvkjGy.png 22 https://i.imgur.com/hqvkjGy.png
23 Such a widget would confuse new players so I wouldn't enable it by default, if someone were to make it. However I think it would be useful for learning or experienced players to train valuation intuition. 23 Such a widget would confuse new players so I wouldn't enable it by default, if someone were to make it. However I think it would be useful for learning or experienced players to train valuation intuition.