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That's a rather frustrating answer.
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That's a rather frustrating answer.
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To take a part of it:
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To take a part of it:
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[q]Make more Lances and keep them active, not idle. Use superior hovercraft speed to attack on awkward sides of the map rather than retreating when the shieldball disengages and goes somewhere else.[/q]
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[q]Make more Lances and keep them active, not idle. Use superior hovercraft speed to attack on awkward sides of the map rather than retreating when the shieldball disengages and goes somewhere else.[/q]
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*What* speed? Mace and Scalpel are speed 61.5 and 63, Aspis and Thug are 61.5 and 57, so the only round about attacks one can do with Hover is Dagger and Bolas. And while raiders can indeed work (see: https://zero-k.info/Battles/Detail/1815149) once the mid game arrives it's not possible to get the low attrition needed to carry using raiders. And Bolas are likely interceptable in maps like this tbh, what with the distance from centre to pathable edges being around 2000 elmo and Rogue's 570 range making corner cutting and chasing unwise.
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*What* speed? Mace and Scalpel are speed 61.5 and 63, Aspis and Thug are 61.5 and 57, so the only round about attacks one can do with Hover is Dagger and Bolas. And while raiders can indeed work (see: https://zero-k.info/Battles/Detail/1815149) once the mid game arrives it's not possible to get the low attrition needed to carry using raiders. And Bolas are likely interceptable in maps like this tbh, what with the distance from centre to pathable edges being around 2000 elmo and Rogue's 570 range making corner cutting and chasing unwise.
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Also, Racketeers are much cheaper than Lance and will happily keep their damage down below the level needed to overcome shield regen. In fact, at 14 minutes the main enemy 10k shieldball has 30k shield hp, 7 racketeers and 364hp/sec regeneration (it's a highly flexible ball with Felons, Outlaws, Bandits and Rogues). 7 Lances wouldn't even break even against that regen+Racketeers and 10 would still take an extremely long time to get through (more than enough time for some sacrificial Bandits or Dirtbags to mess up scouting or force wasted shots).
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Also, Racketeers are much cheaper than Lance and will happily keep their damage down below the level needed to overcome shield regen. In fact, at 14 minutes the main enemy 10k shieldball has 30k shield hp, 7 racketeers and 364hp/sec regeneration (it's a highly flexible ball with Felons, Outlaws, Bandits and Rogues). 7 Lances wouldn't even break even against that regen+Racketeers and 10 would still take an extremely long time to get through (more than enough time for some sacrificial Bandits or Dirtbags to mess up scouting or force wasted shots).
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Another thing you seem to miss is the cost of attention. An unattended lance is a lance that's either useless or one you're probably doing to lose (the Lance unit AI is a bit reluctant to turn and kite and it's slow to turn when it does). An unmicrod shieldball is a recharging one. That attention is crucial for things like eco construction, scouting and escalation.
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Another thing you seem to miss is the cost of attention. An unattended lance is a lance that's either useless or one you're probably doing to lose (the Lance unit AI is a bit reluctant to turn and kite and it's slow to turn when it does). An unmicrod shieldball is a recharging one. That attention is crucial for things like eco construction, scouting and escalation.
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Having rewatched the replay, I don't think the game was winnable after the southern attack failed due to poor coordination.
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Interestingly, after the attack @lite's army was more expensive than the shieldball (Cyclops, Minotaur, 2 Emi, 2 Ogre, 1 Kodachi healthy vs 7 Thug, 1 Racketeer, 1 Felon, 1 Aspis, 11 Rogue), but would have lost everything without doing any damage if he'd tried to chase it (I just tried this out in sandbox).
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@Lawesome9: Badly. The shieldball just moves and the 30 second life time is enough for a surprising amount of shield regen. (also, shieldballs are surprisingly tanky, they'll rarely be under 10k shield hp)
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@Lawesome9: Badly. The shieldball just moves and the 30 second life time is enough for a surprising amount of shield regen. (also, shieldballs are surprisingly tanky, they'll rarely be under 10k shield hp)
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