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Anyone any idea how to improve the situation?

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Date Editor Before After
5/14/2026 10:58:59 PMUSrankBuckymancer before revert after revert
Before After
1 The early exits (-282 and -304) shouldn't count; players failing to join or dropping minute 1 is a different problem entirely. 1 The early exits (-282 and -304) shouldn't count; players failing to join or dropping minute 1 is a different problem entirely.
2 \n 2 \n
3 For the others, there mostly wasn't a massive difference in the amount of backlining going on although some players were frontlining ineffectively; if a large team loses a game off of the decision of one extra Red Dwarf-rank player to go gunships, it's probably a symptom of broader coordination issues or getting outplayed more generally. 3 For the others, there mostly wasn't a massive difference in the amount of backlining going on although some players were frontlining ineffectively ( mostly Dirtbag, Puppy and/or Skuttle) ; if a large team loses a game off of the decision of one extra Red Dwarf-rank player to go gunships, it's probably a symptom of broader coordination issues or getting outplayed more generally.
4 \n 4 \n
5 The one glaring exception was the 3-player Singularity Reactor rush in -292, where one of the frontline players was also lagging/crashing during the opening. 5 The one glaring exception was the 3-player Singularity Reactor rush in -292, where one of the frontline players was also lagging/crashing during the opening.
6 \n 6 \n
7 The residual complaint, I think, comes down to the anti-synergy between one particular two-stack that kept going on katastrophe's team later in the sequence. 7 The residual complaint, I think, comes down to the anti-synergy between one particular two-stack that kept going on katastrophe's team later in the sequence.