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Multilobbers are unfun to counter

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Date Editor Before After
5/24/2026 10:39:40 AMDErankkatastrophe before revert after revert
5/24/2026 10:38:51 AMDErankkatastrophe before revert after revert
5/24/2026 10:10:16 AMDErankkatastrophe before revert after revert
5/24/2026 10:09:00 AMDErankkatastrophe before revert after revert
Before After
1 [q] Lobsters by design should be kings of lava maps. [/q] 1 [q] Lobsters by design should be kings of lava maps. [/q]
2 \n 2 \n
3 My hot take here is that I don't understand how insta-death pits are a thing in this game, at least I don't understand why they are that popular with players. They just make lob and juggle unreasonably good in my opinion. One cloaker and one lobster are potentially able to instantly kill a number of paladins + some other heavies by lobbing them into lava and I think THAT is too much, especially because the player on the recieving end has no chance and time to react. You can dodge shockleys by moving at least and an ultimatum is likely to kill a number of units, but will likely die itself before it kills all enemies. Death pits turn cloaked lobsters into an ultimatum with quite some AoE, and I think if an ultimatum were able to reliably kill that many units with one hit, noone would think: "Yeah, reasonable. " To me, it is hard to think lobsters are unproblematic while hermits or old dante totally are/were at the same time. I get that you love to lob things to their death, but aside from that I personally don't see a compelling reason why lobsters should be even able to lob enemy units. In this regard, my stance is obviously quite extreme, but I am very aware that it is and runs contrary to most players opinion. 3 My hot take here is that I don't understand how insta-death pits are a thing in this game, at least I don't understand why they are that popular with players. They just make lob and juggle unreasonably good in my opinion. One cloaker and one lobster are potentially able to instantly kill a number of paladins + some other heavies by lobbing them into lava and I think THAT is too much, especially because the player on the recieving end has no chance and time to react. You can dodge shockleys by moving at least and an ultimatum is likely to kill a number of units, but will likely die itself before it kills all enemies. Death pits turn cloaked lobsters into an ultimatum with quite some AoE, and I think if an ultimatum were able to reliably kill that many units with one hit, noone would think: "Yeah, reasonable. " To me, it is hard to think of lobsters as unproblematic while hermits or old dante totally are/were at the same time. I get that you love to lob things to their death, but aside from that I personally don't see a compelling reason why lobsters should be even able to lob enemy units. In this regard, my stance is obviously quite extreme, but I am very aware that it is and runs contrary to most players opinion.
4 \n 4 \n
5 [q] Nerfing it further is likely to just make it into a niche unit without many use cases except throwing units into lava. [/q] 5 [q] Nerfing it further is likely to just make it into a niche unit without many use cases except throwing units into lava. [/q]
6 \n 6 \n
7 I think this is flat our wrong. 7 I think this is flat our wrong.
8 -Lobsters main use is still to allow the quite sluggish amphbots to offset their speed-disadvantage and close the gap to enemy units. As far as I remember, that was their main intend, and I agree that this was quite an ingenious solution to the "amph has no arty" problem as well. I see that in TAW all the time. 8 -Lobsters main use is still to allow the quite sluggish amphbots to offset their speed-disadvantage and close the gap to enemy units. As far as I remember, that was their main intend, and I agree that this was quite an ingenious solution to the "amph has no arty" problem as well. I see that in TAW all the time.
9 - Lobsters are used to ambush things on cliffs and be more mobile in general in otherwise unpassable terrain. 9 - Lobsters are used to ambush things on cliffs and be more mobile in general in otherwise unpassable terrain.
10 - Lobsters are used to get units out of dire situations, most notably striders that got stunned or overwhelmed. 10 - Lobsters are used to get units out of dire situations, most notably striders that got stunned or overwhelmed.
11 - Lobsters are used to move ships and with them, shoguns or scyllas, over land. Now, THAT is a niche usecase, but still. It is by far faster in comparison to using transports, albeit not as good if you want to relocate them over larger distances. 11 - Lobsters are used to move ships and with them, shoguns or scyllas, over land. Now, THAT is a niche usecase, but still. It is by far faster in comparison to using transports, albeit not as good if you want to relocate them over larger distances.
12 So I think that lobster is a very good unit that really does a lot for the amph factory and other units, even if we just look at the usecases that only contain lobbing allied units. Being able to lob enemies goes on top of that, and I have a hard time to think of any other unit that is that versatile and universally useful. 12 So I think that lobster is a very good unit that really does a lot for the amph factory and other units, even if we just look at the usecases that only contain lobbing allied units. Being able to lob enemies goes on top of that, and I have a hard time to think of any other unit that is that versatile and universally useful.
13 \n 13 \n
14 That is for the main part of thegame, aka ground combat. 14 That is for the main part of thegame, aka ground combat.
15 \n 15 \n
16 Where I do think lobsters are genuinely, objectively problematic without doubt is in the amph - ships matchup. 16 Where I do think lobsters are genuinely, objectively problematic without doubt is in the amph - ships matchup.
17 (sorry @aioeieoiao) 17 (sorry @aioeieoiao)
18 Ships REALLY struggle against lobbed scallop-balls because they don't have the tools to deal with them. This is so severe because it is very easy for the amph player to abduct a number of ships and kill them of mid-air, so that a single encounter can lead to the shiplayer being behind in army value for the rest of the game. The reclaim lands in the amph players hand additionaly. 18 Ships REALLY struggle against lobbed scallop-balls because they don't have the tools to deal with them. This is so severe because it is very easy for the amph player to abduct a number of ships and kill them of mid-air, so that a single encounter can lead to the shiplayer being behind in army value for the rest of the game. The reclaim lands in the amph players hand additionaly.
19 The ship player has to have support from other factories to survive this. 19 The ship player has to have support from other factories to survive this.
20 Here is an example: https://zero-k.info/Battles/Detail/2413948 starting at roughly at the 30% mark. 20 Here is an example: https://zero-k.info/Battles/Detail/2413948 starting at roughly at the 30% mark.
21 The reason why I as the ship player never engage with the enemy scallop-ball is precisely because of this and I only survived because other players also used lobbed scallops, @mojjj used cloaked claymores and, most notably, at some point @aioeieoiao got a bit too ballsy, killed most of our units, but failed to prevent us getting the reclaim. 21 The reason why I as the ship player never engage with the enemy scallop-ball is precisely because of this and I only survived because other players also used lobbed scallops, @mojjj used cloaked claymores and, most notably, at some point @aioeieoiao got a bit too ballsy, killed most of our units, but failed to prevent us getting the reclaim.
22 If you want more and better replays, I can dig through my played games, but that will require a lot of time, so I will restrict myself to this one for now. 22 If you want more and better replays, I can dig through my played games, but that will require a lot of time, so I will restrict myself to this one for now.