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Title: 1v1: All welcome!
Host: CZrankElerium
Game version: Zero-K v1.2.5.5
Engine version: 91.0
Battle ID: 262232
Started: 10 years ago
Duration: 21 minutes
Players: 2
Bots: False
Mission: False
Rating: Competitive
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Team 1
Chance of victory: 34.3%

AUrankAdminGoogleFrog
Team 2
Chance of victory: 65.7%

GBrankPRO_rANDY

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10 years ago
Casted on Youtube for the May 1v1 tournament.

Finals, Game 3
+2 / -0
10 years ago
I liked the convict llt assault but I'm not sure what aspis was for
+0 / -0


10 years ago
Our raiders do not need guns.
+2 / -0
Aspis did 3 things:
  • Normal Felon change usage.
  • Lets Bandits kill light defense with no losses when Aspis is positioned well.
  • Prevents Firewalker and Napalm Missile attrition when in a standoff.
+0 / -0
10 years ago
But they were all one hit by ravens as soon as they left lab and need lots of E that you did not have
+0 / -0
Skasi
10 years ago
Oh oh since we're talking about shields and energy...
standardize energy consumption for shield regen! \o/
+1 / -0
10 years ago
That would owl all sbots except bandit and rogue
+0 / -0
Yeah, sure. Standardizing energy consumption to 0 would of course owl all shieldbots, too.
+0 / -1
Skasi
10 years ago
Yknow, they could just be buffed to make up for that, Kyubey. On that note, maybe cloak energy cost should be standardized too.
+0 / -0

10 years ago
Aren't shields' E costs almost* standarized to 0/12 E/s for personal/area shields already?

*Aegis is 9 instead of 12, but that's the standarized discount for all static shields.
+0 / -0
:P you mean making the 180m thugs cost 45m ^.^ cause 3.8e/s=135m in solars

actually if you reformulated the entire shield lab like that you could make a pretty interesting beast:

all unints get shields(including bandits and rogue)
all shields cost much energy
all units have 2hp/m health ratio
all units are curent cost -shield regen charge cost*solar

end result is a lab that has really cheap units, but can not really use them without masses of E production
+0 / -0
Skasi
10 years ago
Kyubes pls. No more math. My head..

Not every shieldbot needs shields. After all, not every cloakbot has cloak either, not every jumpbot can jump, not every tank can tank, not every gunship has guns.. or is a ship.. uh.
+3 / -0


10 years ago
GBrankKyubey the end result is that Shieldbots become ridiculously efficient once you have reached Fusion level economy. Energy drain is much better than the equivalent price added to the unit and it pushes units towards the lategame.

Energy drain is like population cap because to build a large army you must spend some extra resources on the supporting energy but to rebuild an army you only pay the unit cost.
+0 / -0
:P that is why I said that standardising e drain for shield regen is silly...

it either makes shieldbots OP or UP depending on which way you do it and requires total rework of shield lab
+0 / -0

10 years ago
Giving light shield units a cost discount (or power increase, either way) for their E consumption would make them scale much better into late game: Shieldbot is already stronger late than it is early.

If standardized to solar, thats 35m per e consumption discount. If standardized to fusion, its 28.57m, if standardized to geo, its 15m.

Regardless of e structure efficiency scaling, early on you're sacrificing production or paying directly for e consumption and later on you're just sacrificing a bit of overdrive.

Finally, Convict would need to lose it's shield, though theoretically we could start it 'off', people would probably forget to turn it on the way they did with Rector or deliberately leave it off to conserve e, removing it's secondary utility entirely and giving it 'invisible' power, unused potential.

It's just a poor idea.
+0 / -0

10 years ago
quote:
That would owl all sbots except bandit and rogue

quote:
it either makes shieldbots OP or UP

But sure, go downvote my post.
+0 / -0