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Tightly turning gremlins vs nimbus

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4 years ago
Apparently nimbus, when set to fight move or attack, will not hit a gremlin that is running on a tight circle trajectory, presumably because the constant turning throws off the nimbus' leading. However, this is not because nimbus is incapable of hitting this target, as telling them to force-fire on the ground on the middle of the circle hits the gremlim. As such, it feels like an unit AI flaw to me, as a small number of circling gremlins (and possibly other light units) can forestall a group of nimbuses indefinitely if the're not microed to force-fire on the middle.

As such, I'd suggest that the nimbus undergo some tweaking to prevent this. Maybe slightly faster projectiles, slightly less enthusiastic prediction, and slightly less damage.

Here's a replay in which this tactic was used against my nimbus groups repeatedly, with great success:

https://zero-k.info/Battles/Detail/880647

+1 / -0
4 years ago
I don't think that is a good idea. You want Nimbus to shred all AA? I certainly don't. Its called good micro.

I once killed 5-6 Nimbus with one Ettin using overprediction of Nimbus to my advantage... It felt good. Also... If you as a gunshit player got only nimbus spam and no gnat or harpy... Tough luck brother.
+1 / -1
Nimbus is supposed to be bad against nimble mobile AA. If neither player is paying attention then a jinking Gremlin can avoid the shots. If both players are paying attention then the Gremlin player can dodge the Force Fire from the Nimbus player.

If you put a prediction limit on Nimbus it wouldn't be able to hit a Gremlin moving in a straight line, which will look even sillier.

[Spoiler]
+5 / -0
4 years ago
So.. GIT GUD Manored
+0 / -3
Nimbus doesn't shred all AA, gremlins beat nimbuses for cost quite easily, as do most/possibly all AA.

Also, don't the facts that its shots have a long delay to hit the ground and are spread over an area already make nimbus bad against individual fast-moving AA units?

The nimbus behavior just feels unreasonably stupid in this case. It clearly can hit the gremlin in terms of its shooting capacity, and its only its stupid firing strategy that prevents it. A force fire command could indeed by dodged, but you could get around that with more micro. I feel like if a unit can hit a target, ordering it to attack should be all you need. A unit on fight-move being stuck firing at a target it can hit but is firing at wrong is highly unintuitive behavior.

It also feels like a territory ripe for widget automation skewing things one or the other way (aka, auto-anti-nimbus-jinking for AA or anti-jinking aiming solutions for nimbuses)
+0 / -0
since it takes time for its shots to reach the target any unit that moves can dodge it, in that sense it cant hit moving units.
that is how it goes pewpew, its like artillery cant hit moving units, its the law and long live the law
[Spoiler]
+0 / -0
4 years ago
That is true but it can use its propriety of saturating the ground with shots to compensate for that. Tremor also theoretically can't hit moving units, yet that is its main strength.
+0 / -0


4 years ago
Have you actually tested any of your claims?
+0 / -0
4 years ago
Which one do you dispute?
+0 / -0
You insist that you it is possible to manually control Nimbus to hit a manually controlled Gremlin despite others telling you thay it doesn't work, and that Nimbus has enough saturation to do this despite not having enough projectile speed. You imply that this saturation will give it sufficient hits to matter.

I think that like with tremor, relying on saturation will mean that 99% of your DPS gets wasted and Gremlin wins - similarly to how a Tremor has nearly zero chance to win against a bunch of fleas.

However, this is a testable claim, not a matter of belief. You just need a collaborator to control the other unit. If APM is an issue, you can go down to 0.1 speed.
+1 / -0

4 years ago
Right so I'm super familiar with this.

Yes. It's true. When nimbus has an attack command on a unit, but the enemy is microing that unit in a circle, that unit lives forever. This goes for most high speed/high turnrate units, and secondly for smaller hit box units. If there is a mass of small units, generally you have a lot of trouble having your units keeping tight circles and split appart, so their numbers will drop quickly to 2 or 1 if you keep them all balled up. I often waste nimbus time by circling the last unit in an army or my com.

When you have like 8 nimbuses and are deadset in mind to kill a small unit that's jinking, use forcefire on ground, but not on one point. If you hold alt, you can drag forcefire like line move, so make an s our a circle to spread out a lot of nimbus's fire, often a small gremlin won't be able to even out run them entire area of your damage before half dieing but if they do you set an attack Target until your nimbus's are all balled up and do it again. Takes a garenteed 400hp off of a unit's stack, so this works when you have a lot of nimbus and a specific Target to kill.
+2 / -0
4 years ago
I might have worded things unfortunately there. I don't mean 1 nimbus versus 1 gremlin. Assuming the gremlin is manually controlled and actively trying to dodge the shots, 1 nimbus indeed wouldn't have much to do.

But multiple nimbuses can spread their shots over an area, which creates a situation where the gremlin can run in any direction and still get hit with a significant amount of bullets. Steel Blue described how to do this better than I could.

It therefore feels really silly for a ball of nimbuses on auto-fire to be held up forever by a cheap unit moving in a tight circle pattern where the're barely actually leaving their spot.

I will admit, though, that as far as unit AI is concerned, there is probably no solution that wouldn't make nimbus unreasonably intelligent compared to the rest of the game's units. Hence why I proposed some tweaks to their gun. Tweaking their gun will probably not completely eliminate this effect but could make it less silly at least.
+0 / -0