Loading...
  OR  Zero-K Name:    Password:   
Title: 1v1: All welcome!
Host: CZrankElerium1
Game version: Zero-K v1.4.2.11
Engine version: 100.0
Battle ID: 400179
Started: 8 years ago
Duration: 8 minutes
Players: 2
Bots: False
Mission: False
Rating: Competitive
Watch Replay Now
Manual download

Team 1 Won!
Chance of victory: 99%
XP gained: 102
AUrankAdminGoogleFrog
Team 2 Lost
Chance of victory: 1%
XP gained: 213
CArankAdminShadowfury333 died in 8 minutes
Spectators
PTrankraaar
CZrankElerium1




Preview
Filter:    Player:  
sort


8 years ago
Casted on YouTube

Cover my butt for me, will you.
+1 / -0
I also recorded the game, although there is no interesting commentary.

I feel like I made many mistakes too.

Feedback for Shadowfury333


0:40 - I think Wind is better than Solars even on the low-ish ground of this map. Remember that if the minimum is 1 energy you should make wind unconditionally (unless you want health). A mimimum of 0.5 is probably enough to always make wind.

0:55 - You see a single enemy Flea which gives you most of your early scouting information. You also know that you have only your Commander at base. You should have turned around your 4 Fleas to kill it. Alternately you could have your Commander make a Defender immediately.

1:00 - Your Commander is an important asset, especially with Spiders. Yet you walk your Commander into the back of your base while sending a constructor out to expand. One of the resources in this game is "Commander distance across the map" so you should usually try to take actions that optimize this. A Commander can defend itself while expanding and eventually exert pressure on enemy expansion.

2:20 - Your Commander was idle since it made its Defender and was only just given orders.

3:30 - What was the plan for the lone Hermit? Fleas would kill it and you don't know where anything is. You know I have a Redback nearby and that probably kills a Hermit too.

3:55 - It is really hard to sneak Fleas past a front so I think the Defenders hugging your Windgens were unnecessary. You should instead focus on taking the South-East mexes and using that defense to protect your energy.

4:30 - When expanding, particularly against Spiders, one trick is to make Defenders early and forwards such that if a Flea appears it will probably be killed by the Defender. I did this while expanding in the North-West.

4:40 - You did not need to make a Pylon. Expanding is probably better than connecting. Two Windmills to connect would be much better than a Pylon. Is the 2xSolar grid even maxxed at this point?

5:30 - I think you should have organized your expansion by now such that you have the two South-East mexes.

5:50 - You can see that I have been using my Commander in forwards expansion and can now transition into using it to pressure. Here it is repairing my units just outside your base.

6:50 - Recluse was a decent response, I don't know why it did not fight move. It looks like Recluse does not skirm radar dots. This makes sense for many direct fire units which can see to their sight range but not for indirect fire units. That said, I thought all units skirmed type-confirmed radar dots.

I have never seen or heard of your healthars bug. You use some uncommon widgets though so perhaps they are causing a problem?
+1 / -0


8 years ago
I've made units skirmish identified radar dots. This is probably the best way even though it would cause long ranged units to try to melee riots which are hiding behind walls.
+0 / -0

8 years ago
CArankAdminShadowfury333 you left the default range module in your com morph which is fairly useless.
+0 / -0
8 years ago
Aren't solars a better choice as starter energy structures though? Since if it was a wind gen it could easily be destroyed by [imsert a raider]?

Other than that I can't really argue with the rest of the points (nor provide any more feedback since I don't play spiders often).
+1 / -0


8 years ago
quote:
unconditionally (unless you want health)
+0 / -0
Skasi
8 years ago
quote:
Shadowfury333 you left the default range module in your com morph which is fairly useless.

Then don't make it the default?!
+2 / -0

8 years ago
quote:

Then don't make it the default?!

Noobtraps - they're part of the fun.

I've seen a new player backstab his team by building 4k of storage, and then when the going go trough, he spent most of it on making more storages, overall somewhere along 50.

"Just another day in Zero-K"
+0 / -0


8 years ago
AUrankAdminGoogleFrog: I feel really stupid, since a lot of that is stuff I knew, but was panicking on. The pylon in particular was me flailing around, and I still don't know why I built it. I forgot about the commander importance. I know you keep telling me that but I keep expecting it will just die in the field.
+0 / -0


8 years ago
Maybe the Commander will die in the field but then you have forced me to deal with it.
+1 / -0
8 years ago
counter panic with practice
+2 / -0


8 years ago
I know i would be pretty terrified to walk commanders alone against a Spider opponent. I've done that once too many against godde, and i still have nightmares.

That said, a commander and a flea orbit? Why not.
+0 / -0
8 years ago
The key to playing better is to get your priorities straight, on all levels:
Most significant in this game: prioritize playing over commentating (and over configuring UI etc). An fpvod with minimal comments is still interesting, whereas an fpvod where you mainly talk and neglect playing is just silly (and for me even frustrating) to watch.
Then when playing, give more attention to things that give you more chance of winning. This is hard to judge accurately, but in my opinion it is what separates medium players from pro players. Most of the time, economy should be priority nr 1: get mexes, make energy and production keep up with metal income. In this case: get the high value mexes in the middle asap, preferably with your com. This gives you ecoAND map control in one go. As GF said, if you put defenders in the middle, your back expansion is completely safe from fleas, which saves you metal in defences.
+1 / -0