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Title: [A] Teams All Welcome #2
Host: Nobody
Game version: Zero-K v1.7.5.0
Engine version: 104.0.1-1239-g12caea1
Battle ID: 721987
Started: 5 years ago
Duration: 44 minutes
Players: 20
Bots: False
Mission: False
Rating: Casual
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Team 1 Won!
Chance of victory: 55.8%
XP gained: 66
JPrankSoftwareBug
FRrankSlaab
SGrankLu5ck
USranknop
RSrankawall
USrankJorden
ESranklordtaim
BRrankZEZINFOICEMOLEPICAGRANDE
USrankBart118
DErankMortu
Team 2 Lost
Chance of victory: 44.2%
XP gained: 53
MXrankArchetherial died in 44 minutes
SKrankregos died in 44 minutes
UArankMechanID died in 44 minutes
GBrankfishfinger died in 44 minutes
FIrankterve886 died in 41 minutes
RUrankPrototypestill died in 44 minutes
BRrankRedComet died in 44 minutes
FRrankgariaou died in 43 minutes
GBrankaccountio died in 40 minutes
ESrankExterminador died in 44 minutes




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5 years ago
Outlaw pits intensify.. If this turns out to be a bigger problem later on, my solution would be making Outlaws flatten ground in small AoE around them with every pulse.
+1 / -0

5 years ago
it takes time and effort to burrow them. simple solution. build caretakers and set the mon repeat. then use area-restore on burrowed outlaws. as you are already building statics, some of your stingers could easily finish deburrowed scum.
+1 / -0
USranknop
5 years ago
Outlaws flattening the ground would give them a funny counter to both friendly and enemy terraforming.

Not letting Outlaws attack while underwater might be an acceptable nerf for this. This way they can still be speared by Impalers etc. in above-water pits. Most land units can't shoot underwater, I get that a sonic weapon should be able to work underwater *in theory*, but it's an inconsistent and maybe a little broken synergy with terraforming.
+1 / -0

5 years ago
The slow-pulse walking bomb from the amph factory (Limpet) works underwater, and is graphically identical to Outlaw. Changing it so Outlaw doesn't work underwater would introduce an inconsistency there.

Not that anyone ever builds limpets...
+0 / -0

5 years ago
I think outlaw cannot attack underwater, can it? If your burry it too deep it cant attack.
+1 / -0


5 years ago
A flattening Outlaw would work against the indirect fire and terrain exploitation minor-theme of the factory. Rogue, Racketeer and Thug has arcing shots. Felons are tall. Outlaw and Roach ignore terrain completely. Dirtbag rounds it out by creating the terrain.
+0 / -0
quote:
it takes time and effort to burrow them. simple solution. build caretakers and set the mon repeat. then use area-restore on burrowed outlaws. as you are already building statics, some of your stingers could easily finish deburrowed scum.

So to defeat a 250m outlaw buried with 100m of terraform, you need a 200m caretaker, 100m of terraform, and something that can kill the outlaw for 50 metal a 400m stinger built in range of the target

Solid plan

Generally i'd like to see stronger terraform-defeating weapons in all factories, or asymmetrically powerful ones available to everyone. Give Sparrow a suicide terraweapon? :P
+0 / -0