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Title: [A] Teams All Welcome
Host: Nobody
Game version: Zero-K v1.8.5.3
Engine version: 104.0.1-1510-g89bb8e3
Battle ID: 923129
Started: 4 years ago
Duration: 16 minutes
Players: 25
Bots: False
Mission: False
Rating: Casual
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Team 2 Lost
Chance of victory: 52.3%
XP gained: 46
FRrankSlaab died in 16 minutes
DErankAdminmojjj died in 8 minutes
UArankMechanID died in 16 minutes
ATrankRomux died in 16 minutes
CArankRedEagle_P1 died in 16 minutes
DErankpizza123 died in 16 minutes
Lynx died in 16 minutes
RUrankOntheheavens died in 16 minutes
PLrankXYBORG died in 16 minutes
USranktravilnmic died in 16 minutes
DErankwat died in 16 minutes
USrankVideoKidd44 died in 16 minutes
UAranknrader died in 16 minutes
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ZArankMightyOak




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AUrankAdminGoogleFrog , please look at this game's sea play and think HOW to counter lobster/scallops for the known reasons stated multiple times in the forum. till you have a solution, please remove that unit from the game.
+0 / -0
Likho is the most straightforward counter, but it requires at least 1 good airplayer, 2800 metal if there isnt one, and it can still be jinked by lobbing away from the bomb (as seen in the replay). This can also be foiled because anglers can ambush likhos easily with burst damage, or just the presence of a good enemy airplayer.
+0 / -0
I remember somebody suggesting makeing lobster much more expensive but increasing the grab distance drasticly while keeping HP the same, to encourage lobster snipes.
+0 / -0

4 years ago
The problem is. Again.

Lobster disables range and speed for any unit. Units are balanced because they have properties. For example range. For example speed. If the unit has bad speed or range, it is likely to have better stats in the other properties. For example dps.

Scallops get another benefit, as they have 2 guns and a penalty to be required to dive up to use their main gun. Plus they leave the water and are immune to torpedos and water bombs for the time they immediately have both their dps available.


How can i emphasize this issue any further without raging?
+1 / -0
The kind of description you have made in that post could be applied to various other unit combinations such as:

- Placeholders holding units still for Jacks (and other stuff)
- shields protecting artillery/Felons/whatever that would otherwise be fragile
- constructors making terraform pillars for Crab
- cloaked units spotting for Phantom/Sling/whatever
- Thunderbird with a lot of stuff
et cetera.

I think the game is better off for having these kinds of synergistic units and strategies. The problem in this case is how strong this particular strategy happens to be, not that the synergy exists at all.
+1 / -0

4 years ago
synergies are a nice thing, if they are counterable reasonable. if you already know you face scallobers, there is nothing you can do but do the same and hope you have the edge somehow. or of course, fail with licho and abandon sea completely.
+0 / -0
I'm not qualified to make any definite statement about lobster balance, but in this case, sea was basically 4 (note the squad merge on our side) vs 1, sometimes 2, yet mojjj held out for quite a while.

Scallobsterballs sure do tons of damage, but they also often seem to die quickly at their destination, which is usually in enemy reclaim territory, so I'm not sure.
+0 / -0