So, I usually start with a cheap factory, producing 1 raider/scout, then 1 constructor, 3-4 raiders, 2 constructors. Then I build 1-2 metal extractors and power plants (2-3 solars on land, 3-4 turbines on water), radar, and laser tower. After that, I move my 2 constructors to expand and 1 raider/scout to scout. Finally, I strengthen my core base by adding more defenses and power plants. Am I doing it well or there is something I need to improve more? Reference from Zero-K Wiki
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everything must happen simultaneously
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Play a game against someone, then ask people to watch and comment on what you did, maybe.
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Watch a replay of a top player using the factory you want to practice, write down what they do in the first minutes of the game, and do exactly what they do. You can find replays of top players sorted by factory, here: https://zkstats.antihype.space/# filter to players rated 2200+ and also filter to the factory matchup you want to see.
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I am still playing against easy ais. Recently won two times against normal AI with cloakbots.
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That build order you mentioned sounds very good. That would be a strong start even in a high level 1v1 game :)
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i like pregame blueprint factory with mex qued then tell lab to make con first and an attack unit.. tell com to change from working on mex to assist con as it starts and then back to mex have con expand with com while factory builds units on low priority.. however.. making mex seems to take ages to pay off.. so i often loose my commander at the start
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quote: however.. making mex seems to take ages to pay off.. |
Mex payback time is typically 25-50 seconds for normal maps. Doesn't seem that bad, especially compared to overdrive payback time on energy structures.
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From the way you describe your build order you seem to already understand the game, or at least how to start the game, well enough that the rest of the tweaks will come from experience. I should note that build order changes dramatically between 1v1, FA, small team game and large team game. More team members tends to make openings more forgiving and give you more freedom in how you want to open. If you're in the front you can afford to not make energy right away, if you're in the back you can afford to not make defenses/raiders right away (although beware of leaving the front players alone too long)
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com and a con expanding eco = no units.. its not that its bad its just that at the start its hard to do both eco and anti rush tactics im always on zero metal for like 5 mins
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As Thomas1 mentioned, you need to at least start building economy with your commander while your first unit is being produced, otherwise you risk having to wait for resources to come in to start building the next unit, and time may of the essence once you start fighting against harder AI and in multiplayer. In addition, most advice here is for multiplayer games. Here's another tip to that end: Don't add more defenses. This works against AI, but human players will punish you less for leaving a small opening in your base defenses and more for wasting resources on static defenses instead of units. Defenses can't move out of the way when something is shooting at them. Generally speaking, make sure there is no downtime on your factory's unit production at least at first while you're learning.
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my advice is to make lotus at choke points while you expand mex ~ to try and cast a wide net that catches light raiders.. but as mentioned ^ make a defending force that can respond and only use porc to fortify the most forward position you can reach with your mobile forces
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I thought I need to beat against Brutal AI first before I can proceed to playing against players
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I think the harder an AI you can beat without cheesing the easier a time you will have getting into PvP, but Brutal might be overkill.
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You're welcome to join clan wars if you want to be eased into pvp. We have a friendly community where you can ask questions. I sometimes matchmake for newbies and get them into 1v1s with other newbies or average players.
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I feel like once you have learned the basics, Zero-K AI won't help prepare for multiplayer much. Zero-K AI plays like a swarm, it expands quickly and attacks everywhere, with super-human micro only an AI is capable of. This forces you to play a lot more conservatively and defensively than you would against a human player. The only reason the AI is beatable is because it sucks on the tactical level, so you can gradually turn the tides on it by exploiting its stupidity. If you play against humans like you learned to play against the AI, you will probably end up expanding too slowly and too defensively, letting the human opponents take the whole map and crush you on econ.
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Manored thats exactly why playing on comet catcher vs multiple brutals without static defenses is so interesting You should give it a try
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