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Good maps to play vs bots?

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Date Editor Before After
8/21/2019 12:02:34 AMUSrankCrazyEddie before revert after revert
Before After
1 The AI is especially good at expanding and raiding. It's good at sweeping across uncontested areas looking for targets, at probing for weaknesses, at striking with a squad large enough to do significant damage, and at retreating when it encounters strong resistance. (These are skills you should develop as well!) 1 The AI is especially good at expanding and raiding. It's good at sweeping across uncontested areas looking for targets, at probing for weaknesses, at striking with a squad large enough to do significant damage, and at retreating when it encounters strong resistance. (These are skills you should develop as well!)
2 \n 2 \n
3 A map that plays to its strengths will have: 3 A map that plays to its strengths will have:
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5 . a lot of metal spread across the map, so it can exploit its ability to rapidly expand in multiple directions with multiple constructors simultaneously 5 * a lot of metal spread across the map, so it can exploit its ability to rapidly expand in multiple directions with multiple constructors simultaneously
6 . open, unprotected starting areas with few bottlenecks, so that it can raid from multiple directions and bypass defenses 6 * open, unprotected starting areas with few bottlenecks, so that it can raid from multiple directions and bypass defenses
7 . flat surfaces so it can play Rovers or Tanks and thereby rapidly retreat when it needs to 7 * flat surfaces so it can play Rovers or Tanks and thereby rapidly retreat when it needs to
8 . short distances between starting areas so that it can quickly arrive with its early raiders before you can build up defenses 8 * short distances between starting areas so that it can quickly arrive with its early raiders before you can build up defenses
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10 Red Comet, Alien Desert, and Inculta and fit this description nicely. 10 Red Comet, Alien Desert, and Inculta and fit this description nicely.
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12 CCR (Comet Catcher Redux) has a larger distance between starts but is insanely metal-rich, so the AI will have a field day building mexes faster than you can keep up, and then steamrolling you. 12 CCR (Comet Catcher Redux) has a larger distance between starts but is insanely metal-rich, so the AI will have a field day building mexes faster than you can keep up, and then steamrolling you.
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14 Ravaged has very secure bases, but all the expansions immediately outside the base are heavily contestable, which again plays to the AI's strength - you can defend any one of the expansions easily, but you can't defend all of them, and it will find the ones you've left open and rip through them. This is more true in 1v1 than in small teams, where the humans have enough attention between them to cover all the approaches. 14 Ravaged has very secure bases, but all the expansions immediately outside the base are heavily contestable, which again plays to the AI's strength - you can defend any one of the expansions easily, but you can't defend all of them, and it will find the ones you've left open and rip through them. This is more true in 1v1 than in small teams, where the humans have enough attention between them to cover all the approaches.
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16 I think you could play very satisfying games on any of those. But the AI will give you a tough fight on almost any map you choose, because the things it's good at are valuable on and broadly applicable to the majority of maps you'll play on. 16 I think you could play very satisfying games on any of those. But the AI will give you a tough fight on almost any map you choose, because the things it's good at are valuable on and broadly applicable to the majority of maps you'll play on.