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How is Zero-k different from other games?

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Date Editor Before After
10/23/2019 5:25:39 PMUSrankSteel_Blue before revert after revert
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1 I haven't heavily played other RTS games in a competitive online enviornment, but I know that zero-k plays differently from them. What are the biggest diferences? 1 I haven't heavily played other RTS games in a competitive online enviornment, but I know that zero-k plays differently from them. What are the biggest diferences?
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3 I'm thinking about this because I'm telling people that a mex is more important than anything else in the game. In zero-k, metal extractors are the #1 win condition for me. If I have more mexes than my enemy, I'm strong, less for too long and I wanna resign. I put building mexes on priority over a lot of things, sometimes I'll lose mexes to get far out mexes( cause I can re-win those mexes) and I'll get mexes before reclaim. This is because the standard 2metal mex pays for it's self in 35 seconds, which is insane. The economic payback is just insane. And your ability to grow your economy is caped only by the number of builders you have and how fast you move, which you can solve by just having more builders. Looking at [link=https://liquipedia. net/starcraft2/Resources#Mining_Rates]Starcraft2's economy[/link] it looks like an harvetser unit takes about double that time to pay back, maxing out at 39-45 minerals per minute, as well as being caped by expensive command center bases located at mineral deposists. This means that your economic investments in starcraft yield results more slowly than in zero-k. Of course, a mineral line should be more easily defended against raids than an open field of mexes. 3 I'm thinking about this because I'm telling people that a mex is more important than anything else in the game. In zero-k, metal extractors are the #1 win condition for me. If I have more mexes than my enemy, I'm strong, less for too long and I wanna resign. I put building mexes on priority over a lot of things, sometimes I'll lose mexes to get far out mexes( cause I can re-win the lost mexes) and I'll get mexes before reclaim. This is because the standard 2metal mex pays for it's self in 35 seconds, which is insane. The economic payback is just insane. And your ability to grow your economy is caped only by the number of builders you have and how fast you move, which you can solve by just having more builders. Looking at [url=https://liquipedia. net/starcraft2/Resources#Mining_Rates]Starcraft2's economy[/url] it looks like an harvetser unit takes about double that time to pay back, maxing out at 39-45 minerals per minute, as well as being caped by expensive command center bases located at mineral deposists. This means that your economic investments in starcraft yield results more slowly than in zero-k. Of course, a mineral line should be more easily defended against raids than an open field of mexes.
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5 When you rebuild a mex, you also get like 30 metal of reclaim. :p
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5 I notice in the OTA campaign a mex costs like 250 metal and can generate 1.6 metal/second, which is such a snoozefest. 7 I notice in the OTA campaign a mex costs like 250 metal and can generate 1.6 metal/second, which is such a snoozefest.
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7 This economy analysis is much deeper than just the surface-level unit control of line move. What other less clear differences exist between Zero-k and other RTS games? 9 This economy analysis is much deeper than just the surface-level unit control of line move. What other less clear differences exist between Zero-k and other RTS games?