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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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?
|
2 |
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2 |
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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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|
4 |
\n
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|
5 |
When you rebuild a mex, you also get like 30 metal of reclaim. :p
|
4 |
\n
|
6 |
\n
|
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.
|
6 |
\n
|
8 |
\n
|
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?
|