Mars battle replay

Mars battle replay

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wizard8873
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Joined: 21 Jan 2006, 02:42

Mars battle replay

Post by wizard8873 »

a battle of 8v8 on mars. very slow at beginning but picks up later on. thought id share it with you guys. my base is on bottom right of the map, deathwhisper. hope u guys enjoy it.
060131-Mars-0.67b3

Mod - AA 1.42S
spring 0.97b3
Last edited by wizard8873 on 01 Feb 2006, 23:01, edited 1 time in total.
Kixxe
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Post by Kixxe »

The game lobby is where you generaly post replays now adays...


But i think i'll check it out. Even if " slow game at beginning but intense later on." sounds a litthe boring. (what, no raiding?)
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

He undersells this game.
during the first 30 minutes, it sometimes really feels like there is a war going on. As a spectator, if you run it at speed 2 or so, it really has a "war room feeling", with all those mesages and beacons flashing around.

If anything, they took ages to finish it off...
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wizard8873
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Post by wizard8873 »

ya, i just dug in at the end. couldve tried and expanded but when it was 8 on 2, i didnt think i stood a chance so i tried to stabalize my base a bit. it was a fun and intense battle. i honestly havent seen a game where with so much communication. i loved the subterranian lvl3 plant i had. two nukes and they didnt kill it.

next time ill post it there, sorry. didnt really know where to post it so i thought it would go here
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wizard8873
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Post by wizard8873 »

and it might have seemed slow to me since i was mainly focused on the right side and me and my partner didnt attack too much. all the action was in the center and left side at the beginning
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Caydr
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Post by Caydr »

Mod?
Kixxe
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Post by Kixxe »

:o! He did'nt include mod/map/version! Storm gonna go mental on him!
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Caydr
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Post by Caydr »

Looks like 1.42. A really good battle, I thought for more than half way that red was going to win easy. Blue apparently had better strategy or metal management. Very close the whole way through up until the last bit there... looked like red was going to break through on the right side, and they did, but blue simultaneously broke through in the middle and left side, finally gaining the upper hand by destroying the red player bases in the lower left. From there it was just a matter of time. I'm impressed that the red team was able to hold them off so long after that.

I'm a little disappointed that the game got boring in the middle and a few people left... I'm really disappointed only like 2 at most players picked core. I wonder why that is?

About half way through the replay, something occurred to me that I'd forgotten to do in 1.42... something really big and important... and now I've forgotten it again... :|

~~

Watching it again now. Wow, red really was dominating. I'll try to see if I can figure out what mistake they made - even without the comm wrecks they really hurt blue in the early game.

Heh heh, interesting moment at 18:20 when peewees attack the right side's forward base. 3 peewees all attack one thud but are forced off because this particular thud has 2.5 XP and double a regular thud's health ^^
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wizard8873
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Post by wizard8873 »

ya, it completely slipped my mind until after it was uploaded. i got out and im like, shoot, i forgot to put all the info in. its using AA 1.42S and it was in spring 0.97b3

well, our left flank had very weak defense. those three banthas just tore through us. i could push through on the right side no matter what we did. i think i was making 140 metal at one point and was using like 180. i was trying to get my econmy to balance so i was just using a lot of workers to build moho metal makers and fusion reactors. most of our well less experienced players were fighting on the left flank. i did notice a perfect moment where we couldve marched up the center with little interference but since it wasnt my front, i didnt pay too much attention to it
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Aun
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Post by Aun »

Caydr wrote: I'm a little disappointed that the game got boring in the middle and a few people left... I'm really disappointed only like 2 at most players picked core. I wonder why that is?
Probably because core has no "middle" lvl2 kbots. Pyros are cheap and weak, while sumos are expensive and strong. The termite can't really count as a main attack class.
Doomweaver
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Post by Doomweaver »

Probably because ARM is the default. It should be random by default.
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SwiftSpear
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Post by SwiftSpear »

At the high end level, core is alot more work to play then arm. Core has big gaps between it's stratigic zone filling units (pyro to sumo is a huge incoming resflow gap for instance), less raid capable units, which in the long run end up winning games because they take down the backbone without acctually even having the capability of finishing off what they started, and slow beefy units that are less usefull from an expert micromangement level and are hard to force to do as much damage as say thier equivalent cost in maverics.

So a core player has to maticulously cover thier weakpoints in the intermidiaries between the next level affordable attack unit, without having fast hitting units that can start doing damage as soon as they're finished building, and also rely on mass and number to do damage rather then micromanagement skill. Stratigicly a core play has to be constantly playing 10 minutes into the future, while an arm player can just play a skilled game and fair just as well.
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Aun
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Post by Aun »

SwiftSpear wrote:At the high end level, core is alot more work to play then arm. Core has big gaps between it's stratigic zone filling units (pyro to sumo is a huge incoming resflow gap for instance), less raid capable units, which in the long run end up winning games because they take down the backbone without acctually even having the capability of finishing off what they started, and slow beefy units that are less usefull from an expert micromangement level and are hard to force to do as much damage as say thier equivalent cost in maverics.

So a core player has to maticulously cover thier weakpoints in the intermidiaries between the next level affordable attack unit, without having fast hitting units that can start doing damage as soon as they're finished building, and also rely on mass and number to do damage rather then micromanagement skill. Stratigicly a core play has to be constantly playing 10 minutes into the future, while an arm player can just play a skilled game and fair just as well.
Hit the nail on the head. And The Can is just... Meh. I've never seen it used since 1.4.
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Forboding Angel
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Post by Forboding Angel »

the can's range is simply too small. I really have nop use for them except used as cannon fodder.

Back to caydr's question...

Core is very hard to play. When I play arm I whoop ass quick and hard. Arm is easy as hell to play. Arm has better defence placements. As a core player, the only way to adequately protect yourself is your units. Core's defence placements while effective, are not good enough to depend on.

I have resorted to using exploiters a lot more lately, because most ppl are too stupid to realize that arty owns them. SO they send in all their heavy shit close to them and get blown away.

IMO, it take a good bit more skill to play as core (of course I'm biased). If I play arm, usually I'm 2 times as good as I would normally be, however, I don't like arm's style personally, so I stick to my beloved core :D
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Aun
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Post by Aun »

Forboding Angel wrote:the can's range is simply too small. I really have nop use for them except used as cannon fodder.

Back to caydr's question...

Core is very hard to play. When I play arm I whoop ass quick and hard. Arm is easy as hell to play. Arm has better defence placements. As a core player, the only way to adequately protect yourself is your units. Core's defence placements while effective, are not good enough to depend on.

I have resorted to using exploiters a lot more lately, because most ppl are too stupid to realize that arty owns them. SO they send in all their heavy shit close to them and get blown away.

IMO, it take a good bit more skill to play as core (of course I'm biased). If I play arm, usually I'm 2 times as good as I would normally be, however, I don't like arm's style personally, so I stick to my beloved core :D
Yeah, arm lvl2 kbots seem to be able to kill anything. And bulldogs are good too, outperforming the Goliath in almost all cases. (Hehe, turned into a balance thread ^^)
Chocapic
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Post by Chocapic »

Aun wrote:
Forboding Angel wrote:the can's range is simply too small. I really have nop use for them except used as cannon fodder.

Back to caydr's question...

Core is very hard to play. When I play arm I whoop ass quick and hard. Arm is easy as hell to play. Arm has better defence placements. As a core player, the only way to adequately protect yourself is your units. Core's defence placements while effective, are not good enough to depend on.

I have resorted to using exploiters a lot more lately, because most ppl are too stupid to realize that arty owns them. SO they send in all their heavy shit close to them and get blown away.

IMO, it take a good bit more skill to play as core (of course I'm biased). If I play arm, usually I'm 2 times as good as I would normally be, however, I don't like arm's style personally, so I stick to my beloved core :D
Yeah, arm lvl2 kbots seem to be able to kill anything. And bulldogs are good too, outperforming the Goliath in almost all cases. (Hehe, turned into a balance thread ^^)
heheh its pretty funny how a bulldog alone vs a commander alone turns into a big boom in 30 sec or so with good handling over the bulldog.
I have concluded few time ago that fast switch to lvl2 vehicle with arm its most of the times ownage due to bulldog power over comm (and pretty much over anything lvl1)
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wizard8873
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Post by wizard8873 »

Chocapic wrote:
Aun wrote:
Forboding Angel wrote:the can's range is simply too small. I really have nop use for them except used as cannon fodder.

Back to caydr's question...

Core is very hard to play. When I play arm I whoop ass quick and hard. Arm is easy as hell to play. Arm has better defence placements. As a core player, the only way to adequately protect yourself is your units. Core's defence placements while effective, are not good enough to depend on.

I have resorted to using exploiters a lot more lately, because most ppl are too stupid to realize that arty owns them. SO they send in all their heavy shit close to them and get blown away.

IMO, it take a good bit more skill to play as core (of course I'm biased). If I play arm, usually I'm 2 times as good as I would normally be, however, I don't like arm's style personally, so I stick to my beloved core :D
Yeah, arm lvl2 kbots seem to be able to kill anything. And bulldogs are good too, outperforming the Goliath in almost all cases. (Hehe, turned into a balance thread ^^)
heheh its pretty funny how a bulldog alone vs a commander alone turns into a big boom in 30 sec or so with good handling over the bulldog.
I have concluded few time ago that fast switch to lvl2 vehicle with arm its most of the times ownage due to bulldog power over comm (and pretty much over anything lvl1)
bulldogs are wonderful. they have a perfect balance of speed/armor/firepower imo. i try to get them up as soon as i can.

back to the replay, after watching it again and thinking a bit, if we wouldve built brawlers instead of liches, we couldve punched through on the right side and stopped the banthas in their tracks on the left side. o well, it was still a lot of fun. those bulldogs and brawlers mixed were the main things stopping the zippers from getting into my base. once they took out my brawlers, all hope was gone.
Andreask
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Post by Andreask »

The game lacked one thing on the red teams part that most games lack horribly: Scouting.

From the time when the Banthas attacked the left until the very end, there was a gaping hole in the blue defenses, and that was the middle. There was no defence all the time, simply none. The Orcones could have marched through there and killed the whole econ of blue.

Instead, the Orcone was sent to attack the heavy defences on the right, and the second orcone didnt do anything, cause you got scared of snipers or air or somehitng. Would you have advanced in the middle, no way they could have stopped you.

While Red was busy getting deflectors up, blue just built units and berhtas and more units. Conclusion: Deflectors gimp your econ and are a waste of time. Get firepower, its the best shield.

That game could have been a lot more dynamic, if ppl wouldnt

a)

give up easily once the berthas begin to pound their ego (bethas didnt hit most of the time as usual anyway, so they are really a propaganda weapon) and

b)

players would get used up so fast, in spring and with those battles, its not only a war of ressources but one of player attrition, because after a few failed assaults, most players resign to the stubborn repeating of the same tactic because they get tired and frustrated often quiting the match. This also happend this game.

Conclusion: Play offensive, play dynamically, and win. Dont let bertha hits panic you, be routine.

Its not the about mod, its about the players even more.
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wizard8873
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Post by wizard8873 »

Andreask wrote:The game lacked one thing on the red teams part that most games lack horribly: Scouting.

From the time when the Banthas attacked the left until the very end, there was a gaping hole in the blue defenses, and that was the middle. There was no defence all the time, simply none. The Orcones could have marched through there and killed the whole econ of blue.

Instead, the Orcone was sent to attack the heavy defences on the right, and the second orcone didnt do anything, cause you got scared of snipers or air or somehitng. Would you have advanced in the middle, no way they could have stopped you.

While Red was busy getting deflectors up, blue just built units and berhtas and more units. Conclusion: Deflectors gimp your econ and are a waste of time. Get firepower, its the best shield.

That game could have been a lot more dynamic, if ppl wouldnt

a)

give up easily once the berthas begin to pound their ego (bethas didnt hit most of the time as usual anyway, so they are really a propaganda weapon) and

b)

players would get used up so fast, in spring and with those battles, its not only a war of ressources but one of player attrition, because after a few failed assaults, most players resign to the stubborn repeating of the same tactic because they get tired and frustrated often quiting the match. This also happend this game.

Conclusion: Play offensive, play dynamically, and win. Dont let bertha hits panic you, be routine.

Its not the about mod, its about the players even more.
ya, i noticed that hole in the center too. but it was too late by then. like i keep saying, i was concentrated on the right so i didnt pay attention. that second orcone was pulled back because its health dropped to about 13k if i remember correctly and with that bantha and snipers combined, it wouldnt have gotten far. by the time i pulled it back, i was trying to get some stability on our lines. and if it wasnt for the brawlers, the orcone wouldve taken out the entire right flank of the enemy. it wouldnt have mattered where it struck since blue had air supremacy. that was another mistake on our team, we didnt have anyone that went air.

orcones are great but slow and a lot of fast moving units, or even slow one as long as they get right up on it, can take it out really quickly. i couldve sent it up but i know for a fact it wouldnt get too far past the front line.

im not afraid of berthas, they have horrible accuracy for one and those hills blocked a lot of shots from angles. my allies in the center and left sides had horrible front lines, actually, almost non existant. even though we lost, i was still proud of myself for how long we survived. with my forward base taken out, our entire northern flank was gone and thats what put an end to the game. well, a faster end.
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