Are you frustrated from being constantly owned by skilled players? Wonder how they execute mass flak spam with such precision? Wish you could be as good as HuyMac? Well then, this is the thread for you! I will be posting skilled replays twice a week so you can see how the pros transform this silly 4x game into one of the RTS genre's best!
Format copied from RedRuby's daily replay (too lazy to make up my own, and the community needs a fresh one anyway)
Highskilled: 8-10 Skilled: 5-7Regular: 4 or less
First Game (7): http://www.2shared.com/file/KFckSSBk/good_game.html?
Team 1: Sinkillr, Sleeper(50/50), Achilloraptor, Higgy, Fallen_One
vs.
Team 2: ooloo(quar), Predator, Matzestinkt, HuyMac, o'( )'o
This is a pretty skilled game, I would probably rank it a 7 or so. Players to watch are ooloo vs sinkillr, matz vs higgy, and fallen vs o'( )'o, and achilloraptor. Pay close attention to the starts of each of these players, including how they colonize, what early-game research they get, and unit micro. Notice how the Vasari players drop down two military labs almost immediately to get the sb research. This is key. I see way too many new vasari players build one or even two imperial labs at the start, making them unable to build a sb and allowing them to be rolled by the vastly superior ships of the TEC/advent.
At the start of the game, predator is afk and that allows achillo to gain an early advantage. For some reason Higgy seems to be stuck playing diplomacy and chooses to build kanraks, which costs him dearly against matz. Sleeper isn't doing too well against Huymac either, falling prey to a troll strat of double sova and marza. These two might have cost team 1 the game, but luckily, sinkillr's ingenious flak spam against ooloo turns the tide of the battle. The silly vasari desperately attempts a starbasing of sin's HW which fails miserably against the well-microed gardas. Seeing all hope is lost, Matza promptly quits the game, followed shortly by ooloo.
Second game (6): http://www.2shared.com/file/Hvt1KEwO/AutoRecord-05182008.html?
Team 1: Suzhijiang, DirtySanchez (UT4), HuyMac, Sinkillr
Team 2: Jbaum, Germack, darkiconus, VeteranCorp
HuyMac makes a critical error by choosing to go culture when in suicide position. He is quickly finished off by Germack and VeteranCorp. Meanwhile, early feed from Suzhi enables sinkillr to gain a huge advantage over jbaum until germack's eco and vet comes to his rescue. Despite all that, sin finishes off jbaum's hw and it looks like team 2 is on the ropes. However, Germack and Vet start to put pressure on suzhi and severely hurts his eco. Massive feed to jbaum means he is able to survive. On the other front, darkiconus starbases dirty's hw and destroys all his buildings which sets him way back. Dirty also gets alot his disciples trapped by PJI and orky. HuyMac continues to be a troll and keeps shouting nonsense, severely handicapping team 1's ability to play effectively. It still looks like team 1 is going to win, but Suzhi decides to minidump and the game ends in a team 2 victory.
HOW TO WATCH REPLAYS:
How to watch them?
I see Predator is not doing anything in the beginning. I'm guessing afk means "Away From Keyboard." HuyMac also didn't do much except move his two initial scouts. Didn't even start a cap ship.
o'( )'o has made pretty questionable decision at the start IMO to send his Radiance to the rear moon, which is also connected to his ally. He could have easily taken that with just frigates, of which he had build 3 already by then and just kept them sitting around.
Also at the start, Achilloraptor sent his mothership to a yet unexplored planet, also to the rear and toward his ally... Achilloraptor also microed very poorly (or rather didn't) his attack with frigates on the asteroid; he didn't split his fire and focused fire on the Cobalt first... The Krosov got pot shots at the asteroid wiping out the initial population, which does costs around 320 credits (at "faster" income game speed) because asteroid population grows *very* slowly compared to a planet (0.025/sec vs 0.125/sec) and even that slow growth rate gets halved for four minutes after being bombed.
oloo had the toughest opening config to deal with, given no moon/asteroid adjacent to his hw. He did make a bit of scouting mistake by not getting to the moon faster. Generally he adapted well by sending both his Egg and Jarun to the asteroid past the Volcanic. oloo did make a minor micromanagement mistake in that he did not group-select the Egg and the Jarun before jumping to the volcanic, so the Jarun ran into the Egg trying to jump from exactly the same spot, and so his Jarun wasted a fair bit of time doing a 360-turn with its abysmal turn rate. (If you group-select but don't also check/select simultaneous jump, then ships will still plot non-overlapping jump out spots. Shit like this is why I hate playing this game truly in real time.) Anyway, oloo did scout well toward the enemy and saw sinkiller coming and consequently he built a SB just in time on the asteroid. But he failed to micromanage the fabricators at the asteroid so they wasted time going cross-ways and got the metal extractor first, even though he was short on crystal. Also, he wasn't aggressive enough trying to get to the moon, IMO. A single colonizer would have made it, albeit kamikaze, for it would have had no safe way. But the moon was toward his ally, so it would have needed no defense. Also, I wouldn't have jumped the Egg once the Mazra showed up, for XP reasons (XP denial/halving to the enemy, this way sinkiller got the XP for the militia) and with the SB ready you won't lose the Egg. But I guess oloo wanted the barren planet ASAP to level the econ field. I guess he didn't expect the Mazra to have raze planet at lvl 1, so he lost the asteroid temporarily and took the econ hit with that... (Unlike in the first few versions of Sins, asteroids at unowned planets only give 25% now.) I'm not sure what sinkiller tried to do when he sacrificed 4 Cobalts in a poorly micromanaged raid on the same asteroid though. His attack wtih 5 more Cobalts on the returned Egg, protected by the SB was clearly a bad idea though... Strangely enough, after he took it back, his roid "died from nothing" as he complained in the chat around 15:00. Way too early for anyone to have a superweapon and there were no enemy ships in the system. Looks like another game bug...
I'm not yet sure what to think of HuyMac's strategy. Him not building any capital ship(s) until the enemy (50/50) was upon him does look like trap/ruse given the moderately high skilled he showed in taking the asteroid & moon (2 Cobalts on each, did good maneuvering on the asteroid, but the moon it seems he had it on auto.) Unfortunately, after the fighting started, he showed some lapses in concentration. He completely forgot about expanding, which he couldn't have done all that much, but he could have claimed some neutral extractors. Also he forgot to build any squadrons or take any abilities on his Sovas. Not sure if the later was deliberate (perhaps saving them for later... have to see) but not building squadrons couldn't have been anything but a mistake. Well... after he repelled that attack on his hw, HuyMac's appears to have gone for a nap. None of his ships moved for 5 minutes thereafter, and I stopped watching him around the 20 minute mark. That and the fact that he researched two levels of lasers, but not the repair platform makes me think he isn't all that skilled and gave up after his trap failed.
Quoting RespawnedTitanL10, reply 1oloo had the toughest opening config to deal with, given no moon/asteroid adjacent to his hw. He did make a bit of scouting mistake by not getting to the moon faster. Ooloo had a worse opening than me but I dont think it was that bad, given that he had a stellar choke and an easy barren. Generally he adapted well by sending both his Egg and Jarun to the asteroid past the Volcanic. oloo did make a minor micromanagement mistake in that he did not group-select the Egg and the Jarun before jumping to the volcanic, so the Jarun ran into the Egg trying to jump from exactly the same spot, and so his Jarun wasted a fair bit of time doing a 360-turn with its abysmal turn rate. (If you group-select but don't also check/select simultaneous jump, then ships will still plot non-overlapping jump out spots. Shit like this is why I hate playing this game truly in real time.) Lol I did not notice this. But I guess oloo wanted the barren planet ASAP to level the econ field. I guess he didn't expect the Mazra to have raze planet at lvl 1, so he lost the asteroid temporarily and took the econ hit with that... I always hold off on upgrading the lvl 1 ability for the marza until I make contact with the enemy and evaluate the situation accordingly. (Unlike in the first few versions of Sins, asteroids at unowned planets only give 25% now.) I'm not sure what sinkiller tried to do when he sacrificed 4 Cobalts in a poorly micromanaged raid on the same asteroid though. His attack wtih 5 more Cobalts on the returned Egg, protected by the SB was clearly a bad idea though... That was a bad rally point. Strangely enough, after he took it back, his roid "died from nothing" as he complained in the chat around 15:00. Way too early for anyone to have a superweapon and there were no enemy ships in the system. Looks like another game bug... Im pretty sure my marza blew up that roid...
Ooloo had a worse opening than me but I dont think it was that bad, given that he had a stellar choke and an easy barren.
Generally he adapted well by sending both his Egg and Jarun to the asteroid past the Volcanic. oloo did make a minor micromanagement mistake in that he did not group-select the Egg and the Jarun before jumping to the volcanic, so the Jarun ran into the Egg trying to jump from exactly the same spot, and so his Jarun wasted a fair bit of time doing a 360-turn with its abysmal turn rate. (If you group-select but don't also check/select simultaneous jump, then ships will still plot non-overlapping jump out spots. Shit like this is why I hate playing this game truly in real time.)
Lol I did not notice this.
But I guess oloo wanted the barren planet ASAP to level the econ field. I guess he didn't expect the Mazra to have raze planet at lvl 1, so he lost the asteroid temporarily and took the econ hit with that...
I always hold off on upgrading the lvl 1 ability for the marza until I make contact with the enemy and evaluate the situation accordingly.
(Unlike in the first few versions of Sins, asteroids at unowned planets only give 25% now.) I'm not sure what sinkiller tried to do when he sacrificed 4 Cobalts in a poorly micromanaged raid on the same asteroid though. His attack wtih 5 more Cobalts on the returned Egg, protected by the SB was clearly a bad idea though...
That was a bad rally point.
Strangely enough, after he took it back, his roid "died from nothing" as he complained in the chat around 15:00. Way too early for anyone to have a superweapon and there were no enemy ships in the system. Looks like another game bug...
Im pretty sure my marza blew up that roid...
Quoting RespawnedTitanL10, reply 1I'm not yet sure what to think of HuyMac's strategy. Him not building any capital ship(s) until the enemy (50/50) was upon him does look like trap/ruse given the moderately high skilled he showed in taking the asteroid & moon (2 Cobalts on each, did good maneuvering on the asteroid, but the moon it seems he had it on auto.) Unfortunately, after the fighting started, he showed some lapses in concentration. He completely forgot about expanding, which he couldn't have done all that much, but he could have claimed some neutral extractors. Also he forgot to build any squadrons or take any abilities on his Sovas. Not sure if the later was deliberate (perhaps saving them for later... have to see) but not building squadrons couldn't have been anything but a mistake. Well... after he repelled that attack on his hw, HuyMac's appears to have gone for a nap. None of his ships moved for 5 minutes thereafter, and I stopped watching him around the 20 minute mark. That and the fact that he researched two levels of lasers, but not the repair platform makes me think he isn't all that skilled and gave up after his trap failed.
He was up against sleeper, you can afford to make a few mistakes...
Only skilled i see there is Raptor and MAYBE quar, that is if he stopped playing vasari.
HuyMac is troll tire.
Also, using grouping instead of manual gravity well edging... or not using two or three squad micro to bypass mitigation.
Jesus its like 2009 again, where people miss micro assailant volleys.
Lol, do you even know how2ICO bro? Another player who thinks too highly of himself...
Ive been around back when Sins actually HAD competitive multi player scene. Now its just autists trying to win with style.
I mean, look at huymac, he is trying to do double back flip and barrel roll while one hand tied behind his back instead of playing seriously.
Ive long ago forsaken meta in favor of insanely Action-per-minute intensive gimmicks and quar is turning in to one trick pony.
EDITED TO ADD THIS FAIR WARNING: It appears that Sins playbacks (and save games because they are related) are unreliable or at least very sensitive to goodness-knows-what. Basically, Sins playback can internally desync and can show two different things on two different playbacks of the same recording. Apparently, that happened a lot the first time I watched the first recording posted here. For example, when I watched it a second time, HuyMac wasn't the dummy I saw the first time around, e.g. he did upgrade his Sovas with missile batteries and fighters as soon as he produced them or at least that's what I saw on a 2nd playback. And after beating off Sleeper's (50/50's) attack he immediately pursued him, which seems far more plausible; the first time I watched this he appeared to do nothing for some 20 minutes thereafter. And since I was tracking down the Advent corvette guns bug when I discovered this, I also did a fairly comprehensive hardware check on my game box, including 8 hours of memtest overnight and then two hours of SSD data integrity test while also keeping the CPU loaded at 100 and finally ran a "sfc /scannow" for any Windows issues. Computer still works with no errors in any of these.
Sins, even re-installed [now the non-beta 1.82], seems pretty buggy though... If the playback desyncs, the out of sync ships keep going under a limited form of AI. E.g. if there's something in their system, they attack. Deaths and shots are recomputed when playback is played, so if you have more/fewer ships than the game playback diverges into an alternate reality and keeps going ever deeper into it. The same thing happens with playbacks recorded with the dev exe if you use any dev features basically. A kill (or spawn) with the dev interface for example isn't recorded in the playback, so the ship(s) keep shooting or just don't exist, so a playback affected by this can show a completely different result than what you saw did. The workaround for this in the dev exe is a save-load cycle, but you can't do that during playback. I ran into the latter set of issued in my experiments for the Orky guide. For example, I wanted to cut down the initial number of attackers in one of my Orky guide tests from 62 to 50, but I forgot to save&reload after killing 12 Disciples with a dev command, so while I did the fight with 50, in the playback I still got 62 of them and they all attacked, so the recorded result was completely different! Alas, as conceived, the Sins playback system isn't' anything like (say) MPEG playback, where a corrupted frame is eventually fixed by later good ones. In Sins a corrupted/bugged event in playback has good chances of amplifying itself and having a major impact everything you see thereafter; there are basically no key frames (I-frames in MPEG-speak) or checkpoints in the playback except the initial one (which is basically a save game), and apparently there's no mechanism to check for corruption/desync during playback... So, it's entirely possible you're going to see something else when you play those recordings. Basically, whenever I said that someone didn't do something obvious or acted very silly for a human, it's entirely possible that's just a recording playback bug/artifact.
Below is the original post...
Yeah, in general there's no downside to picking abilities as late as possible/needed.
The first time around (around 6:15), yes it died to your Mazra. But oloo lost it a second time (around 13:30), after he had taken it back, this time to--literally--nothing. This was right after you (Hydraling=sinkillr, I assume) paused the game and resumed it. Probably some desync issue or something like that.
Further comments after watching the midgame (till the 30 minute mark): oloo made some serious mistakes now. He lost the desert planet to the militia by failing to kill the last krosov with his cap. His attack on sinkillr with two Jaruns wasn't exactly skilled. He did try to distract sinkillr with one Jarun while trying to slip by with another to sinkllr's homeworld. But this was pretty cheesy and most non-noobs would hardly fall for it. A much more plausible attack would have been to use his two Ruiners (which were at the edge of oloo's asteroid) in support of the 2nd Jarun for an attack on the moon itself. Basically, distract with one Jarun, lay mines with both Ruiners while deploying the 2nd Jarun might have worked, although against 34 Cobalts the odds were slim except for some very lucky mine hits on a cluster of Cobalts.
Oh, I should have watched one more minute. oloo did send two Ruiners and one more Jarun to sinkillr's howmeworld, but in a completely piecemeal/uncoordinated fashion. This couldn't have worked even against an AI player. And oloo lost his lonely capital ship one minute later.
I've also watched the beginning of the fight between Matz[estinkt] and Higgy. When Matz warped in to Higgy's moon first I thought he was his ally... because he let his LFs kill the militia Krosov, which was bombing the planet. The LOL moment happened when his capital ship started bombing the planet immediately after the Krosov died. (In a similar situation sinkillr did not make that mistake.) Higgy also made a mistake when he let his Junra Fabricator (constructor frigate) move under the nose of the capital ship bombarding the moon, which happily used its guns to the fullest on it. Then Matz made another fairly serious mistake by letting his LFs shoot at one missile platform (turret), while his cap ship fired at the other one. Since these structures don't have shields, it makes no practical sense not to focus fire on one at a time. (The result was that by 9:15 both turrets were under half health, but were both still in action.) When the moon was recaptured by Higgy's Egg, he got a bonus constructor and immediately started building two more turrets. Instead of targeting these constructors, Matz kept shooting at the existing turrets. Pretty much a how-not-to-attack-a-planet tutorial. Also, the OP criticized Higgy for building assailants (LRFs), but given that Higgy was in combat for his planets almost right from the bat, it made sens to pump out some of these; he got four out shooting at back of Matz's 8 LFs by the 9 minute mark, which wasn't really a bad call at this point. Higgy did make a mistake by not using his level-2 abiltiy on the Egg to buy a nanodisassembler level. He had enough AM to use it and recolonize his moon at will. It would have made a fair bit of difference in that fight. Also, I would have targeted the LFs with the Egg, but I guess the enemy's battleship looked a lot more nasty. Anyway, Matz didn't know when to retreat (non-Kortul level-1 cap ship vs. 4 turrets?) and lost his Radiance. Matz's second wave of 9 LFs was met by 10 Assailants plus a lvl-3 Egg (now correctly armed with lvl-2 nanodisassembler) with rather predictable results. Again, you can't really criticize Higgy for sticking with Assailants at this point, although by the 14-minute mark Higgy's scout at the Plasma Storm (connecting his moon to Matz's homeworld) did see corvettes starting to trickle in. (And Higgy would have gotten a lot more mileage out of that scout had he plotted a circular path for it.)
Higgy's mistake around the 16-minute mark is that failed to build any repair platforms or SBs on his moon; he chose to put the money in a repair platform at his homeworld, probably planning to retreat damaged ships there, but I don't expect that work well against human players. By now he was fighting only against corvettes... Although Matz had 13 more LFs parked at the plasma storm, he wisely didn't feed any more to Higgy's Assailants. What's odd is that by this point in the game, Matz still hadn't colonized the moon to his rear, adjacent to his homeworld. His econ was hurting for metal (4K credits and 50 metal at one point), so he should have taken those two 90%-worthy mexes. Higgy also made an econ mistake in that he didn't try to take any of the two volcanic planets adjacent to his hw. Had he deployed a SB (or another capital ship, a level-1 Kortul would have been ok) at the moon, he would have been able to redeploy his Egg, which alone would have taken any of these volcanic planets with ease. Instead Higgy made the questionable decision of starting to build LFs, which are very inefficient from a damage-per-fleet supply perspective, and although ok, not great vs. corvettes. Even worse, Higgy forgot to build any extractors at his fiercely defende moon, even though the corvettes left his Junra constructors unharmed. So he defended a big a fairly small (30) population at moon all this time... Makes you wonder what the big fight was about... He finally remembered to build those in the 18th minute of the game.
Around 21-minutes in the game, Higgy decided to capture the neutrals at the plasma storm. His attack was fairly suboptimal. He only jumped one scout in, when he should have jumped at least two (so he could have claimed both extractors in parallel). He also failed to move the scout once jumped in. The opposition were LFs, which would have had to either turn chasing the scout(s) while being pummeled by the rest of Higgy's fleet or stand and fight and let the scouts take the extractors. Higgy also had pretty bad timing with his attack in that he began before his Skira carrier could join this fight and he didn't commit his Assailants, even when he saw that the opposition was 90% LFs here. Also a SB would have been great to start deploying at the plasma storm during this fight. And speaking of SBs, Matz could have deployed his own by now here, in-between the extractors. One of the few things that immobile SBs do defend well are those indestructible extractors. Anyway, Higgy's failed attack on the plasma storm was a textbook example why you should never attack as Vasari without the simultaneous threat of building a SB somewhere in enemy territory; the Vasari fleet is simply too inefficient per fleet supply unit to compete otherwise. It appears that Higgy gave up on the game around the 30-minute mark. He withdrew both his capital ships to his homeworld and just sat there. Actually, a couple of minutes later, he attacked a volcanic with both his caps and a bunch of frigates, while leaving his moon undefended by any fleet. Not even the AI is that inefficient.
By the way, I have no idea why the OP thinks that Matz thought "all hope is lost". Matz was actually winning his fight at the moon at the point that he quit, but for some reason didn't commit his reserves, which were appreciable (30 vettes and 20 LFs). He also had plenty of stockpiled credis (13K) and 128 unused fleet supply. Maybe he got bored of Higgy's non-combat. Given his spare resources, he could have easily researched starfish and razed that moon's defenses earlier. I'm guessing some real life stuff got in the way, as he gave the impression of being afk for the last 15 minutes of the game or so. In particular, he didn't even try to move his fleet (at the moon) past the turrets to take out the two extractors which were outside the range of the turrets. His fleet had all the appearance of being purely AI controlled for the last 10-15 minutes of the game.
o'( )'o, which I'll call MrAngry from now on (see his full Unicode sig why so) and Fallen had a rather boring match. Fallen went for mothership (suicide spot) and was caught wiht pants down on his rear roid, which was connected to MrAngry's rear roid. MrAngry correctly guess which way to send his battleship and fleet, while Fallen's mothership was clearing out a volcanic, after having claimed two roids while a moon was taken by Fallen's single colony ship, which ammounts to a good start, except for not scouting well, despite having 5 scouts. MrAngry did a textbook attack on an undefended roid, taking out the constructor with his fleet while his Radiance battleship started bombing the planet and shooting at an extractor close by at the same time. Fallen reacted by sending everything back and pumping out more LFs. MrAngry inflicted just about the right amount of damage by wiping out two extractors, but retreated when the odds became even in term of LFs. Strangely, Fallen chose to pursue him, but sent only his mothership and a small proportion of his frigates. I don't know what Fallen was thinking at this point, but he failed to even hint to a retreat when the odds became seriously stacked against him, with MrAngry ammassing 20+ LFs against the mothership (never mind the Radiance). Pretty lame loss of a mothership there. Fallen also proved one of the least skilled players in his subsequent lame attempts to harass that roid (if that's what he was doing), kamikazeing ship after ship in a line for basically the next 10 minutes. (He gave the impression he doesn't even know you can move ships inside a grav well by right clicking.) MrAngry's situational awareness wasn't great either. He did no scouting of Fallen's planets, so he had no idea that Fallen's moon (connected to his volcanic) was undefended. So he turned his BB back for no discernible reason. He remedied this mistake around the 28-minute mark and finally attacked Fallen's moon. (These two guys did very little during the whole game, I could watch their duel at 8x speed, without losing much.) MrAngry also colonized a moon past his volcanic with a single colony ship, which wasn't a bad econ move, except he was probably too busy watching his fleet pummel the undefended moon of FAllen and so he forgot to built a turret at his own moon and so he lost it to the militia Krosov. Strangely enough, MrAngry pulled back before finishing off Fallen's moon, even though no enemy was atacking him anywhere. I guess that's what no scouting does; you become very afraid of potential attacks. Whatever the reason, from this point on, MrAngry played like those annoying and clueless AIs do, moving his capital ship back and forth between Fallen's. I'm not sure if there's was some masterful ruse here, but I wouldn't rate this as skilled. Eventually, he launched a 60-LF attack on that moon again, but by this time Fallen had ammassed a comparable number of ships at his hw, which oddly enough he did not commit to defense. The game had ended by then.
Thanks for posting this. It is much more interesting than the other one. Just a quick note here now that darkiconus made a critical strategic error in the 2nd minute of the game. He discovered the Terran planet named Hadano located between him and his enemy, but still sent his Egg to the rear roid that could have easily been taken by a lone colony ship. He should have sent the Egg plus a Jarun to turn into SB at the Terran and things may have been very different for him. Another early clue for darkiconus' questionable skill was that he jumped a Jarun to the volcanic (which was on the way to the Terran) only to jump it back to his hw, completely wasting its AM.
UT4[_will_rock!] looks like a very good player based on his start. The nearly perfect use of fleet supply given his strategic situation at the 2-minute mark (3 scouts, 11 LFs, mothership) as well as his well plotted expansion path (which was in one-direction only given the map), plus 1st research (fleet expansion) indicates good planning skills. One critique of his opening that I have is that it wasn't clear at this point if he was going to need a side-colonizer or not for the unexplored planet after the wormhole. Two LFs could have been substituted for a colonizer just to be safe. LFs are fast; extra ones, built after the fleet supply completes upgrade, could have easily cought up with the mothership, while potential time lost waiting for the colonizer isn't that easy to compensate. But I guess he thought two intial roid/moon were enough colonization to start with. In hindsight, that planet turned out to be an asteroid belt with one indestructible extractor, which could have benefited from that early colonizer (to capture it with) and it had a nice continuation with more of the same at the space junk beyond. UT4 did correct this minor mistake around the 4-minute mark (he had 19 LFs by then, which was a bit overkill in relation to 0 side-colonizers). UT4 also made a minor mistake at the moon by letting his mothership chase an enemy scout while it had auto-colonize disabled (but auto-fire and full grav-well chasing enabled), so it went out of range for colonization and had to be turned back, thus wasting about 40 seconds. Not that it mattered all that much given the planning skill of his direct opponent (darkiconus).
I've watched a bit more of the fight between darkiconus and UT4 and it made me cringe. darkiconus made tons of newbie mistakes: leaving his Egg alone with 30 enemy LFs pounding it while his corvettes mindlessly moved between planets. He also didn't deploy SB where and when it would have mattered etc. He also failed (as Vasari) to basically take any capturable extractors, even though there were quite a few at his disposal, about half of which were unchallenged by other players. For a little bit, darkiconus seemed obsessed with killing UT4's mothership, but gave up 800-hull points short of that goal when his 40 corvettes were matched in numbers by UT4's Disciples. And while this was going on he failed to capitalize on the distraction his corvettes provided to deploy a SB a the contested Terran; instead he deployed a fairly irrelevant one at the volcanic behind it... Also he later used his corvettes to attack structures, despite their poor efficiency (35%) vs. such targets, instead of using them to clear out the militia so he could claim that desert planet he just passed through back and forth several times, including with his Egg. 40 corvettes waste a militia Krosovs in literally a blink, and there was only one of them at that desert planet... Ok, he eventually colonized that and the volcanic at the 25-minute mark. His attempt to distract UT4 with 20 or so corvettes wasn't great either. The "circular" path that darkiconus plotted was basically a pentagon or a hexagon at best, which has angles that are too steep for high speed vessels to take at their full speed. Instead they stopped at every waypoint/corner, allowing the pursuing LFs and flaks to catch up. The "circular" path needs to be a dodecagon (12 corners) to work well. One thing that surprised me here is that UT4, who wasn't doing any scouting at the volcanic, didn't keep any ships in reserve, but let his whole fleet run after the corverttes. A more skilled Vasari player could have popped in a Jarun (or two) supported by one or more Ruiners while the whole defense fleet is on the far side of the planet. As things were going however, darkiconus' eco was temporarily crushed by his nearly simultaneous double colonization (desert+volcanic) so in hindsight there wasn't such a threat, but without scouting during the game there was no way of UT4 knowing that. Anyway, the chase scene ended with another demonstration of poor timing from darkiconus: just as he freaked out that UT4 was building PJIs and sacrificed his ~10 or so remaining vettes on an attack on their constructors he was also jumping in a lonely Jarun plotting to pass through the Terran planet. The chances of that working given that UT4 was fielding his own corverttes now is easy to guess as nil. On the slightly brighter side, the whole chase sequence did allow darkiconus to deploy a SB at the neighboring dwarf, which UT4 basically left undefended. darkiconus also used the time bought his corvettes to improve his eco, though not very well. He finally took some capturable extractors and another barren planet, although this was a poor choice, for it had 55% allegiance and took 3 jumps for the mothersip to get to, while he could have claimed an ice at 80% in only two jumps and with yet another ice of the same allegiance to his rear, the research would have been well worth it given that he had the labs already from the volcanic colonization.
Excellent recaps! I hope you finish the one for the second replay as well.
Its sad to see how troll posts like the ban game get more attention than this thread...
FAIR WARNING: It appears that Sins playbacks (and save games because they are related) are unreliable or at least very sensitive to goodness-knows-what. Basically, Sins playback can internally desync and can show two different things on two different playbacks of the same recording. Apparently, that happened a lot the first time I watched the first recording posted here. For example, when I watched it a second time, HuyMac wasn't the dummy I saw the first time around, e.g. he did upgrade his Sovas with missile batteries and fighters as soon as he produced them or at least that's what I saw on a 2nd playback. And after beating off Sleeper's (50/50's) attack he immediately pursued him, which seems far more plausible; the first time I watched this he appeared to do nothing for some 20 minutes thereafter. And since I was tracking down the Advent corvette guns bug when I discovered this, I also did a fairly comprehensive hardware check on my game box, including 8 hours of memtest overnight and then two hours of SSD data integrity test while also keeping the CPU loaded at 100 and finally ran a "sfc /scannow" for any Windows issues. Computer still works with no errors in any of these.
Yea these were interesting to watch even though I have no interest in Sins multiplayer (the "community" is far too small), I enjoy the single player and it's fun to see how competitive matches are played. It seems like a lot of sloppy decisions were made in some areas but I won't pretend that I could have played any better. HuyMac's commentary spiced up that second match a bit lol. I will note that yes, the playback feature seems buggy, as I got a minidump around 30 minutes into the second match.
Thanks for the replays. I enjoyed watching them.
Keep them coming.
AND yeah unfortunately replays are unreliable at times as they show different than actuality maybe 10% of the time; but simply re watching tends to fix problem most times.
Albeit, I've had to junk some replays because they show something that never happened during actual game play 100% of the time- i.e. cap ships being destroyed when in actuality they never were, and players loosing when in actuality they have beaten their player etc.
What i have also noticed replays that go bad (i.e. deviate from actuality), tend to minidump eventually too (at least for me).
Its funny how stardock issued a ban on the OP for making this thread... Just goes to show you they not only hate the Mp community, they will actively try to crush any members that seek to nurture it.
yea, kinda sad..
as a Modder I had no interest in the DLC's where are nothing more than at best Simplistic mods for £3.99 (+ already in the game files if you want to use them.........)
but, just to watch these replays I spent 3.99 on steam, so OP, you just made stardock 3.99(-steams cut) perhaps you should get commission, rather than a ban.
now this better be the best Replay i have ever seen
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