Zero-K

The level of control this game provides is so fucking incredible. It hurts my brain.

I like it because it almost seems like a fictional representation of a videogame in which people can come up with new, never-before-seen strategies on the fly, which is generally not possible in actual videogames because their ruleset is not flexible or esoteric enough

ā€œTHE CIRCLE CATAPULT GAMBITā€ what

it’s the promise of archon finally realized

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So I dunno how useful this will be to the larger discussion ITT but I am getting strong Total Annihilation vibes from what I’m seeing/reading.

Let me start by saying that prior to TA I’d only ever played Age of Empires, and I’ve never played Warcraft, Starcraft, Command & Conquer or any of the big names. I probably spent more time reading the manual for Myth: The Fallen Lords then actually playing it.

Anyway, I do not know if TA truly did anything all that different from its contemporaries but I got into it deeply, and I loved that it did things like environmental hazards. Some maps had bodies of ā€œwaterā€ that were actually acid! You could have an entire navy, constantly degrading for the entire length of a match. Some maps were entirely metal, and you could build metal harvesters anywhere. Geothermal vents, if found early on, were a huge boon compared to the solar collectors that were typical in the early to mid game.

Your commander unit was extremely powerful, and if its destruction wasn’t set to be a win-condition, it was sometimes a viable tactic to just roll your commander in during the early game to wreck your opponent’s shit if you thought you had enough of an economy lead. On the flipside the game also made turtling pretty easy and this was usually my strategy, I damn near played the game like tower defense until I could build enough long-range artillery or nukes to try to destroy the enemy from afar (but this was generally much more viable on smaller maps).

The game was also the first encounter I ever had with DLC, as units were made available post-release. I still have those files sitting on a floppy disk that’s stuffed into a CD case that has a bunch of my old PC game CD-ROMs on it. Speaking of, great soundtrack on those discs

Since TA the only RTS I’ve ever gotten into at all is Warhammer 40k: Dawn of War. Not sure what that says about my tastes. I was interested in that RTS Sega published years ago but never jumped on it because I realized I’d never play it against anyone on Xbox360 and my computer of the time wouldn’t have been able to run it. For a long time I wanted to play that Grey Goo game but again, probably just missed the boat. Right now the only thing I can think of that’s on my radar is Drone Swarm but I have no idea when that damn thing’s going to come out.

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Wow, I am really bad at multitasking. All the units and buildings and choices are very learnable for me, I think. I’m struggling with like basic RTS competency right now. Moving units around makes my econ go to shit and vice versa.

What’s the best way to set a waypoint from a factory? My negligence always makes it so they form a giant ball somewhere on the map; I’d like if they’d at least form a line or an arc or something.

You can set a patrol path with P key to at least have your units be moving around from your factory waypoint. It’s not the worst thing to have some blobs of units that haven’t been integrated into your army yet, especially if they are in a semi useful position like guarding your base.

Get in the habit of whenever you finish a task, zoom out to assess the full scope of the battlefield before you decide what needs your attention next. It’s easy to get tunnel vision in this game. Remember that you don’t need to watch everything that’s happening. If some units die because you were managing your economy, that’s OK. The gain from managing the economy probably outweighs the benefit of micromanaging those few units.

When your first starting out, make simple plans. Win by using your army like a blunt instrument. Try setting your Cloakbot factory queue to 1 Glaive, 1 Ronin, 1 Reaver and put it on endless build mode. Then when a blob of units starts to form at the factory way point, send them into combat. Now you can spend less mental effort thinking about what units to build and focus instead on metal and energy. Make 1 fabricator build a giant queue of energy production so you don’t have to think about it anymore. Make another fabricator queue 10 Metal extractors so you don’t have to think about it for a while. I hope this helps a little. The real answer is to keep gaining familiarity and comfort with the systems until it feels less strenuous to execute your strategy.

Keep trying to always use a hotkey to perform an action. Build the muscle memory so that it becomes second nature.

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Zero-k is back, because it never left, because Zero-k is forever.

Who amongst you will play this beautiful game?

I jumped back in and found I didn’t have any trouble remembering the controls or how to play. I would really love to do some select button weekend skirmishes where everyone flails uncontrollably at their keyboard until a victor is chosen, which is the correct way to play.

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i play semi frequently with my friend but we only play coop

its nice because its an easier environment to learn whats an incredibly complicated game without having to do pvp and its still fun to smash robots against each other. my friend will never learn how to do the economy but we’ve had amazing hour long matches against the AI where the bloodbath only ends because ive invested all my power into the deathbeam weapon that carves up the terrain or i’ve spent all my time building a stupid giant ramp while my friend and another AI hold off the swarm so i can launch the boxes full of dirt into their base and make their units pathfind like shit. you get punished so hard by real people for building static defenses in depth so it’s nice to be able to dick around with some of that stuff in pve too. never played TA or supcom against people very much for similar reasons

also long live tangerine that map fucking rips

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also also the best zero-k feature is secretly the way it archives all the matches you’ve played on the website so i get to look back on me and my friends juvenile obsession with former sir tech employee cleve blakemore from 7 months ago with pride

image

(this map si really fun if you make terraforming cheap in the game settings cuz you can turn it into this weird mouse trap thing where you block off paths between the plateaus with physical barriers that have to be flown over or dismantled, and then you turn the plateaus into fortresses to dictate the flow of combat… YET ANOTHER THING YOU CANT DO IN ANOTHER RTS THATS LIKE WUHHHH??? HOLY SHIT!!)

zero-k is also the only game i’ve ever played in this style that lets you turn any map into a naval map with water level settings that let you flood any map

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I’m most interested in the pvp small teams. The beauty of Zero-k is that it nails the wacky stuff but it also outshines every other RTS in meaningful competition by situating itself as being more concerned with strategic thinking. If you’ve never experienced a close human 3v3 where you mind-meld with your teammates, it’s really fantastic!

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It’s super common to feel anxiety about going online pvp with such a complex game. It’s important to remember that you’re not bad at zero-k, EVERYONE is terrible at Zero-k.

If you’re lurking this thread and considering trying the game, it helped me to adopt the mentality of a mad scientist trying out new things rather than a serious competitor trying to win matches

The game really sings in pvp

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I just played the tutorial because of this thread. I kept sending my units somewhere and then trying to select different units but instead accidentally interrupting the first set with new orders to go to a spot I didn’t want them to go. This might be a sign that I will be bad at the game.

I haven’t really played any RTS games since Starcraft, which I used to play a lot but never got particularly good at. Well, I guess I did play some of Starcraft 2 but I must not have found it as compelling because I never finished the campaign and never even tried multiplayer.

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This thread got referenced recently, and I realized it would be a great idea to link to the developers ongoing collection of essays about the design of Zero-K here. These are great reads even if you don’t play RTS.

https://zero-k.info/mediawiki/Cold_Takes

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Found a channel casting replays of Zero-K.

A good match that demonstrates how map terrain, unit counters, positioning and factory selection all in combination create the strategic foundation of the game.

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Image from a huge 24 player match happening right now.

I’m back into Zero-K and climbing the ladder. I’ve got a friend who I’m doing doubles with sometimes. I got back into fighting shape a lot faster than I expected. If you’re interested in the game, now is a good time to onboard over discord.

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In this same match someone has built a gravity ramp to launch the walking bomb units into the enemy shields.

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cow-catapult-monty-python