4/29/2023 0 Comments Supreme commander strategies(You can't change much of the units already in game,so let it be a sort of Tankish Bruiser for destroying bigger targets like other XP.) If you are mentioning how it would work in combat,it's got a massive pool of hp. Given it's size and low number of armaments,that's the only conclusion i can draw. It's a niche gunship,that acts like a naval "warship". They are more advanced in universe anyway after all. We have too many fast gunships already,so why not the Illuminate develop another working type? The Soorpriser was given to the Aeon like the Cybran were given the Monkeylord,so it can be sort of assumed that this will be their powerful XP to really seize the position of being masters of the Air from the Soul Rippers II and III Yes,the idea i have for a counterpart to fulfil the role the Soorpriser failed to do so,but you guys don't seem ready for it yet. Uh i did not suggest a XP fortress.The Czars and Air fortresses are perfectly fine where they are. (that is if the Woodpecker was an AG plane) for a strafing A-10 one, I'm not sure, I don't have anything In mind, although I can imagine one for them, that's why I said, propose your idea and we'll see. (if the woodpecker was an AA fighter-plane as someone suggested)įor me an ideal airplane experimental for UEF would be a carpet bomber, but then again we'll see it through time for it's purpose. Since most of the alter tiered UEF units are good all-rounders, they have anti-air capabilities, a look at the UEF T3 units will convince you, a quick example is the T3 Siege Mech which has two anti-air flak cannons, many T4 experimentals also have anti-air capabilities, which brings me to the point that while UEF do not currently have an anti-air only experimental, they don't actually need it because half of their army will have mediocre anti-air capabilities, missiles and bullets will fly towards enemy air force from half of your army, what else do you want? I don't really see the whole point of eliminating advantages and disadvantages in factions, advantages should be applicable every here and there inside an RTS.for example the UEF has a clear advantage in its navy, this doesn't make the rest factions navies useless, you just have to put more effort on outsmarting your enemy, while you use YOUR advantages like ground forces with Aeon.I hate rock-paper-scissor RTSs like Starcraft were all factions are equal on all points.There should be weaknesses, and a good strategist could and should surpass them with his advantages. Which brings me to the last thing that I wanted to state, and is indirectly related to the second part. "If a player spends time (and resources) to build 15 soul rippers, the other player will have the equivalent of 4000 simple ust me through my experience even against heavy turtler players, nobody has the patience and time to risk building that many experimentals of ONE the time you have your first one (or if you truly are good second one) the other player will harass you and force you to spend resources towards something else." Someone stated in the "summary" page that he was worried when a Cybran player is going to get 15 Soulrippers, he wont be able to fight back having UEF. There is no specific reason on that other than the love we have both for mechs! But besides this there are plenty of treaded experimentals for UEF, and to mention some:Īs far as the actual T1-T2-T3 units, there are many treaded units spread out the tiers, with one more coming in T3 (cannot say more at the moment other than it is really powerful but needs micro), and even some wheeled vehicles at T1 and T2. The first thing that I wanted to discuss is the reason of me and Avitus developing more mechs than tanks for UEF. There threethings that I will state in my initial post, but feel free to elaborate on any aspect of the dynamics mentioned above. the weaknesses and the advantages of each faction.the options available (sea, air, ground).I created this post so that people can discuss and elaborate on the strategy dynamics of Revamp mod, and what I mean about strategy dynamics, dynamics in a strategy game are basically the elements of the game that the player cannot change, but can manipulate to his own benefits, some eamples given:
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