Xinix wrote:Just some personal observations (lvl10):
- a base with full GR is easier to hundie than a base with a bit of GR + turret buffs
- not getting 100% by default is healthy for the game
- death march is stupid and should be eliminated
- handling SC Jets/Togs is crucial: kill with Kessen or trigger&bait with Vader are only options ... fail = faceplant
- as a result: AT-ACT is great against dev bases (EZ no SC) but too weak against real bases (can't use it, unless SC turns out to be empty)
- you need to bring a generous mix of heal+strike air to clear a big base : get greedy and go in unprepared is a good recipe for failure/1 star only
VRB wrote:Funny thing is some years ago they fixed the troop wall issue troops would walk around walls stumps or move to the closest opening instead of the mindless shooting at them. Unfortunately that was short lived some 3/4 months later after a update it was just gone back to the same old lame must kill this wall piece while i get shot in the face crap. Your post is spot on the AI in this game have always been horrible and fixing it is a game changers. People who dismiss this issue as minimal have not been playing this game for years and seen the downward spiral that is this game.
DarkRebel wrote:I used to hate stupid units, bad AI, when I first played the game.
Not any more.
If all the units were all smart and doing everything by themselves, then where does the "player" come in ? So a player simply macro-load his troop and dump units on the map and automatically win a battle ?
What's next ? troops run away from snipers or hide behind buildings when being shot at ? eATAT would take out rockets on its way to the shield within its 10 tile range radius, or take a step back when a rocket about to fire ? Jumps/jets automatically scatter when a sonic is about to unload ?
Rather than blaming the bad AI, we should try to learn each unit's AI, strength and weakness so that we deploy them properly, and build a diverse load so that troops can support each other. Things like clearing a path, screening, are all part of the deployment skills that a player need to learn. On defense, study the opponent unit AI and design your base to exploit them.
Game becomes much easier the more you understand how each unit works.
Plagueis wrote:I think guard reserve equipment regardless of faction is equally effective. It just depends on how they’re applied. Currently, imps do have the advantage when it comes to damaging enemy units with guard reserve. That doesn’t necessarily mean that’s the best strategy and will work effectively in all scenarios. A safer strategy is to “flood” the battlefield with GR troops and use the attacking units’ weakness against themselves, that being their AI, range and RoF. A great example yet again, is Decepticon from _NAMELESS_. Fantastic defense that uses that “flood” defense to great success. I’ve asked his squadies and according to them, his tauntauns and GR are not maxed. A testament to how powerful this strategy can be, which also happens to he available to both factions and can even work to some degree against buffed jets. We all want to use the best tools available to us even if they’re actually only marginally better than other options and I think that’s why most imps do go the GR snipe/rodian route. Of course there’s a tradeoff with every choice and having your entire defense of four units lured away is a big one.
Users browsing this forum: CommonCrawl [Bot], Exabot [Bot], Facebook [Bot], Garf, Google Adsense [Bot], lma and 37 guests