So ranked matches are just becoming air rush matches? I cant imagine how PHC has to fair in the higher tier ranked matches with their useless AA.
But as ive been working my way up the ladder im seeing the top tier guys just rush air. Of the top 28 players, 5 are PHC. Almost all have very low kills for the number of matches played, so they won with rushing, only way to win with rushing is air. So much for unit diversity in ranked...
Ranked is feeling more like the oh so vomit inducing APM of starcraft..
Air, to air and then ground and then mix. It's always the way in any rts game. If your opponent doesn't play accordingly you win quickly, or lose quickly.Did you think ranked would be slow and chill?
yes i thought ranked would be slow and chilled.. no, what i thought is the essence of the game would be carried through to ranked. this is not advertised as a micro intensive game, the very fact that we have the ability to create armies is an indication of that. we have no abilities, many units do not respond well to micro, changing facing, bad pathing, creep spawning, etc
the only units that do fit these orders though, are air units. most (if not all strategy games) specifically delay air units for this very fact, the early game prevents one from responding unless they go air themselves, thereby taking away any sense of choice from the game. why not just have 1 unit and everyone spams that 1 unit. and whoever clicked first wins?
a victory by air rushing for me feels like an exploitation of the game mechanic. just like pylon rushing was in starcraft.
of course u guys can keep telling urselves that winning by air rush is a valid tactic, since if u admitted to urself that it was lame, it would mean ur victories were empty and actually have less skill than u would like to think.
referring to steam, so far i have been right and predicted the current balance patch, hopefully we can see some change to this air rushing fiasco as well
please tell me which RTS works this way?
@Quesocito
If you Play an RTS game. APM is important. It was in Supreme commander and it is here. This is the main difference between RTS and round strategy games. Also it is posible to defend air build defense and turtle!
please come back to me when u have fought a ranked match vs a prestige player that is rushing dominators. then tell me how it goes if u counter the dominators but they actually arent sent... as PHC
yes i know APM is a factor in RTS, but again alphaape, as i pointed out in ur thread, u prefer tactically focussed RTS like SC. Ashes if anything is not a tactically focussed RTS, if it was we should have the tools to control our units as such. and units should be responsive.
a biggy u should be aware of from SC is kiting ur army, that is completely unheard of here except for the reversing missile units (which will be fixed to some extent in the next balance patch)
the game is designed to be built around self automated armies, which in itself negates the purpose of APM, u cant select specific units in that army, so again no purpose of micro/APM.
the only vomit inducing APM is this initial 5min air rush nonsense, which is 1 tactic that dictates the entire outcome of about 90% of matches vs lower tier players.
Ok sorry. You are right im not that experienced in this game. I only wanted to point out that APM even do matter in macro games like Ashes. But I totally see your point. Can you tell me how this air rush strategy is excecuted (sorry im very new to the game and only interrested in the multiplaqyer part)?
no worries bro, sorry if i come across sounding aggressive. i generally dont realise how bad i sound until after someone has replied.
i agree APM is definitely a factor in RTS though, so u were totally right on that point.
so for the air rushing, take substrate, it usually starts with a double cap on nodes(maybe u know this method but if u dont, it works on most maps and is generally advisable no matter what u plan to do later on). which is done by building a constructor while using ur 1st constructor to boost the build rate. once the new constructor arrives, take the 2 constructors and send them each to a different node. if u did this fast enough then u should be able to cap 2 nodes before any creeps arrive. while capping the nodes dont forget to start building extractors on the points so long.
build a factory. spam dominators and send them to the enemy base, avoiding any creeps on the way. micro the dominators such that u take out the enemy constructors. gg wp if u want tech to punishers for a long game. most of thes games are over when the first set of dominators reach the enemy.
as a PHC player their 2 options are, build a stationary AA, and hope u can cover enough area before the dominators arrive. or build an air factory, build furies, this sets ur eco back, since u will still need a land factory to cap nodes. so u need 2 factories while the enemy needs 1. furies dont work as well with the rush since they do far less DMG to land units.
as a sub player, u can build T1 mobile AA, and try to fend off the dominators, but the opponent cant still kill off ur constructors before u kill their dominators.
if the opponent is prepared for ur air rush then just wait until u have enough air to kill his AA, so easy with just a few dominators or some punishers. much easier to send a concentrated air army than it is to amass AA which will be useless if the enemy doesnt spam air.. punishers have more range than all AA except the T2 AA buildings, even the furies have less range, so its quite possible to kite even the furies(with backup land AA for the punishers). so if u use a scout u can kite the punishers so they kill evrything without taking damage
air rushing is a low risk high reward tactic
Hey bro thx for your answer. I think that some points i pointed out also in other threads from me are missunderstood. I think we both see things clearer now. Have nice hollidays
yeah sure man, i think u have been quite clear. i just come across sounding worse than i mean to
happy holidays as well!
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