1 |
The AI is especially good at expanding and raiding. It's good at sweeping across uncontested areas looking for targets, at probing for weaknesses, at striking with a squad large enough to do significant damage, and at retreating when it encounters strong resistance. (These are skills you should develop as well!)
|
1 |
The AI is especially good at expanding and raiding. It's good at sweeping across uncontested areas looking for targets, at probing for weaknesses, at striking with a squad large enough to do significant damage, and at retreating when it encounters strong resistance. (These are skills you should develop as well!)
|
2 |
\n
|
2 |
\n
|
3 |
A map that plays to its strengths will have:
|
3 |
A map that plays to its strengths will have:
|
4 |
\n
|
4 |
\n
|
5 |
.
a
lot
of
metal
spread
across
the
map,
so
it
can
exploit
its
ability
to
rapidly
expand
in
multiple
directions
with
multiple
constructors
simultaneously
|
5 |
*
a
lot
of
metal
spread
across
the
map,
so
it
can
exploit
its
ability
to
rapidly
expand
in
multiple
directions
with
multiple
constructors
simultaneously
|
6 |
.
open,
unprotected
starting
areas
with
few
bottlenecks,
so
that
it
can
raid
from
multiple
directions
and
bypass
defenses
|
6 |
*
open,
unprotected
starting
areas
with
few
bottlenecks,
so
that
it
can
raid
from
multiple
directions
and
bypass
defenses
|
7 |
.
flat
surfaces
so
it
can
play
Rovers
or
Tanks
and
thereby
rapidly
retreat
when
it
needs
to
|
7 |
*
flat
surfaces
so
it
can
play
Rovers
or
Tanks
and
thereby
rapidly
retreat
when
it
needs
to
|
8 |
.
short
distances
between
starting
areas
so
that
it
can
quickly
arrive
with
its
early
raiders
before
you
can
build
up
defenses
|
8 |
*
short
distances
between
starting
areas
so
that
it
can
quickly
arrive
with
its
early
raiders
before
you
can
build
up
defenses
|
9 |
\n
|
9 |
\n
|
10 |
Red Comet, Alien Desert, and Inculta and fit this description nicely.
|
10 |
Red Comet, Alien Desert, and Inculta and fit this description nicely.
|
11 |
\n
|
11 |
\n
|
12 |
CCR (Comet Catcher Redux) has a larger distance between starts but is insanely metal-rich, so the AI will have a field day building mexes faster than you can keep up, and then steamrolling you.
|
12 |
CCR (Comet Catcher Redux) has a larger distance between starts but is insanely metal-rich, so the AI will have a field day building mexes faster than you can keep up, and then steamrolling you.
|
13 |
\n
|
13 |
\n
|
14 |
Ravaged has very secure bases, but all the expansions immediately outside the base are heavily contestable, which again plays to the AI's strength - you can defend any one of the expansions easily, but you can't defend all of them, and it will find the ones you've left open and rip through them. This is more true in 1v1 than in small teams, where the humans have enough attention between them to cover all the approaches.
|
14 |
Ravaged has very secure bases, but all the expansions immediately outside the base are heavily contestable, which again plays to the AI's strength - you can defend any one of the expansions easily, but you can't defend all of them, and it will find the ones you've left open and rip through them. This is more true in 1v1 than in small teams, where the humans have enough attention between them to cover all the approaches.
|
15 |
\n
|
15 |
\n
|
16 |
I think you could play very satisfying games on any of those. But the AI will give you a tough fight on almost any map you choose, because the things it's good at are valuable on and broadly applicable to the majority of maps you'll play on.
|
16 |
I think you could play very satisfying games on any of those. But the AI will give you a tough fight on almost any map you choose, because the things it's good at are valuable on and broadly applicable to the majority of maps you'll play on.
|