1 |
I fully agree with Tandstickor! Inter factory dynamics are what makes the game interesting. That's one of the reasons I don't like 1v1s. (you got multiple factories there, but not right at start)
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1 |
I fully agree with Tandstickor! Inter factory dynamics are what makes the game interesting. That's one of the reasons I don't like 1v1s. (you got multiple factories there, but not right at start)
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2 |
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2 |
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3 |
The idea of making factories more unique by limiting their units to the various factories' design concepts is one that I always approved of and fortunately I'm not the only one. You know, that's exactly why I keep demanding "remove Hammers, cloakbots got Sharpshooters!" - "the factory is designed around being fast, sneaky and sharp, not around sieging the enemy with artillery".
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3 |
The idea of making factories more unique by limiting their units to the various factories' design concepts is one that I always approved of and fortunately I'm not the only one. You know, that's exactly why I keep demanding "remove Hammers, cloakbots got Sharpshooters!" - "the factory is designed around being fast, sneaky and sharp, not around sieging the enemy with artillery".
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4 |
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4 |
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5 |
What's
important
is
to
not
make
factories
to
be
too
much
rps.
For
example,
even
when
removing
Jethro
there's
still
Warrior
for
cheap,
short
ranged
gunships
and
Sharpshooter
for
planes.
When
removing
Hammers
there's
still
Zeus
and
Sharpshooters
to
take
out
some
heavier
emplacements
and
alternatively
the
cloak
ability
to
go
around
dense
and
through
leak
defense.
|
5 |
What's
important
is
not
to
turn
factories
into
rock-paper-scissor
gameplay.
For
example,
even
when
removing
Jethro
there's
still
Warrior
for
cheap,
short
ranged
gunships
and
Sharpshooter
for
planes.
When
removing
Hammers
there's
still
Zeus
and
Sharpshooters
to
take
out
some
heavier
emplacements
and
alternatively
the
cloak
ability
to
go
around
dense
and
through
leak
defense.
|