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In http://zero-k.info/Battles/Detail/263148 one player "rushes" a strider hub at the start of the game. This is an annoying strategy because either your team protects you for long enough and you get a hero unit out and win the game; or the huge delay until you have anything built disadvantages your team too much and your team loses. So basically, the rusher sits back and gets potential glory whilst the rest of the team sweats to try and hold the line.
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1 |
In http://zero-k.info/Battles/Detail/263148 one player "rushes" a strider hub at the start of the game. This is an annoying strategy because either your team protects you for long enough and you get a hero unit out and win the game; or the huge delay until you have anything built disadvantages your team too much and your team loses. So basically, the rusher sits back and gets potential glory whilst the rest of the team sweats to try and hold the line.
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If this strategy could be biased to fail more reliably then it wouldn't matter, because your ELO would drop and balance will compensate.
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If this strategy could be biased to fail more reliably then it wouldn't matter, because your ELO would drop and balance will compensate.
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So
my
ideas
is
that
the
hub
gives
away
it's
location
(
i.
e.
similar
to
Starlight)
then
building
a
hub
right
at
the
start
would
attract
a
lot
of
attention,
indicate
your
potential
nabitude,
and
tip
off
your
opponent
that
you
lack
combat
resources
in
play
and
may
be
easier
to
take
out.
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5 |
So
my
idea
is
that
the
hub
gives
away
it's
location
(
i.
e.
similar
to
Starlight)
.
Then
building
a
hub
right
at
the
start
would
attract
a
lot
of
attention,
indicate
your
potential
nabitude,
and
tip
off
your
opponent
that
you
lack
combat
resources
in
play
and
may
be
easier
to
take
out.
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