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I think that sea having a highly volatile and rushable win condition against dry land factories may be a pregame factory rps thing.
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I think that sea having a highly volatile and rushable win condition against dry land factories may be a pregame factory rps thing.
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E.g. structures like Ship > Rover > Hover > Ship become possible if there's a way in which Ship can beat Rover without Rover having any counterplay - such as "rush envoy and bombard their stuff from a corner".
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E.g. structures like Ship > Rover > Hover > Ship become possible if there's a way in which Ship can beat Rover without Rover having any counterplay - such as "rush envoy and bombard their stuff from a corner".
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But perhaps we just need more Rover vs Ship games (or generaly Land vs Sea) to see if it's that bad. There are things the landlubber can technically do to avoid the Envoy Wincon, such as terraforming or fortifying the cliff straits (which can be done by putting porc in the cliff's shadow, shielding it from Envoy's bombardment). In the middle channels, Envoys should be killable by ground units, much as @DrDoom succeeds in killing that Corsair with a Pyro.
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But perhaps we just need more Rover vs Ship games (or generaly Land vs Sea) to see if it's that bad. There are things the landlubber can technically do to avoid the Envoy Wincon, such as terraforming or fortifying the cliff straits (which can be done by putting porc in the cliff's shadow, shielding it from Envoy's bombardment). In the middle channels, Envoys should be killable by ground units, much as @DrDoom succeeds in killing that Corsair with a Pyro.
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Also perhaps i worry too much and every factory has some kind of a wincon like this. Recluses up your hill, for example.
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[/spoiler]
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[/spoiler]
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