nice video! did you play this map before? was wondering since when i start maps i dont really know whats the best direction to go and looked like you had a plan off rip
This exact map I have not, but the template I have played before (a fair few times too as I made it), and if you know the template, you can kinda know what the map is going to contain.
To clarify, the title and the description are purely for comedic purposes, just like the Droideka's optimal gameplay loop. No cheating was involved in the making of this video, the Droideka simply climbs wherever it pleases.
Yes, as higher spell tiers allow casting certain spells multiple times in a single use. For example, in the case of Quicken, the tier 3 spell can be used either 3 times on a single troop, or once on 3 troops (or anything in-between, like 2 casts on 1 troop).
It's a really strong spell, one that Loth uses very well for creeping. Rana can also make use of it in a similar manner sometimes, but they don't rely on it too much I think.
Pretty impressive video! I've always wanted to see a player beat the highest difficulty. I'm still struggling with the 'Challenging' level myself. I liked your 'steam pipers' combination for getting more essence. I'm going to try that. Subscribed and looking forward to seeing more combos from other factions!
The Musketeers only had two targets that they could kill in one shot, the other Knight stack wouldn't have died to a regular attack, so another cast of Rapid Fire wouldn't have been as effective. Using Ice Bolt to incapacitate them instead delayed them for another turn, which then also served to separate them from the other Knight stack. This way my troops didn't have to take a hit from any of the big stacks.
Additional thoughts (that should have been commentary but are going to be presented as a wall of text instead, sorry!): As the AI was set to fully random, it's good to first establish what the options of the opponent are - Arleon typically does ranged/melee damage over magic, so magic resistance is going to be less important in this case. This template also comes with a few pre-claimed Watchtowers, which can be used to scout out certain areas a bit, as well as to get an idea of your opponent's build if they walk into vision range. Before moving anywhere, looking at what the starting zone offers allows you to formulate a short-term plan for the next few turns (which you then adjust based on what you discover). Looking at the roads, as well as having some familiarity with the template at hand, you can tell where the other claimable towns are going to be (in this case, towards the south). In the first few turns, collecting basic resources and troops from pickups is important, and you'll still want to carefully consider what exactly you pick up as movement points are precious. This is also why preserving movement as much as possible is crucial - always think about this instead of just using the game's recommended movement paths. Vision-granting objects, such as Farseer's Vessels and Watchtowers, are also quite good to shoot for as they reveal a good chunk of the area, granting you better information to work with. Some objects, when far away from the roads, are not worth spending movement on, so naturally a lot of these are going to go untouched. In this format, flagging the towns as fast as possible is not mandatory as you don't need to increase your wielder cap, so investing in capturing nearby mines can be a good idea (as long as you don't go out of your way too much for them). In battles against neutrals, it's always best to let them come to you and wait for spells to be charged. As Barya, Pipers can also manipulate initiative to allow for more essence gain before having to engage the opponents (or to occasionally get a double-turn in). Against ranged neutrals, it's best to bait them into walking and shooting, while also tanking those shots with throwaway stacks (in this case, the Pipers). As for exploration outside the starting zone, one has to balance picking up the immediately available loot and making their way to the center zone. The latter is not without danger as it brings you closer to your opponent, but it also comes with greater rewards than the previous, easier zones. Once in the center, there's also the option to wander into the neutral side zone, which is made easier by the stone road connections. Alternatively, you can head directly towards your opponent on the dirt roads.
I think the bow is a bit bugged currently which leads to the arrows not being fired sometimes, so maybe once that's fixed. I usually prefer swapping weapons though.
@@ivangruber7895 The biggest problem is with how clearing neutral fights go if done properly, i.e. stalling the fight as much as possible while using no army and just relying on magic to kill things. Magic in PvE fights is grossly overtuned, and when you add other mechanics like Stakes from Sappers/Tinkerers (especially on certain battle maps), it becomes comical what you can do. Certain wielders can clear the entire map with just their starting army, which is silly. Not to mention the long time it takes to do these stalling strats. This has always been a problem though, so I'm not very confident it'll be sufficiently addressed.
It must be frustrating being so good that the enemy ragequits before he even get's a turn in the first battle. *insert khaled suffering from success meme* I hope there will be plenty of tournament events in the future so we can really see you shine against ~equals. I really appreciate the effort that you put into your movement guide, thank you very much, I love this kind of min-maxing. Also your barya vid with commentary made it 10x more enjoyable and educational, voice quality was good, your english is also perfectly clear, I really hope we can enjoy your next vid with commentary. I would love to see a loth skirmish with the latest patch against the new ai difficulties with some epic cheesing of neutrals. tl;dr: nice, wp, more pls
Thanks for the nice words! We'll see how the PvP scene develops for the game, I see plenty of potential in it, but there's still a fair amount of issues to be fixed before it can become more popular. Commentary is a bit rough for me, but I'll see what I can do.
Good riddance! It did far too much for one cast of a basic spell. Context for anyone else reading: on the current beta version of the game, each troop has one attack of opportunity per round, so that heavily limits how much damage you can do with Repel this way. I think it's a quite good solution to the problem.
@@Adm22 they Say it is límited like retaliations, but maybe it does consume retail......si maybe using blessed bones or diré dreaths could work with unlimited retal
so what provoked you to go in when you have the clear range advantage? Also - do you find the fey/beez (and rats!) to be a particularly good unit to keep in the front of the attack? p.s. at least your opponent cooperated :D
In this particular battle, I had a massive brawling advantage (30% melee resistance and 20% damage amplification from skills), so if I engaged in a fistfight, I could only come out on top. Add to that the fact I had Cunning 3 and it becomes clear that I can move forward quite safely. Moving for the high ground means my ranged units would actually get to shoot because of the extra range, not to mention the potential extra damage. Banes and Toxicologists have quite low range by default, so just sitting back wouldn't allow them to shoot. Faey Spirits/Ragers are not a frontline unit as they're glass cannons, but that's also why I didn't move them to the front in their first move. The top row of the battlefield was safe enough from the opponent's stacks. Rats are far more expendible in comparison, and attacking them is a double-edged sword because of the Berserker trait, so it's okay to leave them more exposed (as they were after their first move). Their high stack number also makes them a tanky target, so if the opponent were to commit to killing them quickly, they would need to use multiple stacks to do so, allowing for the rest of my army to clear those up.
Sometimes you don't want to lock yourself into the animation and just want to move on instead. If you do a glory kill, other enemies have time to move in on your position in the meantime. I found it best to use staggered demons strategically, i.e. use them as body blocks, glory kill if you need the HP or the i-frames, or just standard kill if none of that is needed.
I don't think there's a massive pace difference between the two on most tracks. As far as I know, the 296 is far easier to drive generally, but also more dull, akin to the BMW M4. The McLaren seems to have better straight line speed but it's a little more tricky in slow corners and braking zones. So I would say it's slightly easier to get up to speed in the 296, but personally, it also feels less rewarding for that reason. I think unless you're racing at the highest levels, it's best to play whatever you find the most fun.
Thanks for your opinion. Yeah, I like both cars a lot but I feel like everyone is jumping into the Porsche or the 296 and I just rather stick with the McClaren but I didn't want to be way off pace. You do have a good point, the difference in overall speed won't be that much and most likely only the best drivers can actually take advantage of the small difference and I am definitely not a top driver....😂
@@zigzagbruno1486 The new Porsche is definitely faster than most other cars as far as I've heard, but I don't know if it's harder to handle. The McLaren is good enough on most tracks to be competitive with others, and apparently its EVO version is also coming to the game, so that one might be even better hopefully 😃
Hello. The video quality is beautiful. What monitor and graphics card are you using? I would appreciate it if you could upload a video of the graphics settings and other settings in the post-ACC. I am using a TUF 3080ti on a 3440x1440 monitor, but the graphics settings are not appropriate or the picture quality is not good enough.
Hey there! I'm using a 3080 with a 5800X3D. Monitor is 34GN850-B. ACC devours CPU power, especially at higher resolutions, so GPU is not all that is needed for the game. Back when I started uploading ACC videos, I had a weaker CPU, which required me to turn video settings down too. You can compare the image quality between the old videos and the newer ones to see the difference. Game image quality is not modified in the editing software, so this is how it looks in-game as well. These are my video settings: imgur.com/a/NRqSCVV
Thanks for this! It's really what I wished for when I watched all your previous videos, to hear you thinking! Great as usual! Appreciated very much! Can't wait for another video! Glad you are! <3
AI get proper troops number at round 20+, but would be underleveled anyway. It's fair enough for beginning players, since some of them struggle vs AI. This vid is a good guide, and thanks for not going into stupid brain dead dire dreath's rush😫 This is a proof that there are more fun and effective ways. Missclick's in movement are common, happend to everybody🙂
The normal difficulty AI should definitely be doing better, but the devs are still working on that, so hopefully it'll get better with time. Yeah, Dire Dreaths are quite stupid right now, could use a nerf or two. 😃
Excellent gameplay. I've seen some other gameplays of yours as well. You take advantage of your tactical abilities and crush your opponent very early without much developing your town or army. I also would like to watch a gameplay where you develop those and it would be fun to watch your huge army fighting against enemy's huge army.
Thanks for the kind words! Reason I stick to smaller maps for now is that the balance of the game tends to leave some things to be desired once mid-game hits. Once you have sufficient spellcasting abilities and a powerstack or two (Round ~20 in most cases), every fight the AI can offer becomes a pushover, which is not very exciting. I expect this will improve as the devs continue working on the game though.