Hi! Im a new player. Honestly, i come from large scale rts like bar, supcom, etc. My main problem with pvp is that every single pvp video and map ppl play is HUGE!! I cannot find small map gameplay. I feel like when you have borderline infinite resources, it just loses so much interesting aspects of rts games, like resource management, building defenses to secure resource positions, t1 and t2 rushes, etc. Since you cant really build after a certain point in the map (at least in some maps i played), there is not a really a point in being aggro. In sup com or bar, or any rts in general, you cant just turtle up and grind higher tiers, you need to fight for more resources, and i kind miss that in this pvp game
The closest you can get to fight for resources is when in smaller maps, towers can reach your enemy resources. But even so, hail just gets way too strong in that scenario
Hey man, it looks like you caught onto details of the mindy community already. I couldn't tell you why, but you're right, basically all maps ever just give you infinite resources, and in pvp, it's more about how fast you can build and apm instead of what you mentioned. From what I understand about what you said, basically you're looking for smaller maps where resources are far more valuable because you have less (correct me if I'm wrong). That concept I'm sure isn't new, but from what I have seen it just hasn't been explored yet by the community on a large scale (also fun, well made maps can also hard to come by, which could be another factor) I think the MAIN reason why this is the case is because mindustry is just a blend of random game genres all thrown together. Mindustry started as a factory game with some tower defense elements, then some rts elements were added almost as an after thought. Basically, there are people who play mindustry purely as a base building game, there are people who play it purely as a tower defense type game, and there are people who play it as an RTS game (this community is by far the smallest from my experience) I think just because the whole pvp and rts side of the game is so small, all the avenues just haven't been explored yet. I'm sorry for the super lengthy reply that really did nothing in terms of helping you out. I could also be wrong about it too
@jacob.thaxton hey, i think what you said makes a lot of sense. Ill try to push some initiatives towards smaller maps pvp, see if anyone gravitates towards that, cause like, even in huge scale games, the 1v1s are still made in relatively small maps. Thats where players skill gaps are the most apparent. What you mentioned abt the random genres is also true. I myself am a fan of tower defense and rtss too, but thats a magical thing abt this, the variety of ways to play it. But i feel like it misses so little for it to have a very valid pvp rts experience. You probably heard abt industrial annihilation, and i think they also felt the same way. From my outsider perspective, the pvp shown in the videos are not very attractive. Just feels like otimization war or crazy schematic wars. All though schematics are imoportant, a huge scrap to anything schematic doesnt say much abt a player skill. I dont see a lot of general strategy. To me, making it perfect pvp would be: -getting the building restriction line for "commander" further back in the map, leaving a no commander buildings gap in the center of the mapp -add engies who can build anywhere on the map, but far slower than the commander (can stack build power though) -facilitate unit control so that you can coordinate smart attacks, instead of sending a huge army at a single point Sorry for my huge answer. I do code in java as well, but when i look at his code, i wonder how did it by himself, its remarkable honestly
@jacob.thaxton honestly, insane build speed really gets in the way of strategy. What is the point of sacrificing time and resources with horizons, sacrifice units to get intel, and use the horizons to bomb my enemy energy production, if it can be rebuilt in 10 seconds, with minimal impact to the economy ?
Something else is that you might want to try Erekir. It's not completely fair for me to ask, since I don't know serpulo hardly at all, but from what I've seen, Erekir was designed with rts aspects in mind, when rts aspects were added after serpulo was mostly finished. Also for your example about blowing up power and your opponent immediately just rebuilding, it is a little bit more nuanced than that. With the genre of pvp I'm experienced in, yes resources are near unlimited, but your time is your valued resource. Progressing through the tech tree takes time, and your opponent has the exact same amount of time that you are given. So for example by blowing up your opponent's power, yes they can just rebuild it, but they are losing valuable time which you are spending by increasing production rather than reclaiming what was lost. Also there obviously are times in the game where resources are short (even with near infinite resources available on the map), and a critical blow to power can be fatal
56:05 i think precept and vanquishes are fine (like vanquish beating tecta every time and cheaper, they unused inly bcs evict players are boring) (duct spam is #1 problem for me)
Lol. In most cases vanq are terrible on their own. All it takes is a single lustre to fully counter it, but with support they become very dangerous. Also tecta actually is decently used, it is a very good late-r game unit that can do well all on its own. It kinda completely makes t2 irrelevant as soon as you have enough of them
Main character moment Lmao it was Ysm who wrote that essay btw Honestly so glad you can't hear my stomach rumbling, I was starving the entire time I was recording this
Lol the erekir shade at 42 minute mark is immaculate Honestly compared to serpulo erekir sure does feel a lot more barebones, even if what it has is more polished It just feels more like a very good wip than a complete experience -<-
@@khaled_26 Here are some of the schematics I use, but definitely not all of them. It should be a good start at least mindustryschematics.com/user/6626d9aa02af1ee7ab6c838a
I have played this before , and let me tell you that you will encounter a lot of angry super aggressive russians that dont care about wining and more about killing you again and again for no reason
Some people I know tried that, and it sounds like pain lol. The biggest thing is placing bores is super tedious and all the unit factories never progress past t2. It could be something to try in the future though
That 5× with 2 lbores you showed is really interesting, I might start using it. Cool vid overall, I love to collect schemes so you can bet I'll download these asap
@onyxfinger7431 glad you like it. The one thing about it is that it's unfortunately really hard to place sometimes but it's definitely worth it when you can
@@jacob.thaxton idk if you've seen it but Sire has made schemes with a small next to a large one, for the same reason you made the 2× lbore schem Like a 2× locus or a 1× anthicus
These remind me of some now outdated erekir unit schematics from reddit which had titles like “triple collaris” or “quadruple tecta” or something similar. Good video btw