Thanks for the kind words! I do it to have fun - and also to keep the game interesting for myself. Keeping the game fun, fresh and interesting was also my main motivation for doing the 4k remaster addon as well. EA aren't going to step in - so its up to custom community content to fill the gaps, which is of course, driven by passion.
Love the use of non-standard strategy in your games and builds people neglect. It's what RTS is all about. (I do the same in 40K incidentally, trying to make things work that others eschew) I'd love to see your MoK play over a couple games against Bikerush! It seems so hard to counter.
19.10 kill-death ratio? That has to be some kind of a record for actual competitive 1v1 matches. Also, I'm really happy to see MoK, as they are my favourite faction, too bad they were bugged for so long that everyone forgot about them. I am also happy to see some tier 2 gameplay. I always thought that most players underestimate the power of just pure tier 2. Going to tier 3 is very expensive and time consuming, not to mention that the high tech units also take time and cost money, so it did seem logical to me that if you have a good tier 2 army you could steamroll before your opponent gets to tier 3. Or, at the very least, if you can keep them contained in their base you can limit their resources and either take more resources than them and just take bad unit trades or you tech up after them for good counters, since it's harder for them to hide anything they're doing with an army banging at their defenses. And if we're talking specific units, dozer blades alone are a good tier 2 upgrade, beam cannons and rigs are also great supplements to lower tier armies and you've just demonstrated how insane tib troopers, enlightened and fanatics can be when in capable hands. Tib troopers melting infintry and enlightened just emp-ing everything, it's hard to see what a vable counter could be, especially for nod factions.
I think I'm going to fix quad turrets in my patched maps to help nod's anti infantry, but I'd also have to nerf the upgraded defenses by 40% to compensate (I consider the hub turret to be better as it cant be removed).
If the current single turret damage is X so total damage is 3X (3 turrets) If quad turrets are back and you nerf damage by 40% then total damage would be 4*0.6X = 2.6X which is lower than 3 unupgraded turrets I hope I understand what you said, otherwise the maths I did are just wrong.
yeah thats intentional, as the 4th turret cant be removed and therefore I consider it a buff even if the damage came out the same as 3 turrets now. I would only apply that change to the upgraded turrets.
Isn't the point of the quad turret upgrade to actually make your turrets viable against things that can very easily take down your little turrets? If that's what you're going up agains, if the hub turret tickles enemy units at best, it seems like a wasted upgrade anyways.
Even though Nod MCVs have EMP countermeasures, you could just "waste" an awakened EMP on the enemy MCV, then chain EMP it with enlightened. That way you don't have to worry about having to EMP the turrets. Great stuff btw, I like how you're always trying out new things! It keeps the game fresh. Have you ever thought about using the vertigo stealth pods on reckoners? They will stealth the reckoner as well as everything around the reckoner in a small radius IIRC. That way you can engi cap buildings with the enemy having zero time to react if they don't detect the stealth. ;)
Yeah, I couldve chain empd the mcv, I can deal with single shredder turret drops but the moment they can queue two at once (with a secondary mcv), it becomes too much for my infantry. In fact any infantry force would fall against multi mcv. Queuing beam cannons was the way i went about it, otherwise if he had just a singular mcv i wouldve empd it. I'm glad youre liking the strats! Takes some time to come up with them, plus I refer to the stats in the game files for guidance for things that could potentially be good. I'm not trying to crack the meta, but rather create unique and interesting strategies which stats wise, should work in certain scenarios. Vertigo distuption pods would be better if the vertigo itself was not hard to pay off. I think the reload time on that unit needs to be less, then we'd see more vertiigos and as a result - more use of that ability. It's a really good idea on reckoners - you have to remember though it expires in 3 minutes.
@@masterleafcnc reload time or a *slightly* bigger AoE splash would help them hit some moving targets and value bombings. Hawks can often take out multiple buildings then strato out and start reloading straight away.
I cycle through them by pressing f1, f2 ,f3, f4,f5,f6 once (it allows you to individually control their abilities). The same technique works for cultists as well.
I am newbie in this game and play only against AI. I'm curious, is it real to use Mastermind => Signal transmitter => Mothership tactics against experienced opponent or just too easy to defend against this?
So you mean Mastermind taking control of MCV (or any building with build range), then immediately building Singal Transmitter and then immediately calling Mothership to shoot the transmitter? Doesn't seem that much of unviable option, since MCV grabs by mastermind are already a valid tactic.