Rogue_L1ke here surprised to see myself in your channel! Found myself a newish player in this very stacked lobby was happy to just hang in there. Thanks for producing some killer content likewise is the plan to produce a little content myself also on the YT
Also, I'm very bad at this game, but I must say that I think on All That Glitters especially, people under use dragon's teeth. As you said yourself, it's really hard to hold such a wide frontline, but you don't need to use dragon's teeth for actual defense. You can just use them to shorten your frontline, so nothing can flank around without shooting the dragon's teeth first, which gives you a LOT of time to react. And they're cheaper than ticks. It's basically free.
I like jaguars against tier 1 spam as they have the speed and the aoe to deal with it. But I usually transition into Starlights + spam, so I guess I'm part of the problem
@@ElfosDeMordor starlight + spam I'd argue is one of the strongest pushes there is, couple it with jags at the front is so nice and has been my favourite build since I started playing
As for the maps, 100% glitters. I really feel that navies are a bit of an afterthought, and while it's a neat gimmick to learn how they work, I don't think supreme is very balanced, and it leads to a lot of games where you don't REALLY feel like you had much control over the outcome. glitters, you can't really just go crossmap easily, you can very much just dynamitcally take over more and more of the front line, shifting your team laterally to take up slack left by other players. It means that you actually get to lose your entire army BEFORE the game ends, which is nice.
@@timmietimmins3780 I agree that isthmus can be a much more defensible map with the choke in the middle adding to that once the water is won you need to then try to transition that strength onto land, otherwise you have a ton of metal floating pointlessly. With so many hurdles games can drag sometimes.
I haven't commented exactly this before, but I've commented on a couple other of your videos. Maybe someone on another social media noticed the same thing.
Janus, I don't actually mind the alpha damage, but I don't like the range. They are too easy to just jump in and out of range, due to them being faster than bots and having the same as a thug and much more than a centurion. I would like them to lose like 30-50 range, so that thugs could quite effectively pressure them (even though the Janus can just drive away, being faster, you would be able to punish them every time they tried to pop in and shoot you). If anything, giving Janus less alpha damage would make them possibly even less balanced, as they have bad breakpoints at present. They massively overkill grunts, pawns, and ticks, while barely not killing rockets, incisors, or blitzes. if the kept anything like the same (bad) dps, with a higher rate of fire, and the same range? they wouldn't be as nasty to commanders and stouts, but they might be even better against a lot of stuff that they already are great against. Sure, they one shot light laser towers, but only if the light laser tower has no veterancy, which it can get shooting at the janus as it approaches.
@@timmietimmins3780 I would argue giving janus a 180 degree firing arc might be a decent thought, at the moment I think they are too flexible for what they offer. When 100 janus are pitted against any other T1 unit with no micro they win VS everything except the Tank artillery units oddly
@@BeyondAllReasonEMU That would do something for sure, but generally, people micro janus by driving laterally to your army closing with you at a shallow angle, and then turning sharply away after they volley. This would work fine with 180 degree fire arcs still. Also, frankly, they ARE the anti spam unit for the armada. I would be nervous about a fix that makes it easier to evade their firing arcs with ticks and pawns. There is imho, a need to counter mass pawn/grunt/tick in the T1 vehicle labs, and the Janus isn't even REALLY amazing at that. I don't want it worse against ticks, I want it worse against say, stouts, thugs, pounders, and maybe commanders.
I would like to see a canyon player put an agitator set to high firing arc to help with defense just once. Behind the canyon would work as it could probably fire over them.
these games are not ranked and the main lobby the higher OS players play in is often not restricted, as well as the main players rotating in and out of spectator so newer players can play with them. from experience even getting run over can be a massive learning experience in that lobby.
I love the diversity of units and tactics in this game, so I gravitate towards rotato lobbies, but Isthmus tends to have a greater diversity of tactics and angles of attack so I prefer it over Glitters. Not gonna yuck others' yum though
I mean they could definitely be decent for clearing the spam but if I'm honest I don't think they would be able to kill their cost before the starlight's take them out, I may be wrong though so will have to see.
@@kingfisher1638 mý only problem with that is pounders are expensive and probably not fast enough to intercept the pushes. Having said that I have never seen it tried before so I shall not rule it out. Do you have a replay of it I can take a look at?
@BeyondAllReasonEMU yes I do but I'm a bit busy I'll try to remember to send it to you. The big issue with spam is the pressure. Pounders on the line helps shove the against spam pressure