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You also failed to do the very basics of rts games, SCOUT!
Know what your enemy is doing before he is able to do it.
- Did I watch the replay of the game to learn from the experience?
- Did I consider what I could have done to prevent the other player from amassing all those bombers?
- Situational awareness: Did I even know the other player was building so many bombers?
- How well did I raid my opponents economy?
How else do you expect to learn how to stop people without reviewing the game and learning from your mistakes?
Here's the thing though, if in addition to your other problems, you had time to claim large areas of land, have lots of vehicles, and static defenses, and move into t2, all the while leaving your opponent uncontested, then they *lots* of time to build bombers.
Many players, including most Uber & Platinum ranked ones that I know, will not play on large planets because everyone has to go heavy air to survive, and then it becomes a sim-speed killing slug fest that drags on forever if the game lasts more than 20 minutes due to the high unit counts.
Air is not unbalanced. Admittedly, it can seem that way if you don't have any. :)
As an example, I was recently in a 3v3 where it became 2v1 against me, and the player in white had massive air and I had none. Although it almost cost me the game, I made a conscious decision to forego air and adjusted my tactics accordingly.
The game was casted by Marshall and you can see me get hammered at the times listed below.
18:45 - Marshall discusses my decided lack of air units
21:00 - First air snipe attempt
21:30 - Manhattan sent into my base
23:20 - Second air snipe attempt
27:00 - Third air snipe attempt (I'm now at 8% health)
https://www.youtube.com/watch?v=TC5zPrnTVjA
I see that air can be easily countered with more air, but thats strange to me. The disconnect between land and air play is quite jarring when t1 AA is so useless but other methods work so well.
It stifles variety. Instead of the option of going land with AA defences and accepting that you might be a little less adaptable against air threats, you are forced to just build air every single time. This makes it hard to assign roles in a team for example, when everyone must go air due to the extreme vulnerablity without it even for a short period.
Seems like your opponent just spent all his money on bombers. You should watch the replay, maybe you can steal his strat, if it seems effective. Win or lose I always watch my replays to see what went right or wrong.
One thing it did notice, from watching my last replay, is that a boombot running at full speed cannot be hit by a t1 bomber, so if the enemy turns out with bombers to deal with early dox then it may be worth switching to boombots.
Air is powerful because it is fast and flexible, but it's easy to make a mistake and they all get shot down so fast.
People often build 3 bots and like 3 air at the start of the game.
The reason for this is that when you build lots of air the whole enemy domain becomes very vulnerable. Air blobs threaten too much stuff to cover with flaks and galatas not to mention that it would require a disproportionate amount of time and micro to set up those galatas everywhere on the map. You are much better if you just spam more air. And then the opponent starts spamming more. And then you. Hence the neverending air spam and whoever spams the most always wins.
As soone as you won air the game becomes very lopsided because you can collect infinite amounts of metal for free and the opponent can not move out of his base. You can just build a nuke or whatever.
Some problem is also too much metal on all maps and sometimes they are too big as well and it works in favor of collecting huge air blobs.
Right now people spam more air to counter air. And if we had this change, people would actually use air against bots, bombers and for transport/scout. Vehicles would shrug off t1 air and the land war would be more active and early in the game.
https://steamcommunity.com/sharedfiles/filedetails/?id=634979152