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I find it really annoying and frustrating that if I had an idea of what to go for based on rounds 1-3 and start building it's completely undercut by the sheer number of units that you are forced to take from cards. You either spend half of your resources picking a unit you really don't want and then get a pittance from selling it or pivoting away from your strategy and hoping it works out with the cards that come further down the line.
Never was.
I feel that this was true before the changes, too. Spamming a unit was easier because we had more resources available, so spamming worms, for example, was more viable than it is now.
I do agree that the sheer number of unit drops and the lack of supplies make the mode less strategic, but complaints about players spamming units (especially wasps, rays, MM, worms) were very common before also.
There was like 3 viable strategies and nothing else.
Mass overlord, Mass hacker, Mass marksman
FFA was never good.
With the game forcing you to choose 400-700Gold unit drops every round
you barely have any money to build something on your own.
However before i think the only really viable strat was Wasp+ cloak PhantomRay
Wasps keep your phantoms alive in the first encounter and
in the 2nd encounter your cloacked phantomRay cant be killed by anything since they are cloaked and no chaff is left on the board tp uncloak
was pretty bs , too
Fully disagree, lots of strategies worked and that was exactly what made it fun. All depends on timing, what to get and when and about positioning.
You could literally win with a mono unit army depending on luck and blindsiding the other players.
What really sucked about the old FFA was the amount of unit drops (lol...), the amount of commander abillities and how heavy handed and inconsistent the AI was, especially the final round AI which ruined games.