Armies of Exigo - YesYes? - Page 9
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freelander
Hungary4707 Posts
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Liquid`Jinro
Sweden33719 Posts
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Ki_Do
Korea (South)981 Posts
i should eat my words, this game is good , shame on me i never bought it be4 there are things that dont suit my taste(not the automatizations themselves but the lack of macro compared to sc) and unit animations, but still the best rts ever made by another company | ||
freelander
Hungary4707 Posts
On December 05 2008 08:07 Tritanis wrote: On small two player maps early attack with hive stingers is a viable option, but on four player maps even combo of spitters and stingers can't beat equally skilled empire player spaming footies and priests, especially with ressurection. I have one simple solution... Nope... I'm not gonna tell it to you now :D I will own someone of you with it tomorrow. What is the simple solution? Most solid play seemed to me fast tech to spitters and expoing while pressuring the goddamn empire player, aiming for surviving the first push with about 4 hives, then deny his exp or something. If he expoes instead of push, you expo again or something. | ||
Tritanis
Poland344 Posts
On December 06 2008 21:48 freelander wrote: What is the simple solution? Most solid play seemed to me fast tech to spitters and expoing while pressuring the goddamn empire player, aiming for surviving the first push with about 4 hives, then deny his exp or something. If he expoes instead of push, you expo again or something. After the first push with 2-3 spitters and several stingers tech to stalkers and hive guards, also add some flying stingers to the combo, works for me in most cases especially on medium to big maps. Getting flying units will force E player to get archers and stay in the main for a while if he doesnt want to loose much workers and that's why you get stalkers : they have awesome ability that disables ranged attacks of ground units and buildings in an area, with two stalkers you can for example cast that ability on the both sides on the enemy gold line - archers cant attack you and so on you can easily destroy their main building. | ||
Latham
9555 Posts
On December 06 2008 10:08 Ki_Do wrote: kk im training right now in a skirmish i should eat my words, this game is good , shame on me i never bought it be4 there are things that dont suit my taste(not the automatizations themselves but the lack of macro compared to sc) and unit animations, but still the best rts ever made by another company same. I just DLed the multiplayer demo, skirmish is mad fun with comps even thought i have only 4 maps. If I'll see this game in a store I'll buy it! BTW guys, every1's talking about FallenVsEmpire but what about Beasts? Are they not compitetive or what? | ||
freelander
Hungary4707 Posts
On December 06 2008 21:56 Latham wrote: same. I just DLed the multiplayer demo, skirmish is mad fun with comps even thought i have only 4 maps. If I'll see this game in a store I'll buy it! BTW guys, every1's talking about FallenVsEmpire but what about Beasts? Are they not compitetive or what? they are! of course. But I had my problem in FvE. Also we were like 10 people who played, about 6 Empire players, 2 Fallen, me and Trit and 1 or 2 Beast players so I didn't really play much against Beat. | ||
Manit0u
Poland17232 Posts
![]() BvE is ok, you're outnumbered in most cases but you make up for it with better units, problems show up when E player goes air or starts to mix in pikes into his army (pikes hurt beast bad). BvF is really hard for beast since stingers have pike damage and early on put a shitload of pressure on you. | ||
freelander
Hungary4707 Posts
On December 06 2008 22:33 Manit0u wrote: It's because beast are the hardcore race which requires mad skillz ![]() BvE is ok, you're outnumbered in most cases but you make up for it with better units, problems show up when E player goes air or starts to mix in pikes into his army (pikes hurt beast bad). BvF is really hard for beast since stingers have pike damage and early on put a shitload of pressure on you. hey mani do you want to play BvF now? It is really hard to stop the Beast push with Fallen in my opinion. I am speaking about the warrior/goblin/rider goblin/witch combo. | ||
Manit0u
Poland17232 Posts
On December 06 2008 22:47 freelander wrote: hey mani do you want to play BvF now? It is really hard to stop the Beast push with Fallen in my opinion. I am speaking about the warrior/goblin/rider goblin/witch combo. Do you know how hard it is to pull off? It requires a lot of tech, micro and crazy unit mix to work. I'll play you when I get my hamachi to work cuz it still doesn't want to launch ![]() Also I have a lot of classes this weekend so it might be that I won't be available until monday. | ||
ocoini
648 Posts
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Latham
9555 Posts
With beasts I send usually 8 (2 for every gold rock), 4 to wood and 2 to 1 gem mine. Pretty much the same thing with Empire but about 10-12 to gold. With Fallen 4 to gold (1 for every gold rock) 2 to wood and 2 to every gem mine. Is this the optimal number or is there some magic number of workers needed to gold like in SC? (1,5 workers for every mineral stack?) | ||
freelander
Hungary4707 Posts
![]() Those numbers are about right. I only play Fallen, so I don't know how many peons the other races use. I usually put 5 Harvesters for the four patches, and if there is only low tech I can get away with 1 on wood and 1 on gem. Later on the game I use 3-4 on wood, 2 per every gem mine. Latham, do you come to play on hamachi? | ||
Tensai176
Canada2061 Posts
Too bad my online doesn't work =( | ||
freelander
Hungary4707 Posts
On December 07 2008 00:39 Tensai176 wrote: Holy shit, that troll rock dodge with those fallen units in that video WAS SICK!! Too bad my online doesn't work =( yea, kinda bad ![]() | ||
Tritanis
Poland344 Posts
On December 07 2008 00:17 Latham wrote: Hey guys, I've been wondering, how many workers do you guys sent to gold/wood/gems? With beasts I send usually 8 (2 for every gold rock), 4 to wood and 2 to 1 gem mine. Pretty much the same thing with Empire but about 10-12 to gold. With Fallen 4 to gold (1 for every gold rock) 2 to wood and 2 to every gem mine. Is this the optimal number or is there some magic number of workers needed to gold like in SC? (1,5 workers for every mineral stack?) 1,5 worker for 1 gold node for fallen, 3 for empire and beast, 2 workers to gem as fallen, and for other racers it depends from the map but usually 2-3 as fallen I build 1 worker to wood and after expo I build another one and it should be enough if you arent going for mass towers or whatever wood heavy thing, as for other races 3-6 peons depending how much wood heavy your build order is | ||
freelander
Hungary4707 Posts
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freelander
Hungary4707 Posts
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stenole
Norway868 Posts
It has always been my thought that Empire is somewhat at a disadvantage in the game. I am talking from past personal experience and also comments made by players I at the time thought were very good. The problem is primarily fallen. Fallen is pretty much a complete race with no distinct weaknesses. They have 3 distinct unit types in the beginning that all perform quite well against Empire no matter what the opponent's strategy is. Another thing is that builds specializing in each of the tech paths look more or less the same: 2 hives, 1 incubator and a vile cocoon. With a few cheap stingers which are part of most fallen openings, scouting becomes near impossible. There are two distinct ways of dealing with this problem as Empire. The first is to build up a reasonable amount of swordsmen and pressure hard. This method forces the fallen player to show his hand while he deals with your pressure. It also sometimes allows you to sneak a swordsman into his base to see his next move. Scouting is achieved, but at what cost. Some fallen openings will prepare for such a move and crush this pressuring force before it can retreat. The other way involves playing more passively by either making towers, archers or both. This tends to leave you behind because fallen has a timing window to expand safely while you tech up. The rest of the game will rely on your ability to catch up. Other than that you can only hope to be lucky and catch a glimpse of his forces. Fallen also enjoys lategame dominance. Because of the multitude of very good Fallen tech units, the empire infantry eventually becomes almost obsolete. Empire's only good late game addition is the mage. Going from a strategy of army survival to army replacement is difficult, especially because fallen units, even higher tech units become level 5. I don't think Armies of Exigo has been so well explored that we can definitely say that the matchup is imbalanced. But if you want to be a really good empire player, you will have to overcome the strategic challenges mentioned here with precise build orders and scouting patterns. I will leave you with my magic build order that is the secret to my "success". It isn't really perfect for anything and doesn't go that far into the game, but it can be a good starting point and works well in all matchups: 9 rax 9 rax 10 farm (send scout at about 11 food count) (2 swordsmen) 17 farm (put 3 guys on wood) | ||
Tritanis
Poland344 Posts
On December 08 2008 23:41 stenole wrote: 9 rax 9 rax 10 farm (send scout at about 11 food count) (2 swordsmen) 17 farm (put 3 guys on wood) definitely a good BO for 4 and over player maps, but try this at twisted lakes or other small map and you will surely fail ![]() on small maps as E I usually start with: 6 rax 8 farm and it works pretty well | ||
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