Warlord Zsinj wrote:I have to agree with everyone here.
In TA, the byword was always "anything goes". Both players start out with the same tools infront of them. If a player defeats you by using strategy x, you have to learn how to use strategy x better than that player, or learn a strategy that defeats that one. I hope this has transferred to Spring.
Many people used to complain about rushing, because they couldn't deal with it - as if it was a flaw in the game. It is rather a flaw in the player.
This sounds like it makes sense until you think about it more deeply. In XTA, some units are simply unstoppable unless your enemys defence is very specialized, and that takes alot of time and resources.
Here are some situations in which you will lose the game if your defense is not perfect:
1. Early game rushes by tanks. If you haven't dedicated yourself to placing DT, LLTs, a HLT, and your own tank squad, the enemy tanks will get past your light defenses and kill your solars / vehicle plant. Your commander will only stop them if they drive by them.
2. Early game rushes by lvl1 gunships. If you don't have several aa towers up, 2 light gunships will destroy your commander.
3. Scout kbot or scout car rush. A pack of 3-4 are quick to make, and take many LLT shots to kill. THey outrun tanks, peewees / aks, and easily outrun the commander. They can hide behind your buildings while your units try to circle around them and attack them, but they just run away and come back from a dif direction. Only by having several turrets and aa towers can you stop them.
4. Later game Goliath rush. If you do not have long DT walls and many turrets, a couple goliaths will go straight to the rear of your base and kill everything, they have so many HitPoints it takes a massive defense to stop them before they reach your base.
5. Brawler swarm. It takes so many flakkers to stop a brawler swarm they are the most effective tactic in the game. Brawlers have a disproportionale offensive / defensive ability compared to the defenses needed to destroy them, that if you do not dedicate the majority of your resources to making flakkers you can not stop them.
6. Krogoth. Krogoth was made to be almost unstoppable, and he is unless you have rows of ahnilators or a buzzsaw pointed right at him. I was in a game where 12 nukes were fired on one and he walked out of this deep crater to continue attacking a base. If you are not completely prepared to stop a Krogoth, you have lost the game when one (or three) appears.
7. My favorite, a mixed assault force. Lvl1 cannon fodder in the front, 5x Sumos and 10x Cans in the middle, Jammers, mobile flakkers, and arty tanks / kbots in the rear. If they stay jammed until you reach the enemy base, almost nothing can stop you. This is a good thing, you have used your brain, made a tactical approach, and are not just selecting a swarm of units and giving them a move order.
In my opinion, this is the way base assaults should be done, but in XTA, most players just mass-produce the most imbalanced units they can make and throw a swarm of them at the enemy. The sad thing is, in XTA, it works very well. So instead of it being a tactics / strategy game, XTA becomes a "whoever has the most metal and energy production wins" game.
Anyway, this thread is not just about someone who is too stupid to defend his base. It's also about the balance of XTA units and the problem of certain units being imbalanced and able to exploit the cost of making units vs. the cost of making defenses.