Will there ever be another update for this game you think? Posted: 19 Apr 2020 12:50 PM PDT |
Where can I watch streams of current top level competitive games? Posted: 19 Apr 2020 04:15 AM PDT I've found old ones on youtube, say maybe a couple of years old, but I'd be interested to watch the pros and the current metagame. submitted by /u/life_is_a_movie [link] [comments] |
Balancing Posted: 19 Apr 2020 04:11 PM PDT I've played this game for several years and main Kronos. Kronos (like all the Atlanteans) does not seem balanced at all, especially after some of the more recent Extended Edition updates. Most of the commentary here is related to how I specifically play Kronos, but there are some comments that are generally applicable farther down in the post. TLDR: I've played this game a lot, I mostly play Kronos, but honestly he seems kinda broken. I'm curious to see if anyone else has any input. - Kronos in general: discounts to myth and siege units are huge, especially early game and considering that cheiroballista are siege weapons (that basically nothing but cavalry can counter). Additionally, time shift allows me to easily create a forward base without committing any economic power, risking villagers, or having to invest the time to move villagers around the map.
- Archaic age: three charges of destruction. This power, on its own, is already better than most of the other starting age god powers (barring some of the Chinese) and some classical age powers (such as Undermine [I know undermine can damage TCs, but it barely does anything]). The fact that it can be used three times seems blatantly imbalanced (it used to be 2 charges). While it does refund the resources to your opponent, destructing a barracks early can hamstring unit production, or using it late game to push through a fortress can turn a battle. No other starting power in the game comes close to being useful so late, let alone with multiple uses.
- Classical age: Valor lets you forgo the cost to hero several units (often more expensive than the base unit) and allows a rush to completely counteract any starting myth units (cyclops, anything else big enough to do damage). Two uses effectively gives your first two attacks a free pass against myth.
- Heroic age: Traitor is extremely powerful in the mid game since you can take your opponent's most powerful myth unit as soon as they get it, or recommit their new unit to a current engagement. No human unit is worth using this power on. Opponent got a hydra that's killing all your infantry? No problem. Behemoth, heka gigantes, cyclops, giant, etc... about to take out some buildings? No problem. This power can turn a battle instantly and you get three uses.
- Mythic age: Vortex is an all-or-nothing commitment to an attack, but if you scout at all you can very easily use this to get past any sort of defense to hit a town center, or completely wipe out an opponent's economic sector. There is no defense if your army composition is decent. Sure, your opponent might be attacking you at the same time, but if you have a decent economy your units should be almost instantly replaced at your base. You get three charges, which is effectively three of your opponents town centers if you plan well. The cooldown is also short enough that you can, in some case, retreat or redeploy based on your opponent's reaction to the first vortex.
I wouldn't choose any other starting god. The powers alone almost justify each minor god, but each minor god (in addition to providing the best powers) also provides substantially better myth/upgrades than the alternatives. Prometheus' prometheans are substantially more destructive (and cheaper) than automatons, Rheia's behemoths provide much needed mid-game siege (destroyers are fine, but hard to deploy quickly after entering the heroic age). Atlas' heka gigantes are great against buildings and units alike, with the ground pound power easily clearing units out of the way (such as melee heroes, allowing other units to clear out the counter-myth). The god powers attached to these three are also substantially more useful than any of the other options. General Atlantean commentary below. - I don't know how the gather rate between Atlantean villagers and other villagers compare (I would guess it's about 3 normal villagers to one Atlantean citizen). However, since there's no delay between gathering and receiving resources, the time (and even resources) saved on not having to build/use gather points makes them substantially more efficient than other units. Not having gather points also prevents economic weak points from permanently showing up on the map similar to the Norse.
- Early game a handful of Atlantean villagers can easily wipe out a handful of raiders. This makes it hard to hit their economy with anything less than a full attack. Myth units (such as centaurs or cyclops can't always use their specials on citizens either). Sure they're slow, but it doesn't matter when more than half the major gods have workarounds for that (sky passages and time shift).
- Heroes are almost too accessible. You have them exactly when you need them exactly where you need them. Economy not strong enough to get some up early game? No problem just take valor and have free heroes until your economy is in good shape.
- The Atlanteans have a strong counter unit for everything in the game, starting in the classical age. Cheiroballista, while somewhat more expensive than other units, are very difficult for most races to effectively counter except with myth or upgraded cavalry in later ages. Mythic age fanatics simply augment an already very versatile military.
I don't know if anyone has made any similar observations, and am curious to know if anyone has any commentary. submitted by /u/socialistfleen [link] [comments] |
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