#Delete me

124 messages · Page 1 of 1 (latest)

sick grove
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Sandrim is bad for 1v1. Fort dropping with warthog is hard because it is slow. I would use booster and place marker + 2 tanks next to his missile silo at base and air ult. That or maybe gorgons and brutes sent to the outpost? Other than that, it sounds like a very hard match/map to win. The worst case scenario is to get a kill late game for the long respawn time, then drop at base corners and fire till death with ult.

quiet ember
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I had Santa pilot + booster @sick grove

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I couldn't move around freely because of Striker missile sillo ( even hog lvl 4 shield doesn't protect me from that)

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we both were approximately max level

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also his fort was at 25% of HP ( he made lunchbox, though)

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Probably I could make berthas and remove his positions on the backside of closest to fort outposts but it would take ages or missile sillo ( but common, seriously? I had map control!)

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but the point is Outpost advantage didn't give me the possibility to finish the game

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This is not a map problem but how the game manages income and upkeep

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Also, it's weird when Striker has after burner and OP missile burst so he is always able to come close to me and limit my actions

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at the same time, Helix Missile burst feels useless

quiet ember
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red crosses - my outposts

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red arrows my units/ blue arrows are units of Xca5

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Also, his right outpost was always neutralized cos I had botspawners/shooters etc

quiet ember
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I just wasn't able to move

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and I can't place it everywhere

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possible you are right though

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and I could place it in the place where I do micro

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but I don't use Aegies

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don't even have it in my loadout

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@coarse verge how much upkeep and income one outpost gives you?

coarse verge
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I have no idea I'm not a numbers guy. @topaz thicket would know

topaz thicket
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8 upkeep

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And ~50 credits

merry mirage
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I'll tell you what happend, people used to play 2v2 and now they play 1v1.

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In 2v2 your income is very different and much bigger as a team

quiet ember
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not really

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just shity balance

merry mirage
merry mirage
quiet ember
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2v2 is even worse atm

merry mirage
merry mirage
topaz thicket
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2v2 you get less income

merry mirage
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It's 80% + 80% lol

quiet ember
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@merry mirage bad excuse man

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5 outposts vs 1\0

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2v2 isn't balanced at all

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1v1 is the best mode right now

merry mirage
quiet ember
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because 2v2 is almost unplayable

merry mirage
merry mirage
quiet ember
quiet ember
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you basically can't move

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Angel is very OP too

merry mirage
quiet ember
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but overall it's about gaining level

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faster

merry mirage
quiet ember
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and make missile sillo lol

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Double Strikere is good for missile sillo support

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place the marker

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and snipe enemy mechs

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but it's not only about missile burst Opness though

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Gemini\Longhorn are totally useless units

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I need to make a thread to remove them from the game to be honest

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@merry mirage even if they remove Angel and Striker from the game

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Hog is very OP too

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Osprey is OP too

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Pilots and items are bad balanced

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and don't help too

sick grove
# quiet ember

No sockets at mid to build generator to be safe against missle burst, and no push points from mid to flank with. No way to push around potential heavy mines. Too slow of a mech to defend top and bottom corners. If you had mid and other outposts on a map on Chasm, you'd have much more options. There is also no way to fly over to destroy his lunchboxes or socketed fort units. There is also no way to push around his unit clumps, so you have to go through them.

You basically could only win from the picture by microing Berthas, Goliaths, and Gorgons slowly. It's 100% a 1v1 problem. I've played many games of Sandrim that get to a point like this. I've never had it happen in 2v2, that's why I downplay how bad the map is for 2v2. Nestorm 1v1 basically has all the same problems I mention, but you can at least can move units to the little ledge that leads to the fort by placing berthas due to them being closer.

quiet ember
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@sick grove I think missile burst shouldn't be that much powerful, to be honest O)/

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escpesially vs hog

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but I think income could be more

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@sick grove this is not only 1v1 problem

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stalemate is a thing for 2v2 too

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basically, you can't really move in most cases when both sides made a lot of stuff

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and game becomes around mech killing, sniping units with Angel, droping missile sillo etc

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and slowly building goliaths, devastators etc

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mostlikely the one who will try to finish the game with drops, gangster pushes is risking to lose the game ( not every mech even able to do drops and survive against OP missile burst)

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and enemy just build super OP lunchbox

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and everything comes back to stalemate

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but you already have disadvantage cos you actually tried to finish the game

quiet ember
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and mostlikely he would kill them with sword and tesla

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@sick grove I didn't have generator this game

sick grove
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@quiet ember I wouldn’t use gangsters in most cases to be honest. They aren’t as good as they used to be. I usually just break stalemates with cheese so idk. Getting outpost used to give more credits and upkeep, so that is probably why it feels much harder to win while being up. Cheesing is hard has warthog, but that is just how the mech is nowadays. If I’m paladin, I fort drop or booster drop 4 brutes at an outpost. If I’m striker, I fort drop Sam’s or creeps and kill whoppers so they can’t build defense. Also I’d 100% bring generator with warthog, and push heavier units.

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Also I meant sandrim stalemate is 1-1 problem because I never had a 2v2 sandrim stalemate

quiet ember
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Striker is just able to missile sillo snipe as crazy

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hog feels as a paper at max lvl vs max level striker, imo

quiet ember
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I use gangsters because I don't have extra 30-40 minutes to build up golies devas etc

topaz thicket
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I think its just income

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why did income change

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3 outpost on duel 382 credits

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this 3 outposts on duel had 512

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its so slow now

sick grove
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@quiet ember Gangsters, jackals, and I think jokers got nerfed a while into strike. They were too good with follow. Gangsters feel weak to me now at least. I can’t really justify using them. They were op before even without follow. I can’t really justify using jackals either.

quiet ember
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thank you for the information

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sadly you can't give a command to units anymore

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units management became far worse than before

sick grove
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I think the reason income changed was because people said being down and outpost made comebacks very hard (but that’s how it should be 🤷‍♂️). Also it made cheese weaker, because you could theoretically neutralize outpost all game and get a massive credit boost. But I think this change only came after some time in strike because cheese was op with double build. Build gatty plus 4 shooters etc. if you scroll far enough in patch notes, it is most likely listed there

topaz thicket
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lower income makes more sense for strike because it was faster

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but this version needs more income

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like the old days

sick grove
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True, but if old income comes back, I think old pregame building should come back too. If not, faster mechs will be able to capture outpost then fly over and kill creeps, slowing outpost and getting much more income.

coarse verge
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"cant harass the other side of the feild for 30 seconds"

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field

topaz thicket
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not being able to build before the game starts is kinda dumb

coarse verge
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.>

topaz thicket
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in the past you could build units before the game started and they would build in half time

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so you could open the game with socket units

coarse verge
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why not increase slow mech base speed

topaz thicket
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now it is almost impossible to open the game with socket units because it takes their full build time to build

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if you want to open money makers you are behind 25 seconds on units to take your own outposts

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there is actually only one mech that can open up the game with socket units

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saucer

sick grove
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Okay, sorry I meant me lmao. I would do that harass. I have a striker cheese where I capture the closest outpost and then drop probes in the opponents closest once they capture. This strat is buffed with increase income.

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The strat is bad with setup time

sick grove
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Relevant:
Strike Update #274.8 2020

  • Fortress credit income increased from 150 to 210
  • Outpost credit income decreased from 100 to 80

Strike Update #274.7 2020

  • Fortress upkeep increased from 20 to 35
  • Outpost upkeep decreased from 12 to 8

Strike Update #246 2017

  • Starting credits now 30k, up from 25k
  • Credit income and upkeep bonus increased for all buildings by 25%