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.
#Delete me
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he had no missile sillo O .o)> It's just I had map control for a long time but couldn't finish because of low income/upkeep
I had Santa pilot + booster @sick grove
I couldn't move around freely because of Striker missile sillo ( even hog lvl 4 shield doesn't protect me from that)
we both were approximately max level
also his fort was at 25% of HP ( he made lunchbox, though)
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!)
but the point is Outpost advantage didn't give me the possibility to finish the game
This is not a map problem but how the game manages income and upkeep
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
at the same time, Helix Missile burst feels useless
Hog just can't survive missile burst O)> I was sticking to outpost just to survive
red crosses - my outposts
red arrows my units/ blue arrows are units of Xca5
Also, his right outpost was always neutralized cos I had botspawners/shooters etc
Aegis would have helped
I didn't die much
I just wasn't able to move
and I can't place it everywhere
possible you are right though
and I could place it in the place where I do micro
but I don't use Aegies
don't even have it in my loadout
@coarse verge how much upkeep and income one outpost gives you?
I have no idea I'm not a numbers guy. @topaz thicket would know
I'll fix it for you - sandrim is bad.
I'll tell you what happend, people used to play 2v2 and now they play 1v1.
In 2v2 your income is very different and much bigger as a team
It is a map problem lol. Central outpost is just so bad.
Because balance is around 2v2
2v2 is even worse atm
Yes. Huge empty space and central outpost kill sandrim
2v2 has mich bugger income
2v2 you get less income
In 1v1 you get 100% income, in 2v2 you get 80% income EACH. Now please tell me how in 2v2 you have less income?
It's 80% + 80% lol
@merry mirage bad excuse man
5 outposts vs 1\0
2v2 isn't balanced at all
1v1 is the best mode right now
Never been
This sole thread goes agains these words
Let me guess, striker? Boosters?
this thread doesn't involve 2v2 problems
not only that
you basically can't move
Angel is very OP too
This thread clearly shows why 1v1 was never balanced
So, striker
and make missile sillo lol
Double Strikere is good for missile sillo support
place the marker
and snipe enemy mechs
but it's not only about missile burst Opness though
Gemini\Longhorn are totally useless units
I need to make a thread to remove them from the game to be honest
@merry mirage even if they remove Angel and Striker from the game
Hog is very OP too
Osprey is OP too
Pilots and items are bad balanced
and don't help too
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.
@sick grove I think missile burst shouldn't be that much powerful, to be honest O)/
escpesially vs hog
but I think income could be more
@sick grove this is not only 1v1 problem
stalemate is a thing for 2v2 too
basically, you can't really move in most cases when both sides made a lot of stuff
and game becomes around mech killing, sniping units with Angel, droping missile sillo etc
and slowly building goliaths, devastators etc
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)
and enemy just build super OP lunchbox
and everything comes back to stalemate
but you already have disadvantage cos you actually tried to finish the game
I was trying to build a lot of gangsters and push when dc happened but that was so hard O .o)>
and mostlikely he would kill them with sword and tesla
@sick grove I didn't have generator this game
@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.
Also I meant sandrim stalemate is 1-1 problem because I never had a 2v2 sandrim stalemate
Striker is just able to missile sillo snipe as crazy
hog feels as a paper at max lvl vs max level striker, imo
ok O)> I can agree with that
were gangsters changed? O .o)>
I use gangsters because I don't have extra 30-40 minutes to build up golies devas etc
I think its just income
why did income change
3 outpost on duel 382 credits
this 3 outposts on duel had 512
its so slow now
@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.
oh I don't remember this change O)>
thank you for the information
sadly you can't give a command to units anymore
units management became far worse than before
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
lower income makes more sense for strike because it was faster
but this version needs more income
like the old days
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.
not being able to build before the game starts is kinda dumb
.>
in the past you could build units before the game started and they would build in half time
so you could open the game with socket units
why not increase slow mech base speed
now it is almost impossible to open the game with socket units because it takes their full build time to build
if you want to open money makers you are behind 25 seconds on units to take your own outposts
there is actually only one mech that can open up the game with socket units
saucer
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.
The strat is bad with setup time
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%