#Legion Strategy Thread

1 messages · Page 2 of 1

gilded owl
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I think it's 2 bursts of leg destroyer at 700

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To kill a herring

shy galleon
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i dunno lets try play lane map and test with infinite resource

untold crane
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i think the math is every 1-2 core DD you can make a free missile one

untold crane
gilded owl
untold crane
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feelsbad

errant sparrow
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yeah this is the first (real) multi-weapon drone unit so that feature wasn't put out yet for it

errant sparrow
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I think that would be a feature before long but idk if it will be attached to maneuver/roam or be a separate toggle

shy galleon
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should be seperate, since roam already does something

untold crane
errant sparrow
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I know but we're in an anti-button regime

shy galleon
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enough of the implicit rules on roam/maneveur

errant sparrow
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Someone has to make a big stink about buttons being good and then we can have buttons again

untold crane
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i thought it just meant the units move a bit more lmao

gilded owl
untold crane
gilded owl
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Rip they removed the friendly fire, frigate balls incoming

rich narwhal
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The frigates will still block each other from firing, but once the torpedo is fired it can't hit any of your ships

gilded owl
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@shy galleon I'm going to try some navy soon

shy galleon
mighty shoalBOT
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Light Assault Corvette

Faction: legion Legion
Health: 700
Cost: 120 M / 1'600 E / 1'800 B
Speed: 93 / 72 accel / 71° per sec turning
Vision: 600 / 900 (air)

Weapons

Twin Rapid-fire Machine Guns
DPS: 60 (2x burst, 12 dmg, 0.40s reload)
Range: 351 (16 splash)
Can hit: Air, Boats, Ground

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Light Gun Boat

Faction: cortex Cortex
Health: 480
Cost: 100 M / 1'000 E / 1'400 B
Speed: 110 / 99 accel / 82° per sec turning
Vision: 600 / 900 (air)

Weapons

[2x] LightLaser
DPS: 44 (41 dmg, 0.93s reload)
Range: 280 (12 splash)
Can hit: Air, Boats, Ground

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Fast Assault Corvette

Faction: armada Armada
Health: 970
Cost: 175 M / 1'500 E / 2'450 B
Speed: 105 / 90 accel / 74° per sec turning
Vision: 375 / 562 (air)

Weapons

[2x] Rapid-fire close-quarters plasma turret
DPS: 68 (3x burst, 9 dmg, 0.40s reload)
Range: 280
Can hit: Air, Boats, Ground

gilded owl
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Well that was some good gameplay

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I just think the biggest issue I'm facing with legion sea is the fact those ships are way more e dense

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But that's just a skill issue

shy galleon
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yeh the frigate destroyer seems balanced enough

gilded owl
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Yeah, I still don't like how they are cheap for a unit that attacks uw

shy galleon
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you are forced into ship play tho cause legion hard counter sub

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in the early game

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the early eel or legion sub is big cheesy play vs cortex

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cortex really strong riptide but their uw def is really expensive

gilded owl
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Yep

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You kinda got to pray that your torp launcher is in the right place

shy galleon
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so it's like you are scouting to look for the sub

gilded owl
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I can definitely see more skaters and herrings vs legion sea

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It's also kinda weird how little legion relies on radar for me

shy galleon
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if there's enough aa to kill the drone then you suddenly want a spotter ship

gilded owl
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Yah, but you won't need that till the later stages

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You need like 4 aa turrets to counter the drones

gilded owl
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It also makes me wonder if with proper air scouting, one could successfully open hovers v legion sea

shy galleon
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it's definitely an annoying threat

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as the sea player i think it's just a cheese, unless the medium hover gets better

gilded owl
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The argos can't hit hovers

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They don't have the eco to field a destroyer until later

untold crane
# gilded owl They don't have the eco to field a destroyer until later

Pretty sure legion has to rely on Phorcys and coastal DC launcher to stay alive vs good early hover harrassment, bc their units kinda just don't do the job. Ig you could maybe do it if commied enough metal for a DD tho

Only relevant on extremely short distance spawns though, probably. And not that important on full sea vs sea maps.

pliant rover
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As long as land is defended you get a free metal advantage

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Even if your units on sea die you reclaim for free

mental lintel
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do we have a legion opener strat?

pliant rover
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For vehicles its 3 wind

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Scale energy to make 200/s then overcharge base mexes

mental lintel
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ooo

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nice

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for me, 2 mex, 2 wind, any lab, eco scale

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then straight at the 15 or so metal/s, t2 lab

sonic cradle
mental lintel
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exactly legion gameplay XD

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"wind? Who needs that?"

pliant rover
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Also, rapidly expand outer mexes if your opponent allows it

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The more mexes you control, the faster you can spam

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2-3 con turrets per botlab also seems to be the ideal ratio to spam goblins or satyr

mental lintel
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veh front is best for lasting out the tides

mental lintel
untold crane
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you can start bot lab and build a veh lab on front with com for the best of both worlds

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typically when i can afford it i also get an e storage to help pay for the expensive e buildings

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lets you get Omexes on around 150 e if its full, you just have to keep an eye on the consumption before you get your next Omex

mental lintel
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Thanks

mental lintel
untold crane
# mental lintel Thanks

keep in mind you'll need to have your botlab on high priority building if you want to keep up the spam

mental lintel
brazen granite
untold crane
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You should only need 0, but having E store lets you circumvent e production buildings if you're ok with not converting the excess into metal, or if you're on a crazy wind map. So the real answer is it depends on the map, but you should only really care about having 1 e store if you're not worried about E stalling off wind dropping.

mental lintel
gilded owl
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Thats not the real reason for e storage, it's the fact that Legion produces and uses so much e, that the passive storage scaling (thru e production buildings) can't keep up with it. You need at least 1 storage to prevent from e stalling if you are on anything but a solar map

brazen granite
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I am VERY concerned with wind falling off. It always seems to hit right when I'm pushing to tech up.

untold crane
untold crane
gilded owl
untold crane
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really? The 300e isnt enough? it works on isthmus

gilded owl
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@untold crane i have an experiment for you, make 1000 wind turbines and try to power 4 adv converters, don't add any other storage options and you will see what I mean

untold crane
# gilded owl <@210190925203243013> i have an experiment for you, make 1000 wind turbines and ...

I mean ya ik that won't work. But making buildings vs powering them is about rates of bp. You need less e prod to make a thing the less bp you use to make that thing.
To be clear im not saying the E storage is bad - I pretty much always have an e storage either just before or just after my first lab, purely because of how much easier it makes doing things as legion.
I'm just surprised that you think it's specifically needed for the faction

gilded owl
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You can get away without a storage on cor or arm, but not legion

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Legion has so much more production, upkeep, and cost in the e world than the other 2

untold crane
gilded owl
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No

untold crane
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I felt that it was unnecessary as well

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Though it has use on high wind maps

gilded owl
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I'm not getting to 4k e income without a fusion most games

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Or 3k mind you

untold crane
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Fair. Okee, I'll update my understanding.

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Have you tried balancing Asolar prod vs wind prod?

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or just try to stay on winds all the time?

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or solar ig

gilded owl
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Going asolars isn't that good most of the times, outside of solar maps

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Maybe if your in a extended t1 game, but otherwise just make normal solars and reclaim

untold crane
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Atm I make ~40 winds when wind is maxed at 15, and up to 4 solars for constant income and as a metal bank for use when building first fus

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eh

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lots of people use solars like that, but it feels very inefficient time and metal-wise on the faction that is metal deficient

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i'd rather go for Asolar and start working towards my pre-t2 fusion income

gilded owl
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You don't need solar income for fusion

untold crane
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no, but legion Asolar is about 90% as efficient as a legion Fus.

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i think its literally a difference of one extra Asolar for the same production/metal cost

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So you can kinda just build those instead of fusion, build them earlier than you get your t2, consume excess with a packet of e converters, get your t2 up, then start eating the Asolar for your fusion.
By the time you finish the first fusion you should have saved up enough metal to drop a second one down in under 40-60 seconds

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on maps where you build 20 wind*

gilded owl
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Making that many asolars is more than the e cost for the fusion

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It could've been made faster going straight for the fusion

untold crane
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Sure but theyre producing for it while theyre at it.
And to the latter point that's true purely on bp costs

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But thats not significantly different than with basic solars either

mental lintel
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okay so asolar are faster but produce less over in about 5 mins

untold crane
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you just aren't spending e to build them

mental lintel
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fus produce more and make up down time if game goes into early late

gilded owl
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You can't make the energy back from adv solars to justify building them first than a fusion

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Plus all of that takes time

untold crane
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hmm....
Part of the issue with my thinking may be that I consider E a problem of rate and not quantity

gilded owl
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Yes

untold crane
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i dont see 2.6k e and think 'ah thats a lot of e for a t1 unit' i think 'oh i need more e prod to build this than a balista'

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and then i do intuitive maths. If i think about e as a quantity, i just build e storages and then get what i want to build the thing.

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Like, you can build an AFus on 1 full advanced E storage

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assuming you have the e production you used to build a t2 lab

untold crane
# gilded owl Yes

but basically you're saying that, among two options, it would be better to build e storages and fill them than build lots of asolars to power the production of a fusion.

gilded owl
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Nah, I'm saying that legion needs 1 storage no matter what

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For fusion, if your e stalling then you made too much bp

untold crane
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true

gilded owl
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shy galleon
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the biggest thing I took away was it's always about repair

gilded owl
shy galleon
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na, always the same

gilded owl
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Did you see the balance change?

shy galleon
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no, got a link?

gilded owl
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#🔋|legion-faction message

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Aa ship deflation feels good

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I'm pretty in-between for the frigate change, not for nor against them

shy galleon
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i'm not sure if you can make the torps dodgeable by subs but not completely dodgeably by riptides

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83 vs 57 speed

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they fairly hard counter subs, not sure if players will ever go sub vs leg sea

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You can still use subs but have to be very careful, use them with frigates, etc.

untold crane
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When i played sea as cor on isthmus a few times, i had great success in starting with a defensive orca if i scouted a harbor from my opp. But I doubt that's possible vs legion. You'd need to get a couple anti-sub porc early maybe, or just rush a destroyer out to defend your mexes with how fast keteas can start hitting your expansions/eco.
You could previously get them out in under 1.10 consistently, with the cost change i'd imagine sub 60-second timings is perfectly doable

shy galleon
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cortex orca is a strong combat and defensive tool because opening destroyer first on most maps is bad. so orca has no bad matchups other than gunboats running past it

untold crane
shy galleon
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ketea should be equally good in the same role

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it just has 100 less range than orca

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it's cheaper and easier to make on reaction (whereas you can be too poor to make a reactive orca)

gilded owl
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Ok big brain idea incoming

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If you could make the cor sam turret on water, would you use it against legion navy rather than a slingshot?

untold crane
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If it were metal/bp more efficient, probably. Or if it was just harder to let die on accident, probably

mental lintel
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i think i got one for arty on land

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scouts and t2 vec arty

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followed up by the keres

untold crane
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?

mental lintel
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so uh

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yeah

daring sphinx
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#🔋|legion-faction message

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@vale shore

Wheelie+Alaris harass into 10-15 Helios for com sniping then 3-4 Decurions +1 lance for front hold and push if needed

Depends on how match is going for T2, but I personally love rushing out a prom or two on high energy eco to shatter front lines then retreat because the speed on that guy is sick

Then a 2 Keres 1 Daedalus T3 comp is deadly AF to chomp down on any kind of porced position

mental lintel
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that's beyond good

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i would go and get metal up and estore to keep a small blitz bastion up to rapidly control land

untold crane
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Goblin->1 Rez->mass satyr for harrass->kark + rez (up to a comp of around 20 satyr and 5 kark with 3-5 rezzers) lets you chow down on most problems in t1. kinda vulnerable to rocket bots so get balistas to personal taste as needed.

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Then with metal wreck get 1-2 Omexes into t2 with proteus->phalanx rush to hold front or push, depending on your position. if holding you can spam a few infestors out for mobile bp that defends itself and wins reclaim wars vs rezbots. if pushing you can make 1-2 infestors into a pack of 5-6 hoplites for eco damage

shy galleon
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prometheus niche is somewhat open maps where it can fight enemy heavy tanks

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imo medusa pretty strong like starlight, the downside of medusa/starlight being strong/accessible is it can push Prometheus out of the meta.

mental lintel
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Thank you for blessing my eyes with this

mental lintel
untold crane
daring sphinx
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the daedalus feels like a t3 tzar in application but its just too expensive and comes out too late to really hit the same

shy galleon
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slight spam weakness but you can easily cover that with a few phalanx

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for rule of cool, prometheus is my fav unit, medusa possibly 2nd

daring sphinx
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OP in a "this is really good" way or OP in a "this thing is overtuned and really needs a nerf to fit better" way?

shy galleon
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it's like a starlight on hotwheels and 360 fire. This thing can make a joke out of enemy mid range t3: shiva, razor, demon (as long as kite).

Unit that can do 100% of their dps while not getting hit by the enemy's main force is sky and earth different than other units

daring sphinx
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Think just an angle lock limit might bring it down to reasonable status?

shy galleon
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at least an angle lock probably... I haven't really thought about the unit -- what role it's supposed to have, how you would design interactions to try and make it fun

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oh yeah it's 61 speed to demon 63, 950 range vs 500

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what mobile thing doesn't it beat? spam, air, t3 artillery, mass drones

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it's reasonable against medium tanks, starlights
sniper could kill it but very avoidable.
crushes everything else t2/t3

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it loses to 6 starlights if it fights them head on, it wins if you come from an angle and engage just part at a time

sonic cradle
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it also looses when hills exist.

shy galleon
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ah yeh well it's a railgun so los blockers hurt it. still it's fast enough that it doesn't have to fully engage like starlight

sonic cradle
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plus the fact it's a tank.

shy galleon
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with starlight the enemy can wait behind the corner and the starlight either sits or does nothing or walks in exposing to a flank. While the same tactic is okay vs deadulus,

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daedulus is 61 speed, it can just kite away or move to the flank side and look for targets there

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only downside is LoS blocker and deadulus is 165000 energy, and 1800 E to shoot per volley.

vale shore
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Does anyone have any videos or creators who play legion they’d recommend? Looking to learn more

untold crane
# shy galleon only downside is LoS blocker and deadulus is 165000 energy, and 1800 E to shoot ...

Pretty sure all your points here are valid

I don't think the Daedylus can be nerfed until the Prometheus (my brain is bad at names) Praetorian is rebalanced to be not trash though.
Legion doesn't have a unit that can battle with battlemechs effectively atm. Keres kinda get the job done but the moment they go up a slight incline they become obsolete vs even most t2 Bots.
This means Daedylus has to be balanced to both outrun and outgun anything larger than it, because Legion doesn't have a tool to be an effective spacer for it in t3.
Again, Keres does kinda do the job. But not vs battlemechs, and thats where the problem comes into play.

Also, I don't think an angle nerf beyond reduction to 300 degree angle works in general. It's a skirmisher tank - if you reduce its fire arc it needs to become an artillery tank instead. Which could be fine, but they already have the Medusa and Myrmidon and Boreas. Seems kinda redundant to have a second t3 version in addition to the t2 ones that already do the job well

shy galleon
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by battlemech you mean titan?

untold crane
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Titan the biggest problem obv but ya

shy galleon
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it's possible titan is underpriced but can't fix OP with more OP 😝

untold crane
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True. Again, I do think your points are valid, its just that Legion can't handle those types of units until the Praetorian gets reworked

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Besides, even now you need like 3x the metal investment in daedyluses to kill titans until you get to around 10 daeds

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(ignoring spam or w/e)

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And RB is cheap af. you can have like 2 per Daed

untold crane
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Also a point worth noting, skirmishers, even t3 ones, get killed if you pin them. Which is actually not terribly difficult to do to the Daedylus. It's more a question of having enough firepower to kill it once you do

untold crane
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Legion Spammable units vs Legion 'make a pack of them and keep them alive as long as possible for maximum value' units :
Spam (make as many as you can/need)- Goblin, Satyr, Phalanx, Wheelie, Decurion, Triton, Keres, Myrmidon, Sol Invictus
Valued Additions (Make a pack and protect/keep alive as long as possible/use for specific attack or defense - don't rebuild unless required) - Phobos, Balista, Karkinos, Thanatos, Arquebus, Infestor, Incinerator, Telchine, Helios, Lance, Alaris, Gladiator, Medusa, Prometheus, Mantis, Boreas, Cleaver, Javelin, Daedylus, Charybdis

This has been my observation/experience thus far. Make units from the first group constantly, while adding units from the second group as needed to accomplish some specific goal.

untold crane
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Legion Air Build (for scaling eco)
initial mexes ->2 wind ->E Storage -> 2 wind -> Boost 3 noctua -> 4 wind -> boost last noctua and con -> con- expand mexes if possible, then build con turret that touches as many mexes+lab as possible. Make 8 winds, then 1 omex, then 1 additional con turret. Repeat for all owned mexes. Build 2 Asolar for minimum E stability.
While con is building eco, use comm to assist build con turret or lab or winds as needed. After nano is complete, comm can step aside to make 8 converters to harvest excess E, then return to assist lab production.
Lab should have built 5 figs by 1.30, then 20 by min 5, 50 by min 10, and 100 by min 15. Some deviance is to be expected if playing actively on the map via mosquitos or martyr bombing timings.

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It takes 12 mosquitos to guarantee a kill on a Legion comm on front. 10 vs Arm or Cor if no aa present. it takes 2 Martyrs to kill t1 aa, 8 to kill t1.5 AA. 6 martyrs just about kills a closed dragon-turret of all varieties. 7 Martyrs kills or just about kills an HLT, depending on veterancy.
For best effect, I've found having a pack of 5 mosquitos at a minimum is very helpful for finishing off targets that martyrs did not quite kill, or if AA presence was higher than expected and not enough martyrs landed their attacks.
However, with early scouting you can send a single martyr to harrass mex/wind production along with your initial 5 figs, to provide a small advantage for a front player

pliant rover
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If you go 3 mex into 4 winds, you get to boost enough noctua to deny early fighter plays, scout full map and punish transport first plays if were playing say istmus

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You will overflow some E, but in exchange you get a big tempo advantage

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Both for you and your team

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I personally do 3m 4w lab boost1 4w boost4+orders storage 4w assistOmex

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Anything extra is typically from cons i either buy or make

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I like to play more active as legion air 🤷

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Also, one thing extra for air

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Around 4-5 con turrets are enough for 1 lab to make things efficiently

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I aim for 2 t1 labs around 15min

gilded owl
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You don't need 2 labs for legion air at 15min

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If you somehow greeded enough to produce that much economy to complete use 2 labs, your better off going t2

pliant rover
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Eeehhh

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While legions interceptor figs are rly good, i prefer having map control via cheap t1

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In general i prefer faster deployment over t2 air

gilded owl
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Wdym map control, legion t2 is much better at map control

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You have faster figs + way more efficient gunships

pliant rover
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Yeah i wana see you try to fight 20 noctua with 8 t2s

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Anyone with decent micro will destroy you

gilded owl
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Not really

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The 8 t2s will win

pliant rover
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Like i drop legion t2 labs situacionally if the enemy air is being agressive with utilities

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But in general i just zone with mass noctua

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If it works why fix it 🤷

gilded owl
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You need to have 120+ m/s to use 2 t1 labs

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Just for figs

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You can afford a t2 air lab almost instantly

gilded owl
pliant rover
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Ig

gilded owl
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Btw you can also get more out of 1 lab than with 2 unless your metal income is huge. Just set the needed con turrets to guard for maximum efficiency

untold crane
untold crane
pliant rover
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Another argument can be made about Buildtimecost to reclaim and reuse

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:p

untold crane
# pliant rover Yeah i wana see you try to fight 20 noctua with 8 t2s

20 noctua vs 8 t2 fig loses every time unless the t2 figs are antimicro'd. 8 t2 figs also beats 8 stalwarts tho, as well as 8 velator, in a head on fight. You need 2 labs to play aggro, whether both t1 or one is t1 and the other t2. And you will pretty much always need a cloud of noctuas until you can spit out velators 1/sec

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Anyway, on rotato I go estor before 4 wind bc i can get out more units by the time min 3 hits than otherwise. And with 2 figs you can fight most pre min 3 aggro

vale shore
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What’s the story on the t1.5 mexs? What’s the process behind making them

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Worth it or no?

pliant rover
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Well, i feel like the overcharged mexes come from a natural progression from either metal advantage to snowball, or constrained mex spot count where you want to scale smoother

untold crane
# vale shore Worth it or no?

from a purely eco-building standpoint:
barring a near-future upgrade into t2 mex, all mexes over 2.0 are worth upgrading to Omex first. They pay themselves off in <100 seconds, and refund their cost back as soon as they themselves get upgraded, so you can both have more stable M income as you transition to t2 and can do so faster from one mex to the next. They do need an Asolar per 3 built, but that's fine if you built those first and made normal converters to not waste excess E.
They are especially worth building on High Value mexes, for obvious reasons. This much is just always true.

However, BAR is a game of choices. Building Omexes while you're even is usually not great, particularly if you don't have much space between your main base and the front you're barely holding. It is also bad for timing attacks outside of t1.5 spam army building, and is bad if built without the E production to maintain them. It is also not usually super good as tech, though on some maps it can be better than others. It is usually good to build as Air.

mental lintel
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6 arty ships and three aa/radar, rest is for figate or destroyer

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res ship may be use to either gain metal advantage or to gain hp wall

gilded owl
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You don't need 6 arty ships. 2 max

upper notch
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these guys expensive as hell

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I make only one. To whittle my enemy and annoy them, forcing them to get close (and thus get kite to dead)

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if I got enough metal for a 2nd, I would rather go t2

gilded owl
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If you go t2 you will die in navy. Better to just spend the metal on frigates and destroyers

errant sparrow
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I think Legion has more of a timer to go T2. We'll see how their T2 lab shakes out.

upper notch
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supreme isthmus brainrot speaking

errant sparrow
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It is Isthmus issues, again. But if their T2 can deal with mass frigate a little better then we'll see them transition more often and earlier. Hope so.

gilded owl
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Ewww isthmus

upper notch
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plus. Omex will make the transition smoother too

mental lintel
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what else can deal with sol invictus as a legion player?

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other than 7 keres

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that evo showed

untold crane
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Anything other than jav/praetorian

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in equal metal or whatever equal minus 1 unit is

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Sol Invictus is an anti t2/t1 slaughter machine, but it sucks at t3 fighting. Thats what your daedylus/keres type stuff is for

mental lintel
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ah but it's good against juggs?

mental lintel
untold crane
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Sol isn't good at t3 fighting. It cannot 1v1 titans, juggs or behe, and it cannot fight equal metal of much else.

To fight juggs, your best bet is daedylus myrmidon, with much more myrmidon than daedylus.

mental lintel
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ah thanks

untold crane
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Its actually incredibly good vs spam though. It can kill up to 8 lanes of spam without taking more than an occasional hotshot of damage from that spam. Its very good at pushing through that type of army

mental lintel
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tbf

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the sun does heavy dmg

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spread out

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so makes sense it's name stake also deals with spread out areas of threats

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and not large things

gilded owl
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Telchine should have it's metal cost reduced to 400 and it's energy cost reduced to ~9,900 with it's torpedo launcher removed

errant sparrow
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Wait. But this belongs in suggestions.

gilded owl
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Lol

untold crane
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so many wrong threads lol

untold crane
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@vast frost

vast frost
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to be fair honestly

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barrages need a stationary equivalent too

untold crane
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perdition

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and you can just make them that equivalent. put a box of dragons teeth around them lol

gilded owl
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Am I able to start complaining strategizing about t2 navy?

gilded owl
#

From my limited testing of it and no actual combat experience these are my thoughts right now:

From a simple open sea v open sea, legion navy is outclassed in just about everything (substantial range difference), up until the plasma bombardment ship shows up. That ship takes all the relevant parts of a flagship for 10k less metal and it's insanely good until it has to retreat. Once that shows up with a decent escort, there is not much that can beat it in a fight.

However, legion navy feels incredibly strong on maps where the sea and land interactions are numerous (Serena cauldron for example), the range difference doesn't matter nearly as much as open water, especially with the battleships.the legions battleships ability to walk on land gives it a huge advantage, being able to go over a island instead of around creates huge opportunities for flanking maneuvers negating the range disadvantage.

Gameplay wise, it feels very similar to legions t1 gameplay with cheaper less powerful ships, but also more specialized. I can definitely see it becoming a top choice for just about every map replacing cor.

errant sparrow
#

Hypotheticals that need testing are good to drop in here

gilded owl
pliant rover
#

Im kinda curious on how a battleship rush would play on sea maps

untold crane
#

hey just got back whats the verdict?

untold crane
untold crane
pliant rover
#

Good point actually

gilded owl
untold crane
untold crane
mental lintel
#

I'm sorry, what

untold crane
#

not to mention you cant swarm them

mental lintel
#

we have carriers for seaplanes?

#

going to make the starcraft 2 golden armada in BAR then

untold crane
mental lintel
#

XD

#

man i will bully whatever land their is

#

with the new ships later

untold crane
#

We have epic boat tank that is built on land, and epic tank boat that is built on sea, and all was perfectly balanced

#

also the drone carrier planes are... interesting

#

you use them either to soften aa or to provide chaffe targets for bombing runs i think

#

but they're very slow, just a bit faster than a hive is

#

and carry only 2 drones

untold crane
pliant rover
#

About alien earth invasion

sonic cradle
#

I just realized that with the battleship that can walk onto land
any map with even 1 small lake is viable to see those

untold crane
untold crane
#

or go seaplanes and have access to:
flying phalanxes
flying mantises
actually decent bombers
Semi-normal fighters

#

Which, btw, the flying mantises and Tyrannus combo extremely well

pliant rover
#

Tbh, i wouldnt be surprised if the new marauder rush is pond battleships

untold crane
#

Geo goes Tritons and Pond goes Scyllas and you get some crazy 3-player navy lanes that can just go stand on shorelines if mid is having trouble

untold crane
#

legion t2 cruisers annihilate frigates btw. They're so much better at fighting ships that you actually might want to get t2 sea up quickly, especially on large or large team maps

gilded owl
#

Not really

untold crane
#

? how so?

#

Like, generally in small team games you win on t1 anyway, but my thought is mostly for large team games where that is less of a problem

gilded owl
#

Still a massive investment cost

#

Large team games also win in t1

untold crane
#

?

gilded owl
#

They do

#

8v8s on deeploria end in t1

untold crane
#

Are you talking about 'lame duck' victory or like they just end

#

oh ic

#

i see seaplanes a lot on large team sea maps though

#

do they not count?

#

cuz you'll usually have seaplanes and a t2 player regardlesss

#

well, air and tech* player regardless

gilded owl
#

Seaplanes is t1.5

#

No tech player in sea

untold crane
#

.... right, but they're definitely stronger than t1 and have higher investment, no? This part is just a nomenclature clarification btw

#

I mean you say that but I've never seen a game of 8v8 with no tech player. literally.

#

high os or low os.

#

though on sea maps sometimes its the air player

gilded owl
#

The only sea matches where I sea a tech player are the ones where I win by a land slide

untold crane
#

Do you think Omexes would change that at all?

#

on either end of the spectrum

#

well, more like, DO they

#

Either way though, I see sea maps with a tech player on each side more often than not, so with my limited knowledge and mechanical skill I can't contest that

gilded owl
untold crane
#

So you do need the Omexes, but you need them in order to have the metal to build DDs, not to get to t2 faster

gilded owl
#

Yep

spice loom
#

With the legion battleship able to walk on land that cements legion as the king of weird terrains. The phalanx and napalm king of canyon low space warfare, leg has prob best all terrain capabilities, decent tank boat and now a boat that can change lanes and flank land.

#

So while you have hard time fighting on open fields and big naval battles, you can very effectively fight more guerilla like warfare and exploit map specific properties to appear in unexpected spots.

untold crane
#

interestingly, the legion flying drone carrier is~~ VERY good~~ situationally? good at turning air fights, purely bc they are labs that make chaffe. They might actually be better than actual Noctuas once you get enough of them, though obv their AA capacity itself is garbage so you'd need to have actual fights involved

because their aa is crap, though, you'd end up only making a handful of them - like 5-10 - and ensure you have more actual figs

They also have the problem of speed. They don't move fast enough to keep up with fig dogfights, so they seem to be mostly things you pair with Tyrannus or to give sight to bombardment units?

karmic stump
gilded owl
#

@shy galleon have you tested legion t2 navy yet?

gilded owl
#

):

pliant rover
#

@untold crane

#

Battleships:

#

This. Also, they are hilariously slow to transition into opposite sea, and if the other sea is even remotely lost, you WILL be gg. Its a overrun unit, Not a "savior" unit. Which is good balance imo.

#

It also struggles insanely hard against anti heavy units

untold crane
#

I agree. they're kinda crappy Battleships that become very strong land tanks and can kill bases or transition across seas

pliant rover
#

@minor kestrel

untold crane
#

You don't really want to build them specifically to fight land, but you build them to fight your sea, then you have them when you've won it, so you might as well use them some more while you can

#

Also, technically you can take them from long beach on isthmus and set them on geo cliff to protect a losing geo sea

pliant rover
#

They have mad issues on land though

#

For one

#

Slow as fk

#

It took me around a ton of tjme to transition across the middle on istmus

#

The enemy navy just locked it down

#

They also struggle with direct fire high damage weaponry

#

Dies to 3 titan lasers

untold crane
#

And it should take around 30-50 seconds for them to walk across isthmus land bridge

#

They're better used to help support a large push through mid at that point

pliant rover
#

For context, i tried to pull a carry play by dumping 10 battleships in a formation towards the enemy backline, and they were slow enough to where the enemy pond caught them with t3

untold crane
#

and then they can just walk down the other side of the bridge into the other pond to protect some seaplane con or w/e you have that's building a new lab there

#

hm

pliant rover
#

They are NOT a good naval landing uni

#

Fantastic harraser though

untold crane
#

ya they're very slow

#

honestly so slow theyre more good to poke at shores agressively, than to actually do land tank things

#

Well, but theyre good enough you can also use them to secure a shoreline and build a new lab there too

#

idk

pliant rover
#

Thats exactly what im thinking tbh

#

Granted. The amphibious tanks are insanely good

untold crane
#

Ya cuz vs anything less than middle t3 or anti heavy land units they kinda just win

pliant rover
#

Might be worth swapping to a amphib lab and pumping tankboats

untold crane
#

so they're hard to push into

#

I think you'd just make a seaplane lab and send an air con to make some stuff, with engi on shore to make turrets

pliant rover
#

Too hard with a decent air

#

Trust me

#

I tried

#

🙂

untold crane
#

cuz if you're gonna do amphib lab you might as well go t3 undersea gantry

minor kestrel
pliant rover
#

T3 transition comes later due to eco constraints

minor kestrel
#

so it's nicer to have them stationed on water.

pliant rover
#

While amphib can be pumped for earlier agression

minor kestrel
#

when defending vs many units

#

on land they use a lower AoE higher DPS version

untold crane
#

They also have midrange shotguns on front and rear, so they can actually be on land and defend your base from the overrun

#

but

untold crane
minor kestrel
#

Shotguns... that for some reason have better accuracy than machineguns

#

at this point almost comparable to Titan's main cannons in it's arms

untold crane
#

My main thing is if I win vs long beach I want to immediately hit geo sea and knock them out, possibly long front too

pliant rover
#

Ive actually thought about a extra idea for t2 navy specifically. It kinda seems like to me that for legion the steady production of carriers is really really important.

#

Let me explain

minor kestrel
pliant rover
#

The bombardment ship can not hit the top of center hill

minor kestrel
#

They have the similar logic as Armada's cruiser lasers

pliant rover
#

Not effectively atleast

minor kestrel
#

e.g. both 360 arc of fire

pliant rover
#

Drones however have bleedover range bonus

#

They act like units after they detect a target

#

Its actually a much stronger albeit vunnerable influence strategy

#

It also allows you to force back enemy air response

#

As drones can bait figs into flak

#

Any info on the combat engy?

#

Didnt have time to test it yet

#

What can it make?

#

Just regular eco stuff

#

Or also combat

untold crane
# pliant rover Or also combat

the expected stuff, mostly. I'll need to look again, but it can turn tiny islands into t2 artillery posts, make radar, nanos, and a few other things

untold crane
pliant rover
#

If it can make turrets, what units can it make?

#

Very important question

untold crane
#

so better than 270 degree arc

#

Tritons I think? lemme check

pliant rover
#

Send a pic with options

#

I might be onto something regarding plays

untold crane
#

gimme like 3 mins

minor kestrel
#

and if to delve in further what makes current Scylla strong on land: ↑

minor kestrel
pliant rover
#

Hm.

#

Useless

#

Ok thx

sonic cradle
pliant rover
#

I was more trying to gauge for options to effectively pressure land

#

A 3 battleship to 1 engy ratio would be a very cool idea

untold crane
minor kestrel
#

Guess you gotta just use amphibious lab anyway. For that AA bot and the Telchine for tanking

pliant rover
#

Yea.

#

Also, telchine is bad

#

Make triton

untold crane
pliant rover
#

Yeah....

minor kestrel
pliant rover
#

No amphibious followup without a lab swap

minor kestrel
#

Telchine because it's a tanky unit for brittle battleship

#

AA bot because nothing is better than a dedicated aa

pliant rover
#

Triton deals with things better for the cost

#

10 tritons kill a undefended flagship

untold crane
minor kestrel
#

Triton has self-defense machinegun alike the minigun turrets and assault minigun tanks and assaulty minigun bots

they're meant to only defend themselves vs gunships faceoffs, if gunships are close range enough...

pliant rover
#

Lmao no

minor kestrel
#

Because bombers can just pass over them with minimal damage

pliant rover
#

Triton is one of legions best units imo

#

Its mobile

#

It can kill chaff

#

It has solid dps in numbers

untold crane
#

Triton is legion's best 'bread and butter tank'

pliant rover
#

And it can take some hits

#

Like ive unironically won seas with just tritons before

minor kestrel
#

Triton is legion's MBT alike Tiger yeah. Just brittle. And only has a 100dps main cannon.

pliant rover
#

And ive carried games by sending tritons thru sea

untold crane
#

You still reach a critical mass of them pretty quickly, and need to build gladiators behind them after that to continue to contribute dps to your army if on land, but the fact that theyre boats is sick

minor kestrel
#

Better treat them as hovers instead.

sonic cradle
minor kestrel
#

Especially considering they are, in fact, to be treated as hovers when playing maps.

pliant rover
#

For its purpose its fantastic

#

If you wana mass fight

untold crane
pliant rover
#

Just do gladi kiting

untold crane
#

gladiators need space to do their job

minor kestrel
pliant rover
#

...

untold crane
#

tritons just need to look at the thing

minor kestrel
#

Need a bugfixed version

minor kestrel
untold crane
#

and kinda surround it sorta

pliant rover
#

Gladiators are literally tank hounds with burst

sonic cradle
untold crane
#

hm

minor kestrel
mighty shoalBOT
#
Unit lookup: `prometheus`

Ambigious unit name found (2 units have this name).
Please use the definition name or wait for the autocomplete to run
Units: Prometheus (legaheattank), Prometheus (leghack)

#

Heavy Convertible Tank/Boat

Faction: legion Legion
Health: 3'500 hp
Cost: 650 M / 12'000 E / 12'000 B
Speed: 55 / 31 accel / 58° per sec turning
Vision: 500 / 750 (air)

Weapons

Rapid-fire machine gun
DPS: 105 (6x burst, 7 dmg, 0.40s reload)
Range: 400 (16 splash)
Can hit: Air, Boats, Ground

Medium g2g gauss cannon
DPS: 100 (250 dmg, 2.50s reload)
Range: 550 (32 splash)
Can hit: Boats, Ground

#

Heavy Assault Heatray Tank

Faction: legion Legion
Health: 7'700 hp
Cost: 1'250 M / 19'000 E / 19'000 B
Speed: 51 / 18 accel / 49° per sec turning
Vision: 450 / 675 (air)

Weapons

Heavy g2g Cleansing Heat Ray
DPS: 99 (297 dmg, 3.00s reload)
Range: 450 (64 splash)
Can hit: Boats, Ground

untold crane
#

So for 2x the metal you get a single unit that DOES have more hp and direct fire damage, but that you cant fire unless you have 300 spare e to charge it with

pliant rover
#

Legions tanky tanks cost a ton tho.

untold crane
#

Or you can just spam tritons

sonic cradle
#

if only gex could accurately display heatray damage

untold crane
#

Especially since

mighty shoalBOT
#

Very Heavy Assault Tank

Faction: cortex Cortex
Health: 7'800 hp
Cost: 1'650 M / 28'000 E / 30'000 B
Speed: 40 / 9 accel / 29° per sec turning
Vision: 395 / 592 (air)

Weapons

HeavyCannon
DPS: 300 (900 dmg, 3.00s reload)
Range: 650 (292 splash)
Can hit: Boats, Ground

pliant rover
#

I mean what i do is just walk my arty units with drones that kill chaff and provide vision, and then pop thru tritons as a last defence onion layer

#

Works good

#

Also

#

The legion heatray tank does fantastic damage

sonic cradle
#

Swarm and flank with quickshots.

minor kestrel
untold crane
#

Like, to make Prometheus work you need to have a Fusion, basically

minor kestrel
untold crane
#

Tritons you can just start pumping out immediately, then follow up with gladiators

minor kestrel
pliant rover
sonic cradle
untold crane
minor kestrel
#

which means 33 * 60

minor kestrel
#

and is about accurate in real games.

pliant rover
#

Kinda feels like 300 is a bit much

#

Afaik like 150-200 would be plenty

minor kestrel
#

But yes indeed, Prometheus is by far the most OP unit in t2 legion

untold crane
minor kestrel
#

per skill required

pliant rover
#

One thing i will say i dislike about legions vehicles is the napalm arty

untold crane
#

it also has 100 less range

#

and turns its turret slower

#

anyway

#

napalm is meh imo

#

i dont like what it does to the game much

pliant rover
#

Every time someone on my team builds it, i want to just alt f4

#

🥲

minor kestrel
untold crane
#

its not great. It's less of a problem now (they reduced time on ground and buffed dps) but its still not great

minor kestrel
#

AirLTU sure played a lot of it

minor kestrel
untold crane
#

I can't tell the difference tbh, with your bugfix

pliant rover
untold crane
#

a lor of what I use normally wasn't affected

sonic cradle
pliant rover
#

Not the point

untold crane
#

At that point it was basically an innaccurate artillery

minor kestrel
untold crane
#

at which point, why not that and not napalm

pliant rover
#

Napalm projectiles are slow, making the unit overlead. If any idiot leaves it on fire at will, it keeps burning my army.

#

And that makes me tilt

#

Very hard

#

🙂

untold crane
#

that's true

pliant rover
sonic cradle
untold crane
#

games with his tweaks

minor kestrel
pliant rover
#

I do play legion when i can as it fits my playstyle allot better than the other 2 factions, but thats ab it

minor kestrel
#

But it was mostly just a particle spam concern instead of gameplay

pliant rover
#

😄

minor kestrel
#

Hence Belcher taking a biggest hit

pliant rover
#

Belcher was a unit that felt slept on at first, and then became this "man i dont wana make it but i should dedicate APM as i need a equal hound/sheldon answer

minor kestrel
untold crane
pliant rover
#

True

minor kestrel
#

Oh right, the Arquebus, aka the better Sheldon that does everything... is now cheaper after a recent update...

untold crane
pliant rover
#

Honestly, i think legion would be allot better off without napalm mechanics, but rather slow velocity dumb missiles instead

sonic cradle
pliant rover
#

Think belcher as a longer range hover rocket launcher

minor kestrel
pliant rover
#

Would make the units feel usable, while removing the frustration of napalm

minor kestrel
#

Oh

#

oh

#

and infinite LoS

sonic cradle
untold crane
minor kestrel
#

SPIDER THAT SHOOTS AIR!!!

pliant rover
#

I know

minor kestrel
#

with INFINITE LOS

pliant rover
#

I play legion man ik the units more or less except obscure names

mighty shoalBOT
#

All-Terrain Heavy Railgun

Faction: legion Legion
Health: 2'200 hp
Cost: 800 M / 16'000 E / 16'000 B
Speed: 42 / 72 accel / 132° per sec turning
Vision: 700 / 1'050 (air)

Weapons

Railgun
DPS: 125 (750 dmg, 6.00s reload)
Range: 850
Can hit: Air, Boats, Ground

minor kestrel
#

(an exacerbation)

sonic cradle
untold crane
#

exaggeration*

#

not a bm, they just mean different things

minor kestrel
#

a kitchen sink sheldon

untold crane
#

no

#

its just not a sheldon

minor kestrel
#

that's why it has to be more expensive

untold crane
#

the closest thing to it is the sharpshooter, which is better than it at all its jobs except movement

#

it is not a sheldon

minor kestrel
#

Sharpshooter doesn't have a shootthrough

#

that railguns do

sonic cradle
#

it really isn't a sheldon.

Sheldons are cheap semi sniper fodder that you ball up.
Arquebus are just snipers. kinda slow, can't fire over one another. can go all terrain, and can also slap air with a decent ammount of threat.

minor kestrel
#

that allows 1 railgun shot to kill multiple units in one line

untold crane
#

sure. Multiple t1 units*

#

bc t2 is large enough it rarely applies

#

might work vs fiends reliably, and sprinters. That's about it

#

it doesn't even affect t1 tanks reliably

minor kestrel
untold crane
#

you can not

minor kestrel
#

thanks to their good and slightly forgiving hitboxes

untold crane
#

they do not shoot through themselves. They do shoot between each other, but that's what sharpshooters do

#

again, sheldons are not like any other unit

#

nor are arquebuses anything at all like sheldons aside from range

minor kestrel
sonic cradle
#

if the belcher had direct damage of any kind, that would be like a sheldon.

untold crane
#

Yes, they have cannons on their heads, not their arms. That helps them shoot between each other, since they have wide bases.

#

what is your point?

minor kestrel
#

you can ball them up

untold crane
#

Like, you can make a ball of 8 arqs. Only 4-5 of them will shoot

minor kestrel
#

and they will shoot 90% of the time

untold crane
#

that's just incorrect.

#

realistically you can reliably have 2 ranks of arqs that fire

minor kestrel
untold crane
#

and even that isnt guaranteed

#

how are those aa guns

#

those look like vents to me

#

i really don't understand your brain

minor kestrel
#

Exactly like all other aa guns

#

if you follow legion dev channel

mighty shoalBOT
#

Salvo Anti-Air Missile Battery

Faction: legion Legion
Health: 1'900 hp
Cost: 280 M / 6'500 E / 4'700 B
Vision: 375 / 850 (air)
Energy upkeep: 5 E/sec

Weapons

Advanced g2a Salvo Missile Launcher
DPS: 156 (6x burst, 13 dmg, 0.50s reload)
Range: 840 (16 splash)
Can hit: Air

#

Bomb-Resistant Medium-Range Anti-Air Flak Battery

Faction: legion Legion
Health: 4'000 hp
Cost: 900 M / 8'200 E / 12'500 B
Vision: 380 / 1'000 (air)

Weapons

Medium g2a Flak Blunderbuss
DPS: 283 (2x burst, 255 dmg, 1.80s reload)
Range: 1'125 (150 splash)
Can hit: Air

minor kestrel
#

from like... a few months ago

untold crane
#

??

mighty shoalBOT
#

Anti-Air Minigun

Faction: legion Legion
Health: 1'750 hp
Cost: 820 M / 13'000 E / 19'000 B
Vision: 525 / 1'000 (air)

Weapons

Heavy Anti-Air Gatling Gun
DPS: 1'084 (3x burst, 60 dmg, 0.17s reload)
Range: 850 (42 splash)
Can hit: Air

minor kestrel
#

where everyone also agreed that aa guns are to have this green outline in them

#

while riot cannons are sloped

untold crane
#

..... I'm done here lol

errant sparrow
#

I know we're not comparing Sheldon to Arquebus in here

untold crane
errant sparrow
#

Those wimps that you need 15 of to do anything

untold crane
#

But you can actually get 15 of them

errant sparrow
#

vs my beautiful perfect fire support spider

untold crane
#

That you only need 6-8 of

minor kestrel
#

that have the same AA gun

untold crane
#

There arent any

#

legion aa is aquilon, lance, and toxotai and charon

#

all of which have guns

#

not a tiny fking nozzle embedded chip on their frame

mighty shoalBOT
#

Missile Cruiser

Faction: legion Legion
Health: 3'350 hp
Cost: 2'000 M / 10'000 E / 15'000 B
Speed: 61 / 25 accel / 58° per sec turning
Vision: 318 / 478 (air)
Radar: 1'000

Weapons

Anti-Air Salvo Missile Launcher
DPS: 30 (3x burst, 20 dmg, 2.00s reload)
Range: 760 (16 splash)
Can hit: Air

Heavy Long-Range Vertical Salvo Rocket Launcher
DPS: 300 (6x burst, 450 dmg, 9.00s reload)
Range: 1'550 (80 splash)
Can hit: Boats, Ground

minor kestrel
#

Just main legion :P

#

And use newer unit models

#

instead of those old ones for turrets you listed above

untold crane
#

im just going to point out that none of those knobs is the actual turret

minor kestrel
#

where this gizmo model actually EXISTED as per laws of time

untold crane
#

literally not one of them

#

the Ultor is a cruise missile ship ffs

#

im over it

minor kestrel
untold crane
#

jfc dude youre insufferable

#

you're looking at a badge and saying that that badge means a unit has aa, when the part that matters is if it has the actual gun

#

Your brain makes connections that aren't connections

minor kestrel
#

I could also enable the command to show that they have a nice weapon flare to point out how they fire from there, Quite helpful of me sharing knowledge as always :D

untold crane
#

Having toenails doesnt mean its a mammal

#

the bullets come from the guns you .. w/e. im done. well played. I'll not speak to you again willingly

minor kestrel
#

-# aa missiles, not bullets*
Forgot about Toxotai and Iapetus, they use same gizmo too.

sonic cradle
#

I can't wait to eventually see a match replay where a team manages to regain sea by building in supreme ithmus lake, and building tons and tons of the walking battleships and walking them into the sea to contest it.

untold crane
#

That would be an interesting Eco play, when they could have just made hovers lol

spice loom
#

also the battlehips would be dead before they reas the shore from the flag bombardment

untold crane
#

Is why it would be interesting

#

you realize you'd need to have like 4 labs churning out BDs constantly to get to shore, with another like 3 labs of just rezbots eating the wreckage in front of the survivors, to get there xD

#

such an expensive way to do a very not-expensive thing

#

At that point make Sols

sonic cradle
#

yea but

Ship

#

the funny

gilded owl
#

@shy galleon #1447323521662455910 message

Legion battleship is uber uber slow on land. It's also vastly weaker than arm or cors battleship

minor kestrel
shy galleon
#

huh decurion got 20 range nerf, I don't think it was op before, if anything, more so good vs average player cause its simple to play and only defendable if you know specific counter.

tender jewel
#

What if i told you denturion was so op, it was only unit built in op rotato when we tried legion, it could push commanders and had basically T1 tiger stats

tranquil compass
#

ya idk what decurion was before(was a bit stronk), but I used it a couple days ago and it is TERRIBLE now

jade latch
#

sounds like it should have 370 range ⚖️

minor kestrel
#

Touching range is very unsmart

#

it only has like 20% dps at full range anyway

#

There's no interaction that it would really change other than commander fights

untold crane
untold crane
tender jewel
#

i don't think tourney winners don't know how to answer it

untold crane
#

Are you saying the Dec spam lost then>?

#

bc that's the only way where your sentence makes sense

#

and that just proves that Dec is not op

#

...

shy galleon
#

hm legion battleship vs land maybe not as broken vs land as I thought because it has less sieging range but can walk on land to extend it's range.
But question is the sea vs sea battle still diverse (not just gimmick play) even with a weaker sea to sea battleship

gilded owl
tender jewel
untold crane
# tender jewel have you considered im implaying you are wrong?

if that's what you're trying to do, your words did that badly.
If tourney winners won with dec, your sentence has no meaning, because it implies that people don't know the counter to it.
If tourney winners won vs dec as not legion, your sentence has no meaning bc it implies that people know the counter and used it effectively.

tender jewel
#

They had to build denturion cause nothing could stop them

#

you needed 3-4 mins of kiting tokill them

gilded owl
#

Idk, janus was pretty good at stopping them

untold crane
untold crane
#

core veh has a rougher time though for sure

gilded owl
gilded owl
#

That happens and it's over

#

Completely

untold crane
#

... so ...
t2 vs t2 leg navy battle. You trade 'even', but lose reclaim on one comparative* BD worth of metal. Now you've lost?

gilded owl
#

Yep, cause that gives you an opening to make the lrpc ship

untold crane
#

huh. the other navy cant make 2 BDs and push with numbers advantage fast enough or what?

gilded owl
#

You can kite the 2 battleship advantage

untold crane
#

i see

#

cuz the sea range isnt so bad that it loses kiting advantage
Which is good since that means the BD isnt useless at sea, but still

gilded owl
#

You can't kite the legion lrpc ship

untold crane
#

That still makes me think the correct cost of the bombardment ship is just Neptune expense or a bit more. That would probably open up the balance? would a 3 BD advantage be enough you think?

gilded owl
#

It just needs a slower firerate on its secondaries

untold crane
#

/shrug

gilded owl
#

It can keep the same dps, just the shots have to be less continous and hitscan

#

It needs to struggle to hit anything 1000 range and out

untold crane
#

hm. What if its artillery fired all at the same time, with shotgun bursts from both barrels per turret, rather than as single shots? you'd get target saturation in a different way without compromising anything just by doing that

#

That's just a random thought I just had, but idk if it has value

gilded owl
#

Boneless said that it was against the unit design :/

#

I would love to have it burst tho

#

But its 3 independent weapons

untold crane
#

mm

#

Ya idk then. Maybe the answer is to subtly adjust Core and Arm navies to be more viable instead. Who knows, maybe Arm navy will matter again afterwards lol

gilded owl
#

Arm navy is good, it's just more micro intensive cause it's cheaper

untold crane
#

fair. I dont know enough about navies to talk much beyond what I've tried out with legion so far, so im mostly parroting words I've heard elsewhere at that point tbh

lusty radish
#

I struggle with early legion unit composition especially in 1v1, I feel like T1 bots are very weak and there's no direct match for plasma bots, and with vehicles there's no direct match for medium tanks - they will just drive around your decurions and chew through helions

I also feel like T2 bots are much stronger than T2 vehicles for legion, so my usual gameplan is starting vehicles and surviving long enough to rush mass phalanx

#

phobos karkinos and ballista feel really good and I like them a lot, I feel like phobos is kind of a blitz equivalent but for bots, but I'm really not sure how I'm supposed to fight mass thug/brute

#

but I can't figure out how to use the smaller T1 bots at all, it just feels like they're not good against anything

sonic cradle
# lusty radish I struggle with early legion unit composition especially in 1v1, I feel like T1 ...

Bots
T1
strategy:
Extremely high aggression, capture as many mexes as you can as fast as you can.
Goblins to do early raids like they're ticks but a bit bulkier, you should be able to build a small base raiding force before the enemy get's any decent number of grunts or pawns out, both of which you can micromanage and kite
as the game continues in the T1 phase you should be switching to primarily the Satyr as a mixture of a plasma bot and what you'd use a grunt/pawn for. it's going to be your main frontline fighting skirmisher for a while. Cheap, spammable. Low health makes them less viable as something you resurect and repair to keep on the front like you might the thug/mace. reclaim and rebuild is often a better situation.
Satyrs will start to hit diminishing returns as the enemy spams their own thugs or maces, support with ballistas to help bridge the gap.
eventually you might be able to afford a few Karkinos which you can use in conjunction with other units like ballista, satyr, and goblins to push and control the field.

Note: while I personally say you should phase out goblins, they can still be useful. THey're cheap and spammable, literally about as cheap as ticks but with a lot more health. They can be easily viable all throughout tier 1 but require very good micromanaging. Satyr and other units are more forgiving by comparison.

#

With reguards to the phobos specifically. The phobos is a very good unit, BUT suffers from a short ranged weapon, making it kinda not the best option for fighting on the frontline.
Rather the phobos is best used in about.. 2-3 main roles.

The first of which
Rapid response unit. it's very fast and you can keep a few back to respond to leaks like ticks or other units that push past the front line in ways you don't expect or weren't prepared for.
Secondly, they are good for base raiding. Either by finding undefended flank routes or taking advantage of holes you punch in the front you can send groups around into the enemy base, destroying factories and eco. they have the speed and health to do so, and their weapon DPS is respectable. they just lack range so they frequently fail to make those openings themselves.

lusty radish
#

I will try more goblin/satire for early game, i was really sleeping on those.

And what to do if opponent starts vehicle, or transitions vehicle at minute 8? While I can usually live through pawn/grunt phase, the moment any tanks arrive there's just no bot that can catch up and give a direct response. From my experience, alaris is extremely OP for light tank phase, but again, the moment medium tanks hit the field I just lose ground

sonic cradle
#

are you asking in terms of vehicle vs vehicle or bots vs vehicle as the legion player?

lusty radish
#

just whatever could work against brutes

sonic cradle
#

Well as a bot using player, you'll struggle.
all factions do, not just legion.

Well, if they start to use brutes in any signifigant number the only real play I see is a combination of Satyrs and Ballista. Since both out range the brute, and satyrs are cheap and replacable and ballista can skirmish well like any rocket bot.
Maybe a couple karkinos a bit behind the line to punish them if they try to push directly into you and get too aggressive.

Vehicles are a much easier situation though since the Decurion will absolutely punish any player who does not respect it's space. Decurion has poor accuracy and thus DPS near the edge of it's range but players have a bad habbit of getting too close to it and take it's very good closer range DPS
Decurions, laces....... maybe a barrage? maybe? idk napalm is.. I don't use it basically.
You'll also still probably be using some Helios though, it's a good quality vehicle all and all but you'll need the other two ,decurion and lance to push through brute spam.

lusty radish
#

yea see while all of this can work against brutes, the brute will always outmanuever because its faster that anything there is for legion

#

of course decurion ball will shred a brute ball

#

but brutes are twice as fast

sonic cradle
#

yes
which is why you have to be aggressive.
That brute ball isn't doing much good if your decurion ball (should be a wall btw, direct fire weapon, doesn't ball well) is rolling it's way into their base towards their commander.

#

it's legion's thing really. aggression.
take the most mexes. take as much spac as possible. expand as fast as possible.
Then sure up your defenses and hold your gains.
Filling up good quality mex spots with overcharged mexes and putting out slower but better units like Decurion and ballista.

lusty radish
#

I will test this aggressive approach out, though I can already imagine a situation where while my decurion wall is slowly approaching the enemy base, the opponent's brute ball is already in my base, since brutes are cheaper and faster to roll out too

I also don't see an easy porc option for legion against tanks, like what a flamethrower tower or a beamer would be, something that can at least try to deter the brutes

#

Can you recommend some legion 1v1 players to watch their replays?

sonic cradle
#

I unfortunately do not have any recommendations for 1v1 players with legion.

Porc though
the Dragon's Jaw is actually surprisingly good
like sure it's no flamethrower but it sitll has 120 DPS and considerable impulse such that it can sitll stun the movement of brutes

that combined with the hive actually does a pretty good job.

lusty radish
#

ugh, compared to ~200 dps for arm anti swarm and >300 dps for flamethrower? I didnt like it at all

#

hive is amazing tho

#

I guess it's easier to have some karkinos at home instead of riot turrets

sonic cradle
lusty radish
#

it sounds like a static pounder

sonic cradle
#

basically kinda is I suppose.

#

checking the stats compared to a pounder directly, it's actually better in nearly every reguard.

lusty radish
#

what do you use to check legion units stats?

sonic cradle
#

gex is a nice lil comparison tool that also gives more specific stats
And the legion wiki is well, the wiki. lets you know what options exist and gives you the basics.

#

though it hasn't been updated with seaplanes or T2 sea yet

#

the wiki

lusty radish
#

thank you very much, do you play legion 1v1 yourself?

sonic cradle
#

Small teams mostly, but most of what i've said should apply in general.
Just, more punishing in 1v1 if you fail or loose a fight.

lusty radish
#

I just wanted to play you some time if you do

untold crane
# lusty radish I will test this aggressive approach out, though I can already imagine a situati...

Cacophony with some rezbot support (if bots) or nanos (if veh) is very good at pushing back brute/stout. Add a hive or two to get flank damage behind it and it's very good, especially as it lives long enough to become a laser beam. Pair with Dragon's Jaw for anti-aoe for best results though.

Also a good thing to think about- Legion can Omex its backline mexes. If you do, you can actually afford to give up some space temporarily if you're building up an appropriate reclamation army

sonic cradle
#

oh yea, Cacophany with high veterancy becomes a huge threat lmao

lusty radish
#

you can drop these with a transport too...

untold crane
#

indeed. Though I think Cacophony may require heavy trans if it can be moved at all.

Also, if you go bots as legion, your style of play should evolve -> Aggressive scouting/damage/territory contesting -> identify defensible locations you can actually hold if pressured and add light defenses there -> spar for openings->as eco ramps consider using Omexes to get to more unit production (not better units) -> Slowly build an army behind your lines as you continue to reinforce your frontage -> if necessary, pull back units and give up space, building units that counter whatever is pushing you - kark/satyr/balista as bots vs veh or bot, adding rezbots as necessary, or helios/dec/lance as veh vs veh, or barrage/helios/lance to fight veh vs bot (napalm effectively counters rezbot strats)

Also having a pack of 5 phobos/10 alaris just available to work with helps a lot, since theyre both very fast units with remarkably high dps for their costs, even if the range is a bit low. Just thread around threats and go for windmill/mex kills as possible, remembering to kill LLTS only when you still have your full pack of units.

lusty radish
#

I see, I was kinda just ignoring satyrs and Omexes completely, but I will try to add them now

#

really I think the only thing that could beat brutes is scouting them earlier than I do

untold crane
sonic cradle
#

the ideal situation is you put your Omex on a spot that gives a lot more metal than the rest.

but the frequent situation is that you'll be building 1-3 from your base's starting mexes.

lusty radish
#

I see, when I did go for Omexes I was trying to spam ugrade them as if it was T2

untold crane
#

Ya technically karkinos counters brute/stout, but it also has much less mobility, so its more of a hold-the-line unit than a rapid responder

like if a handful of brute/stout jumps on top of karkinos, its a bad time for them. But if they're not dumb they just sidestep or hang out at max range lol

sonic cradle
#

Yea you shouldn't do that. They cost a decent bit and their energy upkeep can be quite a lot to keep up with if you build a ton of them.

lusty radish
sonic cradle
#

though it is worth mentioning that by building an omex, you technically reduce the cost of the T2 mex you place ontop of it.
Since, you get like... a metal refund for how much the omex was worth compared to the T2 mex.

untold crane
lusty radish
#

with how cheap labs are, I'l probably try a decurion wall with bots behind it

#

or like a decurion+karkinos wall

untold crane
untold crane
#

Its very difficult for anything t1 to fight a sufficiently large blob of lances behind a sufficiently dense wall of decurians

lusty radish
#

yea lances I literally ignored too because I always found them underwhelming in terms of damage and too expensive

untold crane
#

Janus and rocketbots can pick at the Dec wall, but if you have lances behind (takes 3 to get kills on rocketbots regardless of veterency, and i think 5 to kill a janus?) it becomes painful to do it.
If playing vs legion, you counter that by just making a pack of helios and flanking. As arm/cor you do the same with light tanks, but you need a few more than you'd expect to get it done well

untold crane
sonic cradle
# lusty radish yea lances I literally ignored too because I always found them underwhelming in ...

lances can be used defensively very well.
Dragonsteeth can protect them decently well, and their gun has the height to shoot over them.

Though in terms of raw damage you aren't wrong to think that because well... the lance and missile trucks all have considerably low damage.

the lance just packs that damage into singular shots with longer reloads compared to the armada and cortex missile trucsk.

lusty radish
#

hmm maybe 240 metal is not that much? I'll definitely try them out with decurions

#

thank you for tips I will share with you if I get results with this, though I haven't played in a while now and I'm very rusty

#

the LOS on lances seems terrible though, and even with scouts you don't get full coverage for their range

sonic cradle
#

oh, check their actual range on gex.
they have a longer AA range than they do ground target range.

lusty radish
#

525 LOS with 648 range

sonic cradle
#

checking rn actually
Their ground targeting Railgun weapon has a range of 650

#

but I mean it's not that uncommon for sniper units to not have enough LOS to fully use their weapon range.
Lance isn't unique there.
Just have to rely on radar and or scouts... maybe some drones.

tranquil compass
#

legion

untold crane
#

@oak silo Discuss your naval grievances here.

Overall, riptides beat the torpedo frigates slightly, but since legion can open with a submarine and send it out pre min 1, if you keep that alive in tandem with your frig followup you beat riptides by a small margin. This then forces enemy into DD production, (usually), but if you have reclaim fields you can eat and build Omexes along with your own DDs, so it's kinda more-or-less the same overall flow of unit production as with arm/cor, except you build your antisub with frigs

#

You do need to make your DDs with more focus than Cor does, since your DDs are your best antiship tool in the basket, but still

oak silo
untold crane
#

Its not an aiming issue. Their turrets dont turn while firing, just as the helios and pharos and comm don't. Bc t1 heatray consistency.

The answer is to target fire enemies that are clustered, since hitting those means that any damage lost still hits something else.
Also, the DD, being a beam weapon, does more damage the closer you are to them. Where it also happens to miss less. So there's that

oak silo
#

So it misses much more consistently at his further range

untold crane
#

Yes. Also, since you get free poke damage, this help balance out the amount of damage you're getting that can't be outmicro'd much

minor kestrel
#

...and as mentioned, Argonauts will chew through underwater.

For a very fair cost compared to Ellysaws.

#

Like genuinely, please let's talk more about the comparison of Argonaut to Ellysaw, @oak silo

#

I wanna hear opinions too! :D

oak silo
#

It doesn't miss that much if it's stationary, but you can't "poke" if you're not moving at all

oak silo
#

Tomorrow we shall debate that, I'm most certainly interested in bringing fair balance to the new units, but would love to get more test involved

gilded owl
minor kestrel
#

It has a Sonar!

#

Quite powerful one too.

gilded owl
#

To snipe mexs and be op

minor kestrel
#

Very dangerous to any submersible

gilded owl
#

Legion rn is best navy

shy galleon
#

seem like riptide kind of bully argo, but argo should be fine into ellysaw

#

argo oppressive against subs

gilded owl
#

Ngl I feel like argos are much superior in the kiting battles

#

Because their torps can go out of their range while chasing before you break them off

minor kestrel
#

I don't like taking vanilla Riptide into account, it's a bit OP for humanfactor...
Meanwhile Ellysaw has to play around inability of it's front turret to fire backwards, as well as it's inability to fire over other Ellysaws or any other allied ships when clumped close together and the target is not at a maximum firing range to arc over.
If I am to take Riptide into account then only the 115dps one, not 120dps.

minor kestrel
#

although due to their targeting setup they will often miss fast moving singular small targets at long range, but I mean, plasma ships would too, even if only less often.

gilded owl
#

In before "torps are homing" lol

minor kestrel
#

e.g. usually vs submersibles at a slightly closer range

gilded owl
#

I noticed they were much better against subs too

untold crane
#

Has anyone tried target fire micro on retreat with Argos? They seem to travel further than riptide shots do

gilded owl
#

How can phalanx 1v1 bulls and win

untold crane
#

cuz armor

#

if armor is dead they lose quite quickly

untold crane
#

I mean, Triton costs more though. By like 20%.

#

And is a t2 unit.

#

Its basically a t1.5 frigate

#

but it costs like it's one too

#

/shrug

oak silo
# minor kestrel It has a Sonar!

If it didn't have then it's torpedo launcher would be a joke on it if, if it can't see under-w xD

But for it's price considering it can't attack ground and it's torpedoes miss a lot on moving targets too idk

#

Sorry I'm back

split kite
#

Im saying this is a stupid ass video. Unmicro destroyer loses to legion tank boat when it drives into its face and sits there.

Phalanx loses to bulls if the bulls move.

oak silo
#

Late 😔

errant sparrow
#

Inputting any unit commands OP broken

gilded owl
#

2 phalanx vs 2 bulls on tartar

#

And it's only 10 more speed

untold crane
# gilded owl And it's only 10 more speed

RC is good at not caring much about micro. Retreat micro is really where things go in favor of frig/bull/etc, but anyway. Phalanx has an effective hp of something like 5.5k with shield active, which drops to something like 1.5k when shield breaks (accounting for damage done while shield was still active). so the first half dozen or so shots from a bull won't phase them much, but the latter half dozen absolutely will

gilded owl
#

I'm just saying what I fought with, 2 phalanx killed 2 microed full health bulls

untold crane
#

interacting with units that have reactive armor requires you to know which units have that armor (kark, phalanx, Telchine), about how much hp those armors have (600, 1800, 2400 i think?), and how to fight them

untold crane
#

From my perspective you are complaining to me that a centurion beats a thug

gilded owl
#

They shouldn't be able to kill kill twice their metal worth of assault tanks on a flat map

untold crane
#

If the bulls are used intelligently, they dont though

#

/shrug

gilded owl
#

They were kiting

#

40 os player too

untold crane
#

... youre not changing how math works. to put it this way, 5 bulls beats 5 phalanxes, unless each is in a 1v1 for some reason

gilded owl
untold crane
#

1 phalanx beats 1 bull. 5 bulls has enough hp and damage to crush shield in one shot, then crush the unit.

gilded owl
#

I killed 2 kiting bulls with 2 phalanxs

#

That should not happen

#

At all

untold crane
#

im not arguing against you. I am describing the limits of the unit

#

if you want to kill phalanxes, you need to do roughly 600 damage after a reduction to 33% of actual damage, in roughly 3 seconds at most (from the perspective of t2 unit general matchup stats like hp/range/etc)

gilded owl
#

Especially when the terrain favors tanks

untold crane
#

i mean. how to put this.
If you play on ATG with bots in mid as legion, you get phalanxes up, and hold your line surprisingly well vs an opp that went tanks and teched at about the same time you did

#

For about 5 minutes

#

And then get crushed flat by mass assault tank + sniper tank, w/e that happens to be

gilded owl
#

Why are you putting hypotheticals in this

untold crane
#

That isnt a hypothetical

#

idk why you think im theorycrafting, but that's my legit experience

gilded owl
#

Phalanx needs a nerf

untold crane
#

Legion t2 bots actually has a slight advantage over arm/cor veh in early t2 stage, purely bc of how phalanx infestor works as an army comp

#

And then gets wiped after lettign enemy veh comp get out of hand

#

bc phalanx is good in small numbers vs assault stuff, and bad in any numbers vs lots of assault stuff. Because it has 'fake' hp, basically

#

Phalanx probably actually doesn't. I'd argue that welder and sumo need small buffs, actually

gilded owl
#

No it's too good

#

I know how it works, it's way too good for it's cost point

untold crane
#

no it isnt lmao

gilded owl
#

Yea it is

untold crane
#

nu uh

gilded owl
#

Yuh uh

untold crane
#

when i say that, i mean that it is literally the focal point of the entirety of the legion t2 botlab balance

gilded owl
#

It kills all t1 and basically every t2 unit out there

untold crane
#

every other t2 bot exists as it does specifically bc the phalanx is what it is

gilded owl
#

For only 450 metal

untold crane
#

and legion t2 still sucks compared to arm/core lol

#

like idk what you want

gilded owl
#

It needs a speed nerf

untold crane
#

make the bad lab worse?

#

nerf sumos

#

nerf sprinters

#

too op

gilded owl
#

"Oh so every unit in the lab sucks except this one giga op unit"

#

Thats not how balancing works :/

untold crane
#

I don't understand how to explain to you in a better way than that tbh. Like. Arq has its stats bc it is expected that you have phalanxes protecting it. Incinerator is what it is because it is expected you have phalanxes. Thanatos. All the iconic legion bots are balanced around being in a comp with phalanxes.
Beyond that, phalanxes are very decidedly not op. They just don't operate in the constraints you want to expect.
Why should bots always lose to equal metal of equivalent vehicles?

gilded owl
#

Bots should lose to equal metal of equivalent vehicles because they are way more mobile than them.

untold crane
#

again, 5 bulls DOES beat 5 phalanxes

untold crane
#

Goblins are more mobile than bulls. Goblins should never beat bulls though

#

Phalanx and Goblin are not the same unit

untold crane
#

Phalanx is an upgraded karkinos, and the karkinos is a wall that moves. The threat a karkinos is expected to fight is mass grunt/pawn, some thug/cent, mostly rockets. It is durable af for a t1 unit, at 1700 hp. And it does almost nothing by itself.

gilded owl
#

You can't capitalize on a bots mobility on a open flat map

untold crane
#

Phalanx, in the context of t2, is a better kark. It actually is an assault bot. Yet it still suffers from the same problem Kark does in the context of t2.

gilded owl
#

Because there is nothing hindering a vehicles greater range + firepower

untold crane
#

Kark can beat a pounder and a janus if they get in shotgun range.

#

If you get 3 janus/pounder though, they wipe the kark for free

#

or 3 karks

#

it isnt a contest

#

its literally the same logic

#

applied to t2 vs t2

gilded owl
#

Ok

untold crane
#

idk it feels like im talking to someone who is bad at BAR whining about Decurions with this conversation tbh. No offense intended. It's just a very clear overestimation of how good the unit is.
The critical mass of a phalanx is 1. The critical mass of Bulls is more like 5. That's really all it comes down to

gilded owl
#

It feels like I'm talking to a legion fanboy that can't see the faults in legion no offense

untold crane
#

I do see the faults. I've also actually played the faction almost exclusively, and almost exclusively vs players 10-30 os better than myself.

#

Your complaints are usually not something I argue much about, but nerfing the phalanx literally cripples the t2 bot lab.

gilded owl
#

You balance for the unit, not the lab

untold crane
#

I'd argue the following at best:
If the phalanx get nerfed, every other unit in the t2 lab needs a buff to compensate

#

I will absolutely die on that hill

gilded owl
#

They already need a buff

untold crane
#

literally the only thing making the t2 lab playable is the phalanx though

gilded owl
#

Most of the other units are so ass idk how to buff them

untold crane
#

arq gets 100 more range, is done with just that. Thanatos gets like 20 more damage per rocket or something.
Incinerator gets 1k hp.
Infestor gets .... something. idk what I'd give it. Can't be bp or it replaces con turrets like butlers do

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Hoplite is actually the one unit I'd say is probably fine on its own in the lab, but it's also not meant to be a part of a comp from the lab, so it makes sense

agile rose
vast frost
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palantir drones (martyrs) are fun and a great earlygame way to knock enemy air out if you delete their entire airforce

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(also a great way to delete clumps of stuff)

untold crane
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They do x4 bomber bomblet damage, in a concentrated spot. So yes, kinda. They also explode if they're tickled, and chain explode if they are near each other, so it DOES require there be almost no existent AA to work.
Generally speaking, mosquitos are much better

agile rose
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they also become useless against anything other structures, commanders, and <insert your mom joke here> because those can step aside

vast frost
pliant rover
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Kark + Satyr is very strong combo on more chokepointy areas. Satyr fires over Kark and has enoguh range to use it, while kark can tank

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Currently using 5 -1 ratio

vast frost
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im a firm believer in only satyr spam

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send the children to the front

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karks are too boring

pliant rover
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Not as good as you would think. Tried it

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Satyrs need a tank player

vast frost
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i mean i usually play air/vehicle nowadays more than bots

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only cases i really use bots is eco

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a highly evil t2 strat is combine a billion thanatoses with a line or 2 of sumos (requires a cort player or a cort bot con)

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same thing you said but even more destructive

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like

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with good micro 8 thanatoses can lock down areas from smaller navies

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actually

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replace sumo with phalanx

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the phalanx is the most fair and balanced™ unit to wander around ever

vast frost
pliant rover
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Im still curious if lance can shoot over decurion

untold crane
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Thanatos is just a catapult divided by 10. So yes, en masse is quite good. At that point you also have put 7.5k metal into units though, so it probably should feel strong.

As for phalanx, they lose to burst damage more than sustained damage. Yhey are countered by heavy hits while tickled by constant ones. Though you should use smaller hits to finish off their shields, you dont know what enemy shield status is, so just go for sniper units to counter them

vast frost
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it can im 99% sure

pliant rover
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Noone answered and didnt have time to test

vast frost
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the lance is hella tall so 99% sure it can

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but decurions are all you need

pliant rover
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No no

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I have a idea

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And it wil happen

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:))))

untold crane
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Dec wall is wide and short. Lance wall is long and tall. Bunched up lances fire over each other and decs (up to ranks of 2 for lances)

untold crane
vast frost
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fair

pliant rover
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Decurion microd to show side profile would make a nice mobile wall

vast frost
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i mean i use the napalm fellas

untold crane
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You should do that too

vast frost
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because napalm spam turns any chokepoint into literal hell

untold crane
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From a gameplay pov napalm is toxic, but it wont be changed until the abuse becomes obviously too strong

vast frost
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i mean

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before the phoenix

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the legion bomber had napalm

pliant rover
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Napalm needs to go ihmo

untold crane
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Napalm is worse than it used to be

vast frost
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and as someone who played zk alot before bar

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napalm bombers are horrifying

untold crane
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But it is still a Bad Idea

pliant rover
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Yeh.

untold crane
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It literally punishes interaction

pliant rover
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So what im thinking for legion...
2 dec to 1 lance

untold crane
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Other way around

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Tbh im starting to do something like a quota of 5 Dec into 20 lances

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Its disgustingly hard to respond to

pliant rover
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I want more decurions in my rotation

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More expensive, but it also punishes spam way harder

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And also provides more options

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Better cover also

vast frost
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decurions in general are very balanced

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the alaris is a good sidegrade tho

untold crane
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Not really about that. Beyond 5 decs you dont often have them all shooting. So the extras become replacements

pliant rover
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Alaris is fantastic ya

vast frost
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earlygame rush into enemy base with alaris to mildly inconvenience them is a mandatory strat

pliant rover
untold crane
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Alaris is such a good grubt/pawn counter actually

vast frost
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pawn counter is called barrage/decurion battle line

pliant rover
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Tell me you main glitters without telling me you main glitters

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Smh

vast frost
untold crane
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Like 1v1 in constant fire alaris is destroyed, but if you make like 4 and just rush in then get out, you lose one alaris and kill 2 grunt/pawn, its also kinda imba

vast frost
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i prefer isthmus over glitters by a long shot

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napalm on glitters REEKS outside of canyon

pliant rover
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Same thing lol. Lane map

vast frost
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meanwhile isthmus is just one singular chokepoint which i can lockdown with napalm

untold crane
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Barrage is anti lane interaction unit. Dec/lance is slow wall of death. Alaris wheelie is 5 blind bandits and a seeing eye dog

minor kestrel
errant sparrow
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Watched someone ssllooowwwlllyyy walk their Scyllas over to other sea on SI and dudes you can literally eat them and send the M and it is faster

shy galleon
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that's got to be an exaggeration lol

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paying the e cost and double the bp cost gotta be shit

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Assuming you can win the sea, SI is good for legion because the battleships can get a lot of value

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if enemy gets cor bats out then its a bit of a problem tho

errant sparrow
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Idk that was pretty painful. If they're needed, like other sea is actually in collapse, I don't think you'll ever, ever reach in time

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I guess the scenario was (1) metal drought in the first place (2) enough BP for cove to eat (3) enough BP for beach sea to make T1 with what they're given