I'm glad you like the game, and I'm glad they fixed a lot of your concerns already! You can now play with all units unlocked and the progression system will change. Same with showing stats. There's so much cool stuff about this game that just makes it like jump in, play a bunch of games and have quick fun and be challenged at the same time.
Looking forward to more Battle Aces with all those units unlocked today. Love seeing Sean in his element teaching a lot of practical stuff, I would've never known the use-case for Stop vs. Hold for Range/Melee units. What a simple thing to not know after hundreds of Day9 Dailies!
You actually have a good amount of wiggle room against hard counters in this game too. And I think its very important that thats the case. Oftentimes, the way you position your army in fights and having some units in front of others enables you to win fights that on paper you get countered in. And the most brutal counters in this game (like destroyer vs king crab) are usually very slow units that can be easily out-maneuvered.
I think the meta will eventually revolve around deck changes between matches. If you're mirroring gunbots all the time, maybe you'd switch to knights and your plan would be to survive till foundry is done or something along those lines
Yeah I think this is it, the opening gameplay is all about the initial units and counters you choose, more than the micro itself. If the devs keep adding and changing units indefinitely, I could see that sustaining replayability for a while
1:01:45 Its long range, nice damage, but the RoF is super low. Spam units would be good, something like Wasp is a hard counter. So... small units I guess is the name. With Gunbots I'd guess just charge straight in and specifically target them. Though Gunbots are one of the worst to use tbh, since as swarmers go they're high damage, low mobility, low hp, which means they get one-shot. You might noticed by the hunter T1 AA didn't get 1-shot by them.
Does lowering of base tower has any effect ? Or it is pure visuals? I read somewhere that sometimes you want to attack the production vasts behind (same as attacking workers in other RTS). But D9 seems to just attack the base all the time.
Do you mean when the base is created and the tower lands in the socket? That's the animation for when a base is summoned. Worker creation starts when it lands. Or do you mean when the tower is already there, and it touches the ground for a moment? That's just an animation triggered by certain actions, like recalls or when it's building workers. Doesn't really do anything. The production vats are where resources are made. If you destroy the base, all the workers are destroyed with it. The vats are good to destroy if you don't have enough power or time to destroy a base but still need to do some eco damage.
The "Production vats" are also called workers in this game. That is why the announcer in the game says things like "Your workers are under attack! Workers, workers!!" D9 was also doing worker Harras with the dragonfly air units in several games. He would attack the base if he was trying to go for a base kill, but anytime he didn't feel like a abse kill was achievable he would take down workers instead to still get value.
Are you just playing this in the beta for fun or are you getting into it? If you're getting INTO it, Guides when? Like the good old days with the SC2 ones
1:02:35 Your opponent had an army that was twice as big as yours. You're pretty much saying "why didn't my 25 zerglings and 5 mutalisks defeat his 10 immortals and 10 stalkers? what's the counter here?"
Today I've been dying a lot to 1base wasp rushes. I play recalls and it seems to be impossible to fight them. They lose against wasps DISASTROUSLY! And when I tried to rush foundry lizards, they too just died to wasps, idk if I should switch the splash unit or stop playing recalls -_-
Playing recalls against wasps, time is on your side, wasps fall off hard the longer the game goes on, they want to constantly trade out/harass for value. Don't expand until they do first, and any time you fight the wasps, try to minimize the surface area of your recalls, so hug walls/bases/workers if possible. The longer you survive and more recalls you get, the better they will do
@mrpants259 that's what I was trying to do, but even behind the workers they didn't trade too well. But I was probably out of position most of the time, I kinda forgot. By the time I got foundry I was overwhelmed
Would love for this game to succeed but here’s my concern: too micro intensive for casual players…not enough game for RTS players. I just don’t think there’s a clear audience for this game. And there doesn’t seem to be enough game there. Hopefully they can spice it up a notch. Too one dimensional. But I respect stripping down RTS to its core. I just think they need to add more. Forget the casual audience- they won’t play this because of the micro intensity. They need to target the RTS fans that need a little more.
The difficulty in SC and SC2 is managing these things along with having to do other things (like macro) at the same time. The beauty of RTS is the thinking, and the time requirement is added via the fast and difficult mechanics. Since there is no macro, this is accessible, yes. Most people just don't like RTS and that's fine, if you ask someone if they've ever considered playing an RTS 9/10 will say ''no because I wouldn't be good at them'' (Starcraft Broodwar gave the genre a certain reputation.) Also people hate thinking, or doing something complicated. But this is very fast unit control with not as much (if still some) thought. I don't think the majority of players would have any problem trying this.
@toddgreener Well I never complained about it I was just explaining why it's accessible. Although that's also not true. I'm trying broodwar but it's genuinely quite dead, only being kept in existence by south Korea.
People don't hate "thinking." People hate having to APM spam to simply be competitive in a game about strategy. There's no "strategy" in high-APM management, it's not like speed chess in which you manage time to make decisions. There's no decision aspect to the basic macro that games like Sc2 require. The only strategy part of the game is positioning, tech, and tactics, which is what people actually like about those sorts of games.
@@Jyoryaxx So you didn't read my comment. I specifically stated that the strategy element of Starcraft and SC-like games is that you are able to react to your opponent and make use of a physical map and unit tactics. APM is simply required to allow you to make strategic choices that matter in the first place, they aren't strategy themselves. There is no strategy in worker splits, queen micromanagement, etc. Anything you just HAVE to do every game to even be competitive is not strategy. If you stripped SC2 of all the APM requirements, you would just be left with the strategy elements.
I'm glad you like the game, and I'm glad they fixed a lot of your concerns already! You can now play with all units unlocked and the progression system will change. Same with showing stats. There's so much cool stuff about this game that just makes it like jump in, play a bunch of games and have quick fun and be challenged at the same time.
You can play with everything unlocked now??
@@jpVari yes - play one game and you get 22k war credits to your account
Looking forward to more Battle Aces with all those units unlocked today. Love seeing Sean in his element teaching a lot of practical stuff, I would've never known the use-case for Stop vs. Hold for Range/Melee units. What a simple thing to not know after hundreds of Day9 Dailies!
You actually have a good amount of wiggle room against hard counters in this game too. And I think its very important that thats the case.
Oftentimes, the way you position your army in fights and having some units in front of others enables you to win fights that on paper you get countered in. And the most brutal counters in this game (like destroyer vs king crab) are usually very slow units that can be easily out-maneuvered.
not even Day9 can escape the Carcinization of all things
I think the meta will eventually revolve around deck changes between matches. If you're mirroring gunbots all the time, maybe you'd switch to knights and your plan would be to survive till foundry is done or something along those lines
Yeah I think this is it, the opening gameplay is all about the initial units and counters you choose, more than the micro itself. If the devs keep adding and changing units indefinitely, I could see that sustaining replayability for a while
Merci pour les traductions en direct!
Thanks for the live translations!
25:50 I'm not the only person having lag here, right?
correct
I think gunbots need lower uptime on their stim. Either longer cd so enemies can bait it out or shorter duration.
The crabs are up for grabs!
1:01:45 Its long range, nice damage, but the RoF is super low. Spam units would be good, something like Wasp is a hard counter. So... small units I guess is the name. With Gunbots I'd guess just charge straight in and specifically target them. Though Gunbots are one of the worst to use tbh, since as swarmers go they're high damage, low mobility, low hp, which means they get one-shot. You might noticed by the hunter T1 AA didn't get 1-shot by them.
Does lowering of base tower has any effect ? Or it is pure visuals? I read somewhere that sometimes you want to attack the production vasts behind (same as attacking workers in other RTS). But D9 seems to just attack the base all the time.
Do you mean when the base is created and the tower lands in the socket? That's the animation for when a base is summoned. Worker creation starts when it lands.
Or do you mean when the tower is already there, and it touches the ground for a moment? That's just an animation triggered by certain actions, like recalls or when it's building workers. Doesn't really do anything.
The production vats are where resources are made. If you destroy the base, all the workers are destroyed with it. The vats are good to destroy if you don't have enough power or time to destroy a base but still need to do some eco damage.
The "Production vats" are also called workers in this game. That is why the announcer in the game says things like "Your workers are under attack! Workers, workers!!"
D9 was also doing worker Harras with the dragonfly air units in several games. He would attack the base if he was trying to go for a base kill, but anytime he didn't feel like a abse kill was achievable he would take down workers instead to still get value.
Are you just playing this in the beta for fun or are you getting into it? If you're getting INTO it, Guides when? Like the good old days with the SC2 ones
1:02:35 Your opponent had an army that was twice as big as yours. You're pretty much saying "why didn't my 25 zerglings and 5 mutalisks defeat his 10 immortals and 10 stalkers? what's the counter here?"
They've finally done it. They've made Starcraft 2 2.
Ohh yeah, did you ever end up building those super Destroyer things?
Today I've been dying a lot to 1base wasp rushes. I play recalls and it seems to be impossible to fight them. They lose against wasps DISASTROUSLY! And when I tried to rush foundry lizards, they too just died to wasps, idk if I should switch the splash unit or stop playing recalls -_-
Playing recalls against wasps, time is on your side, wasps fall off hard the longer the game goes on, they want to constantly trade out/harass for value. Don't expand until they do first, and any time you fight the wasps, try to minimize the surface area of your recalls, so hug walls/bases/workers if possible. The longer you survive and more recalls you get, the better they will do
@mrpants259 that's what I was trying to do, but even behind the workers they didn't trade too well. But I was probably out of position most of the time, I kinda forgot. By the time I got foundry I was overwhelmed
Would love for this game to succeed but here’s my concern: too micro intensive for casual players…not enough game for RTS players.
I just don’t think there’s a clear audience for this game. And there doesn’t seem to be enough game there. Hopefully they can spice it up a notch. Too one dimensional. But I respect stripping down RTS to its core. I just think they need to add more. Forget the casual audience- they won’t play this because of the micro intensity. They need to target the RTS fans that need a little more.
Day9 has problems vs unit (splash)
Day9 has no counter unit in his composition (big)
He thinks that anti big is anti single target when it's actually anti big specifically
recalls show up so slow now
The Marine unit says "hurry up and wait." That has to be intentional.
Looks like a compelling game for someone that is lacking time, like a parent. I might give it a try.
So it's Starcraft 2 but made for Parting.
The difficulty in SC and SC2 is managing these things along with having to do other things (like macro) at the same time. The beauty of RTS is the thinking, and the time requirement is added via the fast and difficult mechanics. Since there is no macro, this is accessible, yes. Most people just don't like RTS and that's fine, if you ask someone if they've ever considered playing an RTS 9/10 will say ''no because I wouldn't be good at them'' (Starcraft Broodwar gave the genre a certain reputation.) Also people hate thinking, or doing something complicated. But this is very fast unit control with not as much (if still some) thought. I don't think the majority of players would have any problem trying this.
not every game has to be starcraft.
it's still there, you can play it until you die.
@toddgreener Well I never complained about it I was just explaining why it's accessible. Although that's also not true. I'm trying broodwar but it's genuinely quite dead, only being kept in existence by south Korea.
People don't hate "thinking." People hate having to APM spam to simply be competitive in a game about strategy. There's no "strategy" in high-APM management, it's not like speed chess in which you manage time to make decisions. There's no decision aspect to the basic macro that games like Sc2 require. The only strategy part of the game is positioning, tech, and tactics, which is what people actually like about those sorts of games.
@EricNapoli-z3d There is absolutely strategy in SC and high APM makes it hard. Also people just hate thinking.
@@Jyoryaxx So you didn't read my comment. I specifically stated that the strategy element of Starcraft and SC-like games is that you are able to react to your opponent and make use of a physical map and unit tactics. APM is simply required to allow you to make strategic choices that matter in the first place, they aren't strategy themselves. There is no strategy in worker splits, queen micromanagement, etc. Anything you just HAVE to do every game to even be competitive is not strategy. If you stripped SC2 of all the APM requirements, you would just be left with the strategy elements.
Eh.. not a fan of the minimalist design and short matches. I wish someone would make something like Red Alert 2...
you're insane tho, so no one cares
Red Alert 2 was principally developed by Westwood Pacific in collaboration with Westwood Studios.