Yeah definitely feels like they aren't the core army element, but a support role. I have mine built for emp, radar range, photon and AM. If you build more than 3 in a late game, I think it's an overcommitment.
i tried some basic testing ground stuff for AM farseer +- range vs various boat setups with some basic mirrored units at best farseer are equal to boats at same value, but they dont counter them at all
What are your thoughts about not "locking" techs onto units? As in, you are able to purchase any of the techs for a unit during a match as long as you have it unlocked, but still only up to 4 techs total? Do you think it would harm the game or add another layer of strategy? Sometimes it feels really bad because of RNG of how a board starts or develops, that the techs you are running are just bad for the match.
it wouldn't make a difference in terms of balance but I think it's interesting that different players need to use units in different way because they have chosen a different tech layout
For whatever it might be worth, I think it would take away some of the unit composition strategy. Being able to just say 'Oh, mustangs, I'll grab Armor' without pre planning it would remove a layer of strategy and style expression. People tend to tech a unit either for a specific job or to deal with a specific situation per tech. (Armor vs Mustangs/Fangs for example.)
they accidentally made the boat missiles impossible to intercept. With the previous patch they made it normal again. So we played i think like a month or 2 with uninterruptable boat missiles. This is from the newest patch ofc
Isn't upgrade the same power as buying a new unit but half the cost? Why wouldn't you always upgrade over new units... the only reason I can think is passive powers, like wasps summoning.
Aside from more damage to their health bar and more area of control, hard counter run in's can happen. That being said, I tend to value upgrading units over a LOT of the one off powers I keep seeing used. But don't think I'm good at the game.
I guess I have to do it. It's a lot of work to maintain the site and I haven't figured out a good way to monetize it so I am a bit unmotivated about it
Farseers feel like such an awkward unit. They're like mini giants, pretty good until real giants show up. Then they just feel out of place.
Yeah definitely feels like they aren't the core army element, but a support role. I have mine built for emp, radar range, photon and AM. If you build more than 3 in a late game, I think it's an overcommitment.
Boats are such a safe unit, maybe everything else needs a buff.
Try not to mass boat challenge [IMPOSSIBLE]
i tried some basic testing ground stuff for AM farseer +- range vs various boat setups with some basic mirrored units
at best farseer are equal to boats at same value, but they dont counter them at all
I mean, a level 2 sniper one shots a sledge. Just grab that and have good chaff clear, no?
lvl 3 sniper with anti-air obliterates also boats
I feel like 2 farseers can let you bridge to better armies i also like them in ranged vs ranged battles for satelite
What are your thoughts about not "locking" techs onto units? As in, you are able to purchase any of the techs for a unit during a match as long as you have it unlocked, but still only up to 4 techs total? Do you think it would harm the game or add another layer of strategy? Sometimes it feels really bad because of RNG of how a board starts or develops, that the techs you are running are just bad for the match.
it wouldn't make a difference in terms of balance but I think it's interesting that different players need to use units in different way because they have chosen a different tech layout
@@SurreyEZ I can agree with that, it does keep the game more varied match to match.
For whatever it might be worth, I think it would take away some of the unit composition strategy. Being able to just say 'Oh, mustangs, I'll grab Armor' without pre planning it would remove a layer of strategy and style expression. People tend to tech a unit either for a specific job or to deal with a specific situation per tech. (Armor vs Mustangs/Fangs for example.)
Going to guess not since boat missiles gotta go fast.
they accidentally made the boat missiles impossible to intercept. With the previous patch they made it normal again. So we played i think like a month or 2 with uninterruptable boat missiles. This is from the newest patch ofc
Farseers are not good against late game giants like boats and forts.
They are if they are crazy high level but I guess that’s true for just about anything. Lvl 6 crawlers will destroy a lvl 1 Vulcan
Isn't upgrade the same power as buying a new unit but half the cost? Why wouldn't you always upgrade over new units... the only reason I can think is passive powers, like wasps summoning.
you have the same unit on the same position that dies to the same counter
And a lvl 4 unit makes the same damage to the enemys life as a lvl 1 unit
Aside from more damage to their health bar and more area of control, hard counter run in's can happen. That being said, I tend to value upgrading units over a LOT of the one off powers I keep seeing used. But don't think I'm good at the game.
every game now becomes a boat rush, they realy need some nerf
it's the only unit that doesnt auto lose you the game as the aggressor after one spell shows up
What is boat in this context?
Overlords, they look like boats so everyone calls them boats.
I hate to be an ass, but when can we expect a phantom ray Guide on mechamonarch?
I guess I have to do it. It's a lot of work to maintain the site and I haven't figured out a good way to monetize it so I am a bit unmotivated about it
@@SurreyEZ What about a patreon? Get new/updated articles earlier, can also get some videos earlier?