Infernals aren't able to justify the cost-ineffective high tier units very often. For the price of multiple gaunts, they can make a single high tier unit that doesn't last as long and doesn't do much damage. The better economic decisions are felt over longer games.
I feel like there are a lot of interesting lessons to take out of that game, but i don't have sufficient knowledge to interpret them, here are a few things i noticed but i don't doubt others might see more: - *The game repeated itself for a long time unitl a player was out of luminite* - *There were not a lot of tech transitions in this game* - *Full gaunts, tier 1 units, is both viable for constant raiding (animus gallore i imagine?) and very vulnerable. * Too inefficient to do this on the long run too, all resources depleted without a decisive advantage for the infernal and i don't imagine this is supposed to be the equivalent of the swarmy inefficient high economy hydra ling bane from sc2 - *Would tier 2 infernal units have changed this situation? * I thought hellbornes once again with their superior range could've taken the animancer down, but wait the kri... So magmadons in front? Brutes wouldn't stop them but this is a big transition now. Furthermore one of those shoot up and scythes are there so the remaining gaunts in the back? Seems a bit lightweight and easy to flank All that has to be considered with the current lack of tier 3 and balancing still being somewhere in the future of course, but i have this itch that there is a lot of stuff to understand from this particular game...
The current problem with Infernals is cost-effectiveness. The high tier units are incredibly expensive, but don't trade well. You get a smaller army with less DPS and higher price. The bulk doesn't matter when, due to low DPS, you trade with cheaper units.
Wraithstones were in this build he just didn't build them. @FarmManOfficial, you do know them you just aren't bringing them to mind. They're the infernals alternate defense structure. They slow all enemies nearby and reduce maximum health slowly.
opponent is using an army primarily built of kri, which do great splash damage, and animancers, which do great splash damage. What should my army be composed of? If you answered: nothing but gaunts, you answered wrong! Ok more serious note: I kinda hate that infest is a mechanic that is pretty much worthless against celestials. you infest kri and the fiends just get killed by the explosion, there aren't workers to infest, etc.
I think this is the first game Farmman has casted where Infernals lose after getting Flayed Dragon. Seems like the Flayed Dragon wont be as strong vs celestials since it's harder to build up a mass of fiends with them vs celestials.
@@harrisonking1195 I think it is the first one as well, it definitely is the first one i watched where it happened. And i do agree, Kri are very good against the whole fiend tech. Kri look so damn annoying to play against, they can wreak static defences with their invul and explosion...
@@shethek1733 This is probably an overreaction, but i'm kinda convinced that the self destruct needs to be taken off of kri right now. more measured take is that it needs to deal less damage. Also, maybe i'm mistaken but it looks like fiends spawn from kri before they self destruct. If that's indeed the case they should fix that too. so that fiends don't spawn and immediately get blown up.
longest match ive seen so far, really cool! :)
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dang that was a long one! great game, surprised infernal didn't tech to something higher, but nonetheless, thoroughly entertaining
Infernals aren't able to justify the cost-ineffective high tier units very often. For the price of multiple gaunts, they can make a single high tier unit that doesn't last as long and doesn't do much damage. The better economic decisions are felt over longer games.
Woo! Thanks for the callout
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Great video!
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Infernals are pretty swarmy... when they decide that their army should consist almost entirely of gaunts, harbringers, and hexen at least
I feel like there are a lot of interesting lessons to take out of that game, but i don't have sufficient knowledge to interpret them, here are a few things i noticed but i don't doubt others might see more:
- *The game repeated itself for a long time unitl a player was out of luminite*
- *There were not a lot of tech transitions in this game*
- *Full gaunts, tier 1 units, is both viable for constant raiding (animus gallore i imagine?) and very vulnerable. *
Too inefficient to do this on the long run too, all resources depleted without a decisive advantage for the infernal and i don't imagine this is supposed to be the equivalent of the swarmy inefficient high economy hydra ling bane from sc2
- *Would tier 2 infernal units have changed this situation? *
I thought hellbornes once again with their superior range could've taken the animancer down, but wait the kri... So magmadons in front? Brutes wouldn't stop them but this is a big transition now. Furthermore one of those shoot up and scythes are there so the remaining gaunts in the back? Seems a bit lightweight and easy to flank
All that has to be considered with the current lack of tier 3 and balancing still being somewhere in the future of course, but i have this itch that there is a lot of stuff to understand from this particular game...
I have no clue how bioice managed to get that much value out of mass gaunts...
The current problem with Infernals is cost-effectiveness.
The high tier units are incredibly expensive, but don't trade well. You get a smaller army with less DPS and higher price. The bulk doesn't matter when, due to low DPS, you trade with cheaper units.
what happened to the Wraithstones? Are those out in this version?
I think so, because i'm not sure what a wraithstone is xD
Wraithstones were in this build he just didn't build them.
@FarmManOfficial, you do know them you just aren't bringing them to mind. They're the infernals alternate defense structure. They slow all enemies nearby and reduce maximum health slowly.
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opponent is using an army primarily built of kri, which do great splash damage, and animancers, which do great splash damage. What should my army be composed of? If you answered: nothing but gaunts, you answered wrong!
Ok more serious note: I kinda hate that infest is a mechanic that is pretty much worthless against celestials. you infest kri and the fiends just get killed by the explosion, there aren't workers to infest, etc.
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Warz
warz
Flay Dragon did not manage to win this for the Infernals hehe
I think this is the first game Farmman has casted where Infernals lose after getting Flayed Dragon. Seems like the Flayed Dragon wont be as strong vs celestials since it's harder to build up a mass of fiends with them vs celestials.
@@harrisonking1195 I think it is the first one as well, it definitely is the first one i watched where it happened.
And i do agree, Kri are very good against the whole fiend tech. Kri look so damn annoying to play against, they can wreak static defences with their invul and explosion...
@@shethek1733 This is probably an overreaction, but i'm kinda convinced that the self destruct needs to be taken off of kri right now.
more measured take is that it needs to deal less damage.
Also, maybe i'm mistaken but it looks like fiends spawn from kri before they self destruct. If that's indeed the case they should fix that too. so that fiends don't spawn and immediately get blown up.
They should have to go full on fantasy without making a copycat of the sc2 races.