They're both countered by strike/blast nodes which we didn't see any of. Celestial Prisms are extremely vulnerable to being raided by air units if you have no defenses, it's super greedy to have them mine in the open like that. IMO Celestials are designed to spread their node, power, and eventually Aeon Gate networks across the map to control territory, instead we saw no nodes, and power banks stacked up in the back of the base here where they couldn't recharge anything, you need that energy being transmitted from bank to bank to arcships healing near the front line. Also Scythes which do bonus damage vs Heavy are not a great counter to Hornets. Even the top players are still figuring this game out, it's too early to talk about balance.
Vanguard. Infernal. Celestial. Long ago, the three factions lived together in harmony. Then everything changed when the Vanguard attacked. Only captain Alex, master of all three factions, could stop them. But when the world needed him most, he vanished. A hundred years passed and sg unofficial and I discovered the new captain alex, a celestial player named photon cannons enjoyer. And although his celestial skills are great, he still has a lot to learn before he's ready to save anyone. But I believe alex can save the world.
not sure who thought that making dogs so strong was a good idea. Looking at this match it makes you wonder if the vanguard is actually a faction of dogs rather than humans... I bet there are dogs inside all the vehicles, too...
I find that on this channel the commentary provides more information about the mechanics and numbers of the game. It's something I greatly miss with all stormgate casters, seems they are all so used to cast a 14(25) year old game, that they don't ever bother to provide details on how the game works.
It’s sad that they thought this game was ready to monetize further. If they don’t hop on the PR wagon soon it’s going to leave without them, and the game will be DOA at 1.0
I don't understand why they're trying to re-create SC2's protoss gimmicks: expensive, cost-inefficient units and building-based cheese. I don't think anyone enjoyed playing or watching a race designed around cheesing and losing in straight-up fights
(I will never read a reply) They need to replace a lot of the maps right away. I can guarantee like 95% of RTS players or even newbies to the genre who spawn in on 'Isle of Dread' (the one with wide open mains on both sides, and both expos are wide open as well), will quit immediately. The fact they are even doing maps like this is insane. It reminds me of those crappy dev made maps that came with the original Warcraft and Starcraft games, and the only one that even got selected was 'Lost Temple', which years later was basically permanently banned from professional play because the map was so stupid. The fact they are getting maps this wrong is damn crazy. You cannot expect a new player or even a regular RTS vet to want to invest countless hours learning specific builds for 6 different maps just to survive the opening against some guy who turns on pro streams and copies the build. Yes, people copying pro builds will always happen, but on maps like these that are so exploitable, it pidgeonholes every single player into playing specific strategies. For example on Isle of Dread Vanguard vs Vanguard you either open up mass dogs or you lose. Jagged Maw is also another TERRIBLE map. Each player if they choose to turtle can basically guarantee 4 bases. And if they can manage a 5th or 6th then all of a sudden you are losing to someone much worse than you. The maps should be 4 out of 5 with a single ramp main, single but wider ramp natural or flat natural. There should be none of this 'haha did you know your main has 2 entrances if they send a harvest and press a-click on your trees? WE sat down with a $30,000,000-$45,000,000 budget and said 'yeah lets make it so they can chop into their main with a 1 second A-click'.
Spoilers: -- **. Also if you believe Alex can save the world give this a thumbs up. Thank You
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The games coming from this tournament are awesome! (mostly) Thanks for casting them!
🙌💙
good job casting man
🫶🙌🏻
Hornets and Dogs are just broken.
🐶
lol should have seen them in alpha
Horndogs are tight
They're both countered by strike/blast nodes which we didn't see any of. Celestial Prisms are extremely vulnerable to being raided by air units if you have no defenses, it's super greedy to have them mine in the open like that. IMO Celestials are designed to spread their node, power, and eventually Aeon Gate networks across the map to control territory, instead we saw no nodes, and power banks stacked up in the back of the base here where they couldn't recharge anything, you need that energy being transmitted from bank to bank to arcships healing near the front line. Also Scythes which do bonus damage vs Heavy are not a great counter to Hornets. Even the top players are still figuring this game out, it's too early to talk about balance.
@@xeroprotagonist Balance does matter little if the core experience is just not fun.
Love the dynamic between Collection Array x Scout x Prism x Hornet x Vector in Game 3. It's a fun starting point for a matchup.
Really good cast. Showing what Stormgate can be
🫶🙌🏻
Vanguard. Infernal. Celestial.
Long ago, the three factions lived together in harmony. Then everything changed when the Vanguard attacked.
Only captain Alex, master of all three factions, could stop them. But when the world needed him most, he vanished.
A hundred years passed and sg unofficial and I discovered the new captain alex, a celestial player named photon cannons enjoyer. And although his celestial skills are great, he still has a lot to learn before he's ready to save anyone.
But I believe alex can save the world.
not sure who thought that making dogs so strong was a good idea. Looking at this match it makes you wonder if the vanguard is actually a faction of dogs rather than humans... I bet there are dogs inside all the vehicles, too...
I find that on this channel the commentary provides more information about the mechanics and numbers of the game. It's something I greatly miss with all stormgate casters, seems they are all so used to cast a 14(25) year old game, that they don't ever bother to provide details on how the game works.
Comment in support of the game)
A single Hornet shouldn't be able to get that much eco damage off and still get home safe
if he didn't build kri, it wouldn't have!
Is this a mobile game?
🐏
💙
🧐❤❤
Celestial needs better units and the warp gate mechanic removed
It’s sad that they thought this game was ready to monetize further.
If they don’t hop on the PR wagon soon it’s going to leave without them, and the game will be DOA at 1.0
I don't understand why they're trying to re-create SC2's protoss gimmicks: expensive, cost-inefficient units and building-based cheese. I don't think anyone enjoyed playing or watching a race designed around cheesing and losing in straight-up fights
(I will never read a reply) They need to replace a lot of the maps right away. I can guarantee like 95% of RTS players or even newbies to the genre who spawn in on 'Isle of Dread' (the one with wide open mains on both sides, and both expos are wide open as well), will quit immediately. The fact they are even doing maps like this is insane. It reminds me of those crappy dev made maps that came with the original Warcraft and Starcraft games, and the only one that even got selected was 'Lost Temple', which years later was basically permanently banned from professional play because the map was so stupid.
The fact they are getting maps this wrong is damn crazy. You cannot expect a new player or even a regular RTS vet to want to invest countless hours learning specific builds for 6 different maps just to survive the opening against some guy who turns on pro streams and copies the build. Yes, people copying pro builds will always happen, but on maps like these that are so exploitable, it pidgeonholes every single player into playing specific strategies. For example on Isle of Dread Vanguard vs Vanguard you either open up mass dogs or you lose. Jagged Maw is also another TERRIBLE map. Each player if they choose to turtle can basically guarantee 4 bases. And if they can manage a 5th or 6th then all of a sudden you are losing to someone much worse than you.
The maps should be 4 out of 5 with a single ramp main, single but wider ramp natural or flat natural. There should be none of this 'haha did you know your main has 2 entrances if they send a harvest and press a-click on your trees? WE sat down with a $30,000,000-$45,000,000 budget and said 'yeah lets make it so they can chop into their main with a 1 second A-click'.