I am pretty sure Rat doesn't like any opening, I don't Believe I have been heard him say anything positive about the opening g specialist and units. I now assume when he says 'unplayable' it means 'pretty ok' and he has a 75% win rate with it.
Hi Surrey, commenting here for the yt algorithm instead of in disord. When you get a gap will you please give your card and specialist tier lists a once over to update them?
Hey Rat, i am playing this game for one year now and i am enjoying the aggro playstyle, like u... Its not worth to learn standard in my opinion, dont do it, its boring to watch. i Am enjoying ur content as it is rn
could you please explain why in game 2 first round you go Arcs, isn't it kinda the same role as mustangs and you want somethign against Balls and Arcs die to Balls, maybe I am missing something crucial here
Mustang is a bit of a bad unit right now. So i almost treat them as fangs that have higher movement speed at the beginning, so not a reliably unit to clear crawlers with. You can go 2 crawlers also but i dont like it because of fire badger unit drop, you can go 2 snipers also since he has balls and is probably building arcs and with you you probably have the best round 1 but i think marksman is a bad unit. Going 2 fang is probably the most flexible choice round one. I took a little bit of a risk since he's speed spec and would probably deploy aggressively. I think the arcs are pretty good vs aggressive ball+crawler starts since they usually want to level their crawlers. So when you go charged shot it counters lev2 crawlers + steel balls and you dont need to tech range since you connect at the start
@@leozaboudi8005 Yea if you go into a giant earlier its like 700 supplies to unlock it, build one and build one chaff. So you can do it early in the game. Then they add up slowly and when you have like 4 of them its very cost efficient to build more techs for them and build more of them. When it's late game with unit round and you have like 2000 money after a sell, you cant build like 2 arclights and a crawler for 300. So the question becomes do you go 3 forts with barriers or slam down 2 factories? and the factory is always better
@SurreyEZ I'm a much worse player than you but I still don't really understand this. There are some games where carry arcs are completely snowballed out of control, and the expensive air augment as 4th ensures that you can't lose. Building anti air mustangs or other units seems like unnecessary risk instead of just leveling a tech that closes the game. I would understand if there was a better 4th option but I go carry arcs a lot and can't think of a time I wanted armor
I have never seen Surry not complaining about the starting cards ever
Elite is like 90% of your play rate and 100% of your complaining about it being a bad specialist
compelled to take the blue pill
I am pretty sure Rat doesn't like any opening, I don't Believe I have been heard him say anything positive about the opening g specialist and units. I now assume when he says 'unplayable' it means 'pretty ok' and he has a 75% win rate with it.
@@Trog16 absolutely wild he passed up quick supply with tank
Each and every Rat's video starts:
"OMG what are these garbage specialists!?"
so true ^^
arclight carry :welcome to the dark side...
Hi Surrey, commenting here for the yt algorithm instead of in disord.
When you get a gap will you please give your card and specialist tier lists a once over to update them?
yea i have been meaning to do it for quite a while
Leaving the obligatory YT algorithm comment
Always fun to see you go carry Arcs while you insist that it is a bad strategy xD
:D well its bad because it's very easy to prevent. But if the opponent just keeps building a board that loses to it then why not !
Oh this is going to be a good one!
Wouldn’t early armor have blocked the typhoon damage?
I remember when elite gave you an adding 50 supply rather than 100
or 0
Hey Rat, i am playing this game for one year now and i am enjoying the aggro playstyle, like u... Its not worth to learn standard in my opinion, dont do it, its boring to watch. i Am enjoying ur content as it is rn
could you please explain why in game 2 first round you go Arcs, isn't it kinda the same role as mustangs and you want somethign against Balls and Arcs die to Balls, maybe I am missing something crucial here
Mustang is a bit of a bad unit right now. So i almost treat them as fangs that have higher movement speed at the beginning, so not a reliably unit to clear crawlers with. You can go 2 crawlers also but i dont like it because of fire badger unit drop, you can go 2 snipers also since he has balls and is probably building arcs and with you you probably have the best round 1 but i think marksman is a bad unit. Going 2 fang is probably the most flexible choice round one.
I took a little bit of a risk since he's speed spec and would probably deploy aggressively. I think the arcs are pretty good vs aggressive ball+crawler starts since they usually want to level their crawlers. So when you go charged shot it counters lev2 crawlers + steel balls and you dont need to tech range since you connect at the start
@@SurreyEZ thanks for explanation
Arclight best girl
What was the reasoning on both sides for going war factory in the first game?
too much money if you havent committed into another giant earlier in the game
Oh, I get what you are saying : techless war factory is better than 1 tech giant on average from a nothing board.
Thanks for the insight!
@@leozaboudi8005 Yea if you go into a giant earlier its like 700 supplies to unlock it, build one and build one chaff. So you can do it early in the game. Then they add up slowly and when you have like 4 of them its very cost efficient to build more techs for them and build more of them.
When it's late game with unit round and you have like 2000 money after a sell, you cant build like 2 arclights and a crawler for 300. So the question becomes do you go 3 forts with barriers or slam down 2 factories? and the factory is always better
You prefer armor over air tech on arc lights?
i don't use armor very often but I find anti-air to be truly useless. Maybe EMP would have more use cases
@SurreyEZ I'm a much worse player than you but I still don't really understand this. There are some games where carry arcs are completely snowballed out of control, and the expensive air augment as 4th ensures that you can't lose.
Building anti air mustangs or other units seems like unnecessary risk instead of just leveling a tech that closes the game. I would understand if there was a better 4th option but I go carry arcs a lot and can't think of a time I wanted armor
please add stream chat to the videos