Ban mode is an interesting gamemode because it forces players to make strategies that are different from those that we already know and that were developed long time ago.
The players' macro decisions made during those matches were actually extremely in depth: Game 1: Vindicators & Turret drops can both easily snipe terror drone, but without them, bringing MCV to combo with td was a briliant move (which locks out Riptides - the remaining soft counter to Sickle). ZT could not fight for map control without bears & conscripts, while nocando's peacekeepers weren't banned, so ZT's factory rush was unfortunately predictable. Instead of making the obvious move of spamming peacekeepers early game (which would have struggled against Sickle rush), nocando opened with refinery to rush out a prospector immediately for the water ref, so that losing his entire base economy did not prevent him from teching up for a destroyer to eventually force away Sickles. His transition into all-out infantry spam worked great (you can notice on the unit graph where nocando's unit count suddenly skyrocketed), as all 3 bans on Soviets were on infantry counters. Game 2: Without bears to camp dojo, or Flak Trooper to mine down the dojo, ZT had no way of countering a Dojo sent straight into his base (a very unusual move on Cabana Republic - note how nocando did not attempt to fight over garrisons at all). ZT thought he'd rendered the engineer useless when he walled that dojo off at 18:50 (while nocando could not build Tank Busters to break walls for engineer), but nocando sold his own dojo then a wall segment behind it to let engineer out and remove the base war factory. With ZT's war factory now on the top of the map (nocando sent warriors along that path to intercept any terror drones coming down), Yuriko was uncontended (the banned bears & twinblades would normally have been Yuriko counters) Game 3: knowing ZT had dogs while he didn't, nocando built his first barracks for engineer then sold it immediately for a peacekeeper, which thrawted ZT's early dog rush. nocando built a second barracks at the back of his base for rip jav - beautiful decision considering vindicators & peacekeepers that normally hinder this rush are banned. ZT immediately moving MCV for turret push would have been an insane move against an Allied player, had Vindicators existed. nocando's MCV wasn't in his main base to drop timely turrets of his own, while his rip jav died off before managing a ref kill, so ZT was in a position to win. Selling his turret to building 2 cryocopters was too wreckless for ZT though - should probably have invested more into turrets to secure a foothold first (although the gamble of winning the riptide war using cryo could have paid off).
Been looking forward to more Ban Mode, _love_ how much variety it brings to RA3. Also really nice to see the UI element! The lesson to be learned from that first game, one that everyone should thoroughly take note of, is: delete the damn cryocopters or you can't even play the game, it's pretty much mandatory.
In first game soviet had every advantage possible when he brought MCV but wasted it without any gain. A single baracks with flaks or engi would remove enemy from the game.
I'm pretty sure the reason of giving 1k for banning t3 units is because you waste your ban on units which usually aren't used instead of banning some very used t1 or t2 units. And Sputnik isn't used at all, so yeah, the reason for giving 2k is kinda the same as with t3.
You mean the first game? If so nah, ZT just rushed his MCV into enemy base with little support, basically zero results and barely any plan. And that was the entire game, barely any plan and little results. Nocando demolished his base even without copters
if you are Empire player and your opponent is Soviet just ban flask trooper, MIG and Bullfrog and go striker. A single flask defense building can't do much or just ban submarine, Twinblades and Draughnout and rush navl strategy.
The Soviet player is likely to ban air mode for Tengus and Strikers (kind of a meta ban in this mode), and thus the ban of Flak Trooper, MIG and Bullfrog is rendered moot, because you only have like... Seawings to capitalize on the advantage that these bans have created.
That's why ban mode 2.0 splitted the ban phase into two halves. All-out AA ban is almost a suicide move now (most players just forfeit once they see the ban results, not realizing they still could rush tier 3 for Kirovs / Rocket Angels).
I have a suggestion for the alternative banning setting. Play BoN, each player starts with 2 bans, and have +1 ban for each game they've lost. I.e., with 3-1 score on Bo7 series the leading player bans 3 units while the losing one bans up to 5.
@@paulrasmussen8953 Nobody bans harvesters currently. It's a noob move that hasn't managed to win any games. I'm gonna buff harvester ban if I made Ban mode 3.0
@@xyhc-cnc Curious, if they are banned - can you still built new refineries and get harvesters that way? Or, say, produce enemy harvesters from captured buildings?
Ам... потому что в игре 1 на 1 т3 юниты и так практически не играют? Если игра долго идёт, то могут ещë строить артиллерию или хамелеоны, но в остальном все играют т2/т1.
Ban mode is an interesting gamemode because it forces players to make strategies that are different from those that we already know and that were developed long time ago.
It’s really and always interesting to see the new strats and the punch rolling because kf it
The players' macro decisions made during those matches were actually extremely in depth:
Game 1: Vindicators & Turret drops can both easily snipe terror drone, but without them, bringing MCV to combo with td was a briliant move (which locks out Riptides - the remaining soft counter to Sickle). ZT could not fight for map control without bears & conscripts, while nocando's peacekeepers weren't banned, so ZT's factory rush was unfortunately predictable. Instead of making the obvious move of spamming peacekeepers early game (which would have struggled against Sickle rush), nocando opened with refinery to rush out a prospector immediately for the water ref, so that losing his entire base economy did not prevent him from teching up for a destroyer to eventually force away Sickles. His transition into all-out infantry spam worked great (you can notice on the unit graph where nocando's unit count suddenly skyrocketed), as all 3 bans on Soviets were on infantry counters.
Game 2: Without bears to camp dojo, or Flak Trooper to mine down the dojo, ZT had no way of countering a Dojo sent straight into his base (a very unusual move on Cabana Republic - note how nocando did not attempt to fight over garrisons at all). ZT thought he'd rendered the engineer useless when he walled that dojo off at 18:50 (while nocando could not build Tank Busters to break walls for engineer), but nocando sold his own dojo then a wall segment behind it to let engineer out and remove the base war factory. With ZT's war factory now on the top of the map (nocando sent warriors along that path to intercept any terror drones coming down), Yuriko was uncontended (the banned bears & twinblades would normally have been Yuriko counters)
Game 3: knowing ZT had dogs while he didn't, nocando built his first barracks for engineer then sold it immediately for a peacekeeper, which thrawted ZT's early dog rush. nocando built a second barracks at the back of his base for rip jav - beautiful decision considering vindicators & peacekeepers that normally hinder this rush are banned. ZT immediately moving MCV for turret push would have been an insane move against an Allied player, had Vindicators existed. nocando's MCV wasn't in his main base to drop timely turrets of his own, while his rip jav died off before managing a ref kill, so ZT was in a position to win. Selling his turret to building 2 cryocopters was too wreckless for ZT though - should probably have invested more into turrets to secure a foothold first (although the gamble of winning the riptide war using cryo could have paid off).
If they rerelease this game, they should have ban mode in as a default game mode. And remember kids, ban Cryocopters.
It is a default game mode on the BattleNet server now :)
Not banning cryocopters in Red Alert 3 is a warcrime. The sentence is dealing with cryocopters.
I loved the Yuriko play, I hope to see more shenanigans like this with Ban mode
Been looking forward to more Ban Mode, _love_ how much variety it brings to RA3. Also really nice to see the UI element!
The lesson to be learned from that first game, one that everyone should thoroughly take note of, is: delete the damn cryocopters or you can't even play the game, it's pretty much mandatory.
In first game soviet had every advantage possible when he brought MCV but wasted it without any gain. A single baracks with flaks or engi would remove enemy from the game.
I'm pretty sure the reason of giving 1k for banning t3 units is because you waste your ban on units which usually aren't used instead of banning some very used t1 or t2 units. And Sputnik isn't used at all, so yeah, the reason for giving 2k is kinda the same as with t3.
*ban mode.
*doesn't ban cryocopters.
You've been given paradise and you spit on it!
Meanwhile, the new video on Ban Mode Tourney finals only had a single cryo ban, so the games were mostly 3 cryo freezing 6 bullfrogs 😂
Imma ban power plant, refinery and barracks.
To be fair, banning Powerplant and Barracks alone is enough :D
Just ban walls as the third option so they really cant build anything at all.
Ban the mcv. Easy win
Yessss!!!! RA3 Ban Mode I love it
Poor ZT was winning until nocado has started to build cryos :(
that's why you should ban them and not vindis
You mean the first game? If so nah, ZT just rushed his MCV into enemy base with little support, basically zero results and barely any plan. And that was the entire game, barely any plan and little results. Nocando demolished his base even without copters
You know it’s gonna be a good day when you hear “this is sybert signing into red alert 3 on the map” !
Thanks for the upload !
I really enjoy these banmode games
ZT's biggest blunder in the first game is selling the MCV.
if you are Empire player and your opponent is Soviet just ban flask trooper, MIG and Bullfrog and go striker. A single flask defense building can't do much or just ban submarine, Twinblades and Draughnout and rush navl strategy.
Isn't the ban turn-based? Like if the Soviets know you are banning these wouldn't they also ban your tengus and strikers during their round?
The Soviet player is likely to ban air mode for Tengus and Strikers (kind of a meta ban in this mode), and thus the ban of Flak Trooper, MIG and Bullfrog is rendered moot, because you only have like... Seawings to capitalize on the advantage that these bans have created.
That's why ban mode 2.0 splitted the ban phase into two halves. All-out AA ban is almost a suicide move now (most players just forfeit once they see the ban results, not realizing they still could rush tier 3 for Kirovs / Rocket Angels).
Genuine question: does anyone ever use:
- rocket angels (besides the one in this video)
- shinobi
- naginata cruisers
Naginata yes, others not so much, aside from a very rare shinobi
Thank god no boring tengu spam
No peacekeepers or vindicators? No problem.
No mecha tengus? Someone end me.
а я только хотел спросить, почему они не банят Т3 юниты, но постом понял в конце первой игры
I have a suggestion for the alternative banning setting. Play BoN, each player starts with 2 bans, and have +1 ban for each game they've lost. I.e., with 3-1 score on Bo7 series the leading player bans 3 units while the losing one bans up to 5.
Tiny typo in the title for 'nocando'.
What is the name of your intro music
tbh conscript and twinblade ban is pretty weird. I woulda went with hammer tank and bullfrogs instead.
So could you ban flak troopers, flak tower and bullfrog and just go Empire air?
Then enemy will ban all empire air.
Are the units banned completely erased from the build lists, so players can't even build them by accident?
Yes
Sorry harvesters should never be banned
@@paulrasmussen8953 Nobody bans harvesters currently. It's a noob move that hasn't managed to win any games. I'm gonna buff harvester ban if I made Ban mode 3.0
@@xyhc-cnc
Curious, if they are banned - can you still built new refineries and get harvesters that way? Or, say, produce enemy harvesters from captured buildings?
@@steelbear2063 yes
Rocket angel is coming. Haha
Allies OP
Fun replay
Nice new video
Нужно быть очень тупым чтобы не заблокировать криокоптер
First game Soviet was bad. Threw really hard also
Mh i don't like the idea. looks nooby
а я только хотел спросить, почему они не банят Т3 юниты, но постом понял в конце первой игры
Ам... потому что в игре 1 на 1 т3 юниты и так практически не играют? Если игра долго идёт, то могут ещë строить артиллерию или хамелеоны, но в остальном все играют т2/т1.