heyyyyyyyy i made it into your video, newbie air player on your team lol. And apologizes for slow start on air, my eco was struggling. Still trying to grasp that fine balance. Love your videos, glad i could help somehow. When you're new you constantly get steam rolled. 2 weeks in and finally getting a hang, wishyou the best of luck in game. Always enjoy the content
I'd have been surprised if the Gunslinger rush would have been game-ending. However, what actually surprised me was the extreme durability of that Prude! Those bombers and amphib tanks were CHEWING on that thing and it just kept on soaking up that dps! If the amphib tanks wouldn't have focused so hard on the Prude - they could have wiped you out completely. I knew Prude can take a couple more hits than the AdvGeo, but looking at stats now... it has a whopping TEN THOUSAND more HP than AdvGeo. What a damagesponge. And if you manage to blow it up, so what, it'll barely take anything with it. To top it off, it has only 70% of the metal cost of a AdvGeo (and 60% of the energy production and almost same E-cost, but its gotta have SOME disadvantages, doesn't it?). So, Summary - not saying I'd always go Prude over AdvGeo, sometimes u gotta be greedy ofc - but Prude is a lot better than I ever thought it is.
I think the early aircraft scout (2:00) has the right idea. Early aggression, including your early gunslingers, is good for punishing those players who go full eco for the first 20 to 30 minutes 😂😂 (You know who you are) Early aggression should become the norm.
I had the misfortune of frontlining against LSR yesterday on this map. He just waltzed in with his commander and d-gunned my base. That was what I was thinking the video was going to be about!
one of my first games I held on with just 2 gunslingers and surprisingly managed to push halfway across the map with them, the fast learning adds up fast
"I wish i could have these guys on different trajectories" - Move the rez bots in a line formation then shift-reclaim. They'll all find whats close to them. Essential for detailed scavenging as a poor frontliner or super greedy backliner looting enemy lines.
Definitely agree with this. You're naturally a very fast speaker. Its great for the rapid pace of the game but speaking more slowly and completing all your sentences would help newbs like is learn more
Drongo a question: on that spot you prefer at supreme strait would be viable to send the commander for that smol lake and build tidal generators? Would be nice to learn how to make use of that smol pool, I dont know if would be able to hide any amphious production facilties ( maybe a surprise seaplane one) there or other interesting strategy ( maybe building and hiding Naval Fusion Reactors? ).
IMO the production facility to stick in the pond is definitely the seaplane factory, you can safely get sonar planes & torpedo bombers to help clear the water or get your team back into a seazone you've lost. A few seaplanes scouting over both sides of the water would be a huge advantage for your team's navy players.
100% should have asked your air player for a few transports to get those slingers up front faster. I personally would have also held off on getting those t2 bots for your allies until i jad at least 3 slingers, but thats just me being greedy i guess.
Did they fix the thing where you could build multiple mines on a single metal patch and milk slightly more metal than the patches are nominally rated for?
Commando play was demonstrated the other day where one player took out like 3 players' bases several times on this map, so there's going to be copycats for a while. Dealing with the transports and the commandos is going to be a significant issue, I think. The mines are super cheap and the commando is a paratrooper, so destroying the transport doesn't mean the commando is destroyed, so AA has limited utility in protecting against that kind of bombing run.
the issue with gunslingers is they are kind of all or nothing, and you have to micro your heart out for them, arguably the commando is more worthwhile comparatively
@@andrewgreeb916 I think it's fine that they are so micro intensive, but the issue is that you don't get that much from optimizing them. I think perhaps if they were a bit faster they would be more usable. At the moment, I'd take 2 hounds over a gunslinger in any situation.
I think Gunslingers are really misunderstood, they have a specific role no one seems to use them for. Gunslingers aren't really supposed to be an offensive unit, their purpose is to defend against T1 spam, they're the Armada equivalent of Pounders. They're relatively slow and short-ranged so they can't push well into other T2 units and can be easily kited, and they're way overcosted for their stats unless they gain a lot of xp. Their regen is meaningless in most battle scenarios but it lets them survive against constant T1 spam where other units like Hounds will eventually get worn down by friendly fire.
@@xeroprotagonist I have trouble believing that gunslingers do a better job at holding back t1 spam than welders tho. Their rate of fire is too slow to hold hold a continuous pawn stream.
this game is way way to unpredictibale .. why never make d around ur stuff early on.. i dont get it... ONE rush is all it takes .. AND I RUSH as a 14 to backline or geiser holdups everytime
heyyyyyyyy i made it into your video, newbie air player on your team lol. And apologizes for slow start on air, my eco was struggling. Still trying to grasp that fine balance. Love your videos, glad i could help somehow. When you're new you constantly get steam rolled. 2 weeks in and finally getting a hang, wishyou the best of luck in game. Always enjoy the content
"Guys sucking up here, guys sucking up down here" - Drongo, 2023 @23:11
I'd have been surprised if the Gunslinger rush would have been game-ending.
However, what actually surprised me was the extreme durability of that Prude!
Those bombers and amphib tanks were CHEWING on that thing and it just kept on soaking up that dps!
If the amphib tanks wouldn't have focused so hard on the Prude - they could have wiped you out completely.
I knew Prude can take a couple more hits than the AdvGeo, but looking at stats now... it has a whopping TEN THOUSAND more HP than AdvGeo. What a damagesponge.
And if you manage to blow it up, so what, it'll barely take anything with it.
To top it off, it has only 70% of the metal cost of a AdvGeo (and 60% of the energy production and almost same E-cost, but its gotta have SOME disadvantages, doesn't it?).
So, Summary - not saying I'd always go Prude over AdvGeo, sometimes u gotta be greedy ofc - but Prude is a lot better than I ever thought it is.
I think the early aircraft scout (2:00) has the right idea.
Early aggression, including your early gunslingers, is good for punishing those players who go full eco for the first 20 to 30 minutes 😂😂 (You know who you are)
Early aggression should become the norm.
I had the misfortune of frontlining against LSR yesterday on this map. He just waltzed in with his commander and d-gunned my base. That was what I was thinking the video was going to be about!
Great game, watching the mini map it looks like your team was on the front foot most of the game which helped give space for the recovery and boom.
Let's be real, we all thought it was gonna be the Gunslingers winning the game
Also, I thought it was gonna be 1 gunslinger.. :D
I didn't. I know the Gunslinger is garbage.
Ok, I will try to win a game with gunslingers only
Great video. But it's super confusing when you mix the old unit names with the new ones. My vote is just to stick to the BAR names.
one of my first games I held on with just 2 gunslingers and surprisingly managed to push halfway across the map with them, the fast learning adds up fast
This Map looks exactly like Seetons Clutch from FAF
"I wish i could have these guys on different trajectories" - Move the rez bots in a line formation then shift-reclaim. They'll all find whats close to them. Essential for detailed scavenging as a poor frontliner or super greedy backliner looting enemy lines.
23:14 classic
Feedback: You often say "one of these". as a newbeginner it would be nice if u could make the extra effort of saying what u build:)
Definitely agree with this.
You're naturally a very fast speaker. Its great for the rapid pace of the game but speaking more slowly and completing all your sentences would help newbs like is learn more
Drongo a question: on that spot you prefer at supreme strait would be viable to send the commander for that smol lake and build tidal generators?
Would be nice to learn how to make use of that smol pool, I dont know if would be able to hide any amphious production facilties ( maybe a surprise seaplane one) there or other interesting strategy ( maybe building and hiding Naval Fusion Reactors? ).
it is, viable for that, the tidal power is basically wind power with no wind risk
IMO the production facility to stick in the pond is definitely the seaplane factory, you can safely get sonar planes & torpedo bombers to help clear the water or get your team back into a seazone you've lost. A few seaplanes scouting over both sides of the water would be a huge advantage for your team's navy players.
The one spot that Drongo got is bound to the geothermal. The other spot to the top-left is bound to the lake.
hotshot gg from early lol days! nice ;)
100% should have asked your air player for a few transports to get those slingers up front faster.
I personally would have also held off on getting those t2 bots for your allies until i jad at least 3 slingers, but thats just me being greedy i guess.
23:14 that needs to be clipped out of context.
11:24 Destroying A Frontline, Sergio Leone's way
The 3000 tick push didn't hurt either
Is that the actual HotshotGG?
Nice game. Fantastic and thanks for the content!
Did they fix the thing where you could build multiple mines on a single metal patch and milk slightly more metal than the patches are nominally rated for?
Also, I note that you're not making usage of the tidal lake next to your base.
Commando play was demonstrated the other day where one player took out like 3 players' bases several times on this map, so there's going to be copycats for a while.
Dealing with the transports and the commandos is going to be a significant issue, I think. The mines are super cheap and the commando is a paratrooper, so destroying the transport doesn't mean the commando is destroyed, so AA has limited utility in protecting against that kind of bombing run.
Is that Hotshot Nidalee GG on the front?
please! More things of these and those 😂
Great video!
YEE HAW!!!!
pretty epic game, nice job!
9:48 Alright let's see you micro like a SC2 PRO!!!!!!!
Good smooth gaming.
I know in this game it didnt really matter but i think it would really benefit your future mental health to get antinuke before 16 mins lol
18 mins*
SEEETTOOOOOONNNN !!!!
damn good vid
YEE HAW
nice bombing run
Yee Haw
man gunslingers are so terrible. You could have had double the amount of hounds and let's be real you'd have had way more impact with 10 hounds.
YEE HAW
the issue with gunslingers is they are kind of all or nothing, and you have to micro your heart out for them, arguably the commando is more worthwhile comparatively
@@andrewgreeb916 I think it's fine that they are so micro intensive, but the issue is that you don't get that much from optimizing them. I think perhaps if they were a bit faster they would be more usable. At the moment, I'd take 2 hounds over a gunslinger in any situation.
I think Gunslingers are really misunderstood, they have a specific role no one seems to use them for. Gunslingers aren't really supposed to be an offensive unit, their purpose is to defend against T1 spam, they're the Armada equivalent of Pounders. They're relatively slow and short-ranged so they can't push well into other T2 units and can be easily kited, and they're way overcosted for their stats unless they gain a lot of xp. Their regen is meaningless in most battle scenarios but it lets them survive against constant T1 spam where other units like Hounds will eventually get worn down by friendly fire.
@@xeroprotagonist I have trouble believing that gunslingers do a better job at holding back t1 spam than welders tho. Their rate of fire is too slow to hold hold a continuous pawn stream.
nice
I have also seen constructors goofing off a lot.
Man I want to do air better and fighters are good for bombing runs, but man how useless to chase the tanks when your base got raided.
Was it me giving you the idea? :D
this game is way way to unpredictibale .. why never make d around ur stuff early on.. i dont get it... ONE rush is all it takes .. AND I RUSH as a 14 to backline or geiser holdups everytime
YEE HAW