@@SurreyEZ It's so cool, it's like the instant commentary you can't make alone because like you said "there's so much to say in one choice". Very nice vibe in this one ^^ Thanks you :)
@@brentjenkins579 The range upgrade effects the main gun, so if you do range + side guns, your sabers are not moving forward and just sniping in the backside more. So those side guns have a lower dps as they will have less units to attack in range (fixed range on those). Its the same reason you never picked ground cannon and range on the overlord, as you just ended up wasting a ton of dps from the ground cannons.
Sweet getting the whole gang together on one of these. Sounds like a fun way to do hangout and commentary with some actually valuable other opinions around.
I think fort barrier is pretty bad into raiden because if it shoots at 5 targets inside the barrier it will hit it 5 times and basically just wipe instantly
The raiden options strike me as a unit that fills a role similar to the pre-buffed wraiths, where the goal is to deal as much damage to as many enemy units as possible from just behind the front line. I don't see it as a 'carry unit' that wins 1v1 fights against anything, and it would probably die terribly to AA sniper or any other range-focused heavy hitters. I do actually see utility for the percentage based damage in scenarios where your opponent is trying to build thicker frontline units, meaning mass tanks, balls, tarantulas and forts. In that scenario, chaining mass -40% max HP lowers the entire enemy line's survivability, allowing your other units to reduce their numbers in fewer volleys. I think of it like static from diablo 2, on paper it's crap and it won't kill anything but when it hits an entire army and suddenly all units are at 60% hp or less before they really even engage, the impact can be seen more clearly. I also tend to think chain is higher priority than fork, for the reason that it will attack a single target in range and not necessarily hit more than 1 target, even if it has 5 shots. Chain by comparison searches for additional targets around the first, so you can hit things out of range or that would be protected behind. Regarding the fire-clear unit, I think they should add them to towers as unit-attachments. I feel there is a missed opportunity to have like.. a fire-hose upgrade on the tower that gives you an attachment for like 100 that clears flames, acid, and oil within 20 of the unit or something. And that opens a whole can of opportunities to have "always obtainable" minor upgrades for units. If the fire-clearing thing is a "unit" that requires using our limited deployment it is too much of an opportunity cost for too little benefit.
Something i noticed was that when you pick up chain it jumps to units outside of the normal range. So in a way even though it decreases range it IS a range upgrade. Chain into fork actually looks good with that in mind because it's not only anti chaff but, anti stack or anti wave. It deals with units deeper on the board. If the opponent has a chaff heavy build this is an extremely destructive option. It even sniped an overlord outside of the raiders range. It was even behind quite a few other units. Please check nobody has commented on this.
I wanted to add what does ionization due to the chain upgrade because it looks like it might not be good up close but it looks like the weaker chains that deal 30%base damage gets nerfed with ionization. On paper this seems like a good shotgun glass Canon but on board it might actually be a sniper.
The Ionize is a weird spec, but perhaps it could work decently together with the Chain tech. I am wondering if the damage reduction for the chain lightning also applies to the % current HP damage or not.
im in a love-hate relationship with this game i install it, play 5-10 games, get pissed because some bullshit strategy, uninstall, and play again after 2 weeks
the blowback on those raidens really confuses me. there shouldnt be any blowback at all, but they have it like they fire a MASSIVE artillery shell instead of electric power.
with level 1 raidens, ionization increases shots to kill against most enemies in the 4k to 13k HP range, and decreases STK against enemies above 27k HP (including all giant units). These numbers get way worse as the raiden upgrades (level 2 raidens only get an advantage from ionization over 54k!) but also better if you have other units doing damage; even a squad of fangs' worth of dps makes ionization a faster killer against anything bigger than a level one wraith. TLDR ionization is shit for carry raiden but might be worth testing as a support pick.
Ionization avoids OS, I see two reasons to take it : -hackers -not denying XP to your other units Also, maybe we'll have a mass produced card for the Raiden.
Hey Surrey, i got a question, again: Now that boats are slightly bigger/stronger/more expensive, why do you think the jumpdrive-flyby isnt viable anymore? My mmr kinda depends on that working 😅🙈 Thanks for always responding!
the more boats you have the better you clear chaff. When you jump you cant take the chaff clear with you. Also since they are bigger they connect slower to the tower since you cant stack them as neatly. Also it takes longer to build your first boat so maybe you need to use something like marksman or phoenix for a couple of turns and then you have a worse board
ionization might work if you just have lvl 1 raidens for that. Especially if the enemy has one central unit with a huge HP pool, then you tech into that just to counter this one units HP pool.
You can see it fire at a single targets in this video and it doesnt do triple damage. See the raidin on the left at 12:30 which fights a sabertooth and then a farseer, along with the commentary about this
Loved the shared commentary from you all on this. Hope there’s more videos like this!
can try to set it up more often!
@@SurreyEZ It's so cool, it's like the instant commentary you can't make alone because like you said "there's so much to say in one choice". Very nice vibe in this one ^^
Thanks you :)
Good video, enjoyed the commentary with others
glad you liked it! thanks for the kind words
Thanks for the preview and really enjoyed the commentary with you all during matches.
Also nuke is the best chaff clear :D
Have a great new years!
you too!
Apparently if you combine range and secondary guns on the sabertooth they counteract, just like range and ground cannon on overlords.
yea, but still shoot incoming stuff like crawler, sledge
What do you mean counteract?
@@brentjenkins579 The range upgrade effects the main gun, so if you do range + side guns, your sabers are not moving forward and just sniping in the backside more. So those side guns have a lower dps as they will have less units to attack in range (fixed range on those). Its the same reason you never picked ground cannon and range on the overlord, as you just ended up wasting a ton of dps from the ground cannons.
@benjiro8793 gotcha. I don't think counteract is the right term for that so I was confused. They don't synergize well though per your explanation.
Sweet getting the whole gang together on one of these.
Sounds like a fun way to do hangout and commentary with some actually valuable other opinions around.
The sabertooth is essentially a horus heresy tank in this game.
Pretty cool.
I think fort barrier is pretty bad into raiden because if it shoots at 5 targets inside the barrier it will hit it 5 times and basically just wipe instantly
true
The raiden options strike me as a unit that fills a role similar to the pre-buffed wraiths, where the goal is to deal as much damage to as many enemy units as possible from just behind the front line. I don't see it as a 'carry unit' that wins 1v1 fights against anything, and it would probably die terribly to AA sniper or any other range-focused heavy hitters. I do actually see utility for the percentage based damage in scenarios where your opponent is trying to build thicker frontline units, meaning mass tanks, balls, tarantulas and forts. In that scenario, chaining mass -40% max HP lowers the entire enemy line's survivability, allowing your other units to reduce their numbers in fewer volleys. I think of it like static from diablo 2, on paper it's crap and it won't kill anything but when it hits an entire army and suddenly all units are at 60% hp or less before they really even engage, the impact can be seen more clearly. I also tend to think chain is higher priority than fork, for the reason that it will attack a single target in range and not necessarily hit more than 1 target, even if it has 5 shots. Chain by comparison searches for additional targets around the first, so you can hit things out of range or that would be protected behind.
Regarding the fire-clear unit, I think they should add them to towers as unit-attachments. I feel there is a missed opportunity to have like.. a fire-hose upgrade on the tower that gives you an attachment for like 100 that clears flames, acid, and oil within 20 of the unit or something. And that opens a whole can of opportunities to have "always obtainable" minor upgrades for units. If the fire-clearing thing is a "unit" that requires using our limited deployment it is too much of an opportunity cost for too little benefit.
Something i noticed was that when you pick up chain it jumps to units outside of the normal range. So in a way even though it decreases range it IS a range upgrade. Chain into fork actually looks good with that in mind because it's not only anti chaff but, anti stack or anti wave. It deals with units deeper on the board. If the opponent has a chaff heavy build this is an extremely destructive option. It even sniped an overlord outside of the raiders range. It was even behind quite a few other units. Please check nobody has commented on this.
I wanted to add what does ionization due to the chain upgrade because it looks like it might not be good up close but it looks like the weaker chains that deal 30%base damage gets nerfed with ionization. On paper this seems like a good shotgun glass Canon but on board it might actually be a sniper.
The Ionize is a weird spec, but perhaps it could work decently together with the Chain tech. I am wondering if the damage reduction for the chain lightning also applies to the % current HP damage or not.
Nice video, shared commentary and longer materal to have a better look at new seazon
Jan 2nd for the first part of it when the season changes. Plus there are season changes as well....
im in a love-hate relationship with this game
i install it, play 5-10 games, get pissed because some bullshit strategy, uninstall, and play again after 2 weeks
Bullshit strategy?
Didn't know any of those existed in this game, overlord spam?
Is it 4 super range sniper with crawler and tank lines into art scorpions with anti missile sabertooths?
When i lose to a strategy and i cant think of the counter, i play it myself, till i get an opponent who shows me how to beat it 🤷🏻♀️
What is fun for me around 1500 mmr is that I die every day to something different. Last time it was lvl2 worm flank vs my medium-heavy board.
the blowback on those raidens really confuses me. there shouldnt be any blowback at all, but they have it like they fire a MASSIVE artillery shell instead of electric power.
they need to hire a physicist
You got a new pc? Game runs smoother than I remember normally.
elite marksman reinforcment? 15:25? crazy
Raiden looks like it would be good with a beacon, range/fork will probably hit the tower even if its not the closest.
does season point stay when season 2 ?
Starcraft wants its Typhoon back.
with level 1 raidens, ionization increases shots to kill against most enemies in the 4k to 13k HP range, and decreases STK against enemies above 27k HP (including all giant units). These numbers get way worse as the raiden upgrades (level 2 raidens only get an advantage from ionization over 54k!) but also better if you have other units doing damage; even a squad of fangs' worth of dps makes ionization a faster killer against anything bigger than a level one wraith.
TLDR ionization is shit for carry raiden but might be worth testing as a support pick.
Raijin is so cool, its literally a lightning storm, +points for accuracy
What GPU do you have?
Ionization avoids OS, I see two reasons to take it :
-hackers
-not denying XP to your other units
Also, maybe we'll have a mass produced card for the Raiden.
And I suppose it works on upgraded towers and shields.
Hey Surrey, i got a question, again:
Now that boats are slightly bigger/stronger/more expensive, why do you think the jumpdrive-flyby isnt viable anymore? My mmr kinda depends on that working 😅🙈
Thanks for always responding!
the more boats you have the better you clear chaff. When you jump you cant take the chaff clear with you. Also since they are bigger they connect slower to the tower since you cant stack them as neatly. Also it takes longer to build your first boat so maybe you need to use something like marksman or phoenix for a couple of turns and then you have a worse board
@ ok, i get it. Thanks for explaining all this
ionization might work if you just have lvl 1 raidens for that. Especially if the enemy has one central unit with a huge HP pool, then you tech into that just to counter this one units HP pool.
true, good first tech if you get it from unit drops against aggressive factory f.e.
Also with the splash of chain it might function like an ignite on backline units.
How can you play this already?
test server as i am a content creator
What a comeback in the 2v2 game.
Oh shit, what I gunna do?
In b4 nerf
first
I am pretty sure thay the Raiden always shoots 3 attacks and if they can't distribute them, they all go to 1 unit, so they are not wasted.
no, different targets always
Would be insane to kick for like 18k dmg lvl1
You can see it fire at a single targets in this video and it doesnt do triple damage. See the raidin on the left at 12:30 which fights a sabertooth and then a farseer, along with the commentary about this