36:17 Weckethr started advanced nano repair and stalled power his own self. You didn't see it because his com (the source of the power stall) was dead by the time you selected him. He did it to himself.
It's so refreshing to see that the Supreme Commander community is still alive and kicking! I remember I used to love this game back in the day and randomly searched for it a few days ago; been binging these casts for a week now 😁Still one of the best RTS games! Love your commentary Gyle!
@@58Magis also on the second telesnipe the reason the PD didnt save Sk2 is because the com moved away from them due to TLM missiles, it was actually a pretty well coordinated move to force the com to move with TML then tele where its moving to laser it, if the cybran comm teleported in range of the PD grid it would have insta died, if it was t2 PD it might have still been in range even after the com moved
@@PenderTheTyrant Given that Total Annihilation heavily influenced the RTS genre (it's actually considered as the 1st of his kind), it's definitivly not a scam lol.
@@PenderTheTyrant Every single RTS ever made after ? TA introduced in RTS a large diversity of units, but also and mainly the 3D models of units and terrains, and the gestion that comes with it, which was completly new at the time, and affects units path travel and behavior on the field. He was the first game that introduced a engine with physics calculs, meaning projectiles had a real balistic to them (so you could miss your shots). lWithout that, StarCraft may had never existed.
Oof. The 120 Blue tried to airsnipe in the central plateau at least 2 or three times before he got air superiority from red. Goes to show how much stronger a good player can be with teamwork. Still, props for not getting salty about it in the chat.
they need an anti-teleport field generator. Should be t3 and consume a lot of power, but enough to protect a small area, maybe the same size as a t3 sheild gen
Great cast Gyle! By the way, I totally agree with you that there needs to be some sort of "Anti-Teleport Field Generator" or some such thing. Make it an Experimental-level building or something like that, but it NEEDS TO HAPPEN. Cybran Tele-Mazer is just too friggin' hax0r and diminishes great gameplay.
Pure trolling by Gyle at 25:35 ignoring the bottom plateau getting overrun to discuss how nothing is happening on the the other plateaus and only showing the bottom plateau to discuss things that also didn't happen there.
20:50 was i only one screaming "SHIIIEEEELLLD" and then breathing a breath of release when seeing it i swear he intended to be a non shield bait for the whole game xD keeping us on tip of our toes~
Orange aka "LeGiT" was by far the worst player of the game. Did nothing with his advantage, did nothing to help others, did nothing but build 3 experimentals with donated eco. What he can do actually is bm towards teammates. Pleasure to play with guys like this lol
feel like the game would have been way different if BNR's units didn't get unit knee-capped in the transfer when he died. All those T3-T2 and experimental units just poofed away on the right side at 33:10 lol
@@seanylewl Pretty sure he was doing an upgrade which depleted his power and therefore the shields. Only then did he cancel the upgrade which instantly filled up power, but the shields take awhile to regerenate even with full power.
@@seanylewl he probably had an upgrade with heavy assistance the power fail goes away when com dies so it was probably the engies assisting with advanced nano (and the T2 suite). Upgrading shields also doesn't help, its easy to have 10 engies building 1 thing and your fine but you start building a more power intense building (like shields or Pgen) and suddenly your 5K power surplus is now a 15K deficit and e storage drains and fills in a matter of frames.
He started advanced nano repair, stalled his power, shields dropped, com got sniped, power stall solved (com - source of stall - is dead), Gyle clicked on him to see _loads of power._
Exciting game yet it turned rather predictable at the end. Great game and it was nice to see some lower level players pulling their weight. They understood their jobs and never went beyond it.
12:40 IS full share on? Anachronism's units the plateau disappear but his base gets handed over... Unless someone Ctrl-K'd them all by mistake or something, that's not FULL share. Seemed pretty clutch for the middle plateau , too, since Kli-Kli was on the last toehold on the plateau, then after all those units poof, is able to reassert control. 18:45 Kli-Kli brings his thams up to finish off the COM, but lets them target the factory instead of telling them to kill the COM... SMH... Also, if Vist had just put his ASFs further forward and done better covering the gunships, that would have been a kill. Real lack of coordination on Team 2's part... 26:13 There's a reason Legit didn't have a big firebase overlooking the cliff. In the "overlooked" category at 24:43, you can see the transport laden with T3 land. 24:58 drops off units that sweep the south cliffs due to lack of tech upgrade and relaxing defenses after Team 1 thinks the cliff is firmly in their control. 28:55 VIST ctrl-Ks his own units on the center plateau for some reason... 29:32 That's not Twitchy's *forward* base... that was a complete collapse, with too much focus on the upper plateau. When Kli-Kli's units fail to withstand back at 27:58 there was basically nothing left but infrastructure HP to slow BNR down. 29:52 It's kind of amazing how much Team 2 has let Team 1 take air supremacy from them. They really let off the gas on making ASFs. I think they all focused on making bombers or pet projects like that maser, and none of them agreed to keep up ASF production, which is another sign of lack of coordination. It's only Team 1's repeated loss of units with killed coms and lack of players to coordinate that give Team 2 so much of their advantage. 31:20 You can see Hyp3r's com disappear on the bottom of the screen right before microchip dies. Hyp3r then teles right back where he was. It was about as clean as one of those gets. 32:41 And Hyp3r's at it again. I think Gyle just hates Cybrans because he keeps missing the teles not because he thinks they're unfair... 33:06 Amusingly, the strat Gyle zooms in on and accuses is what kills Hyp3r. It does save what's left of Twitchy, though, because that plateau base was all that was left, and it was getting steamrolled by titans and fatboy... 33:48 I'd say that BNR got killed more because those PDs were too far south to actually help. BNR was in a position where a lot of those couldn't help. 34:30 The attack was from BNR, so the attack died when BNR did and all his units went pop... Also, there's a bunch of long-range projectiles you can see coming from a static installation in Vist's main base, so a T3 artillery was completed about this time. 36:13 The only thing that seems to trigger the powerlock is starting advanced nanorepair. There's only about 5k power storage, so perhaps the instant he started he depleted his power and at the most inopportune moment for him to realize? He has "loads of power" again probably because he's cancelling production in hopes of turning that around, but too late. 38:30 The SML is in Krogoth's southwest base, where Gyle actually doesn't look right at it... 38:49 Monkeylord built at 36:08 gets to Krogoth around 38:23 when Krogoth cancels T3. You can also see it passing the barricades around 38:00 39:15 It's really a 2v1, Twitchy has single-digit mass gen and hasn't had an economy for 10 minutes... Probably why starts tele at 41:20 in spite of being UEF. 43:50 You know, Gyle, you really can't just stare at a progress bar zoomed in to max when there's experimentals stomping down both canyons you haven't noticed yet. The two megaliths and monkeylord backed off because of a second ythota that went unnoticed, and to the north, there's another unnoticed fatboy in the north of Legit's... 44:38 And after staring at one progress bar, Gyle stares at another progress bar and ignores the notification of completion of the yolo... 48:29 The monkeylord was killed by all the fighter-bombers surrounding its corpse. 47:36 you can see the first wave come in. As a final note, it really feels like Team 2 missed an opportunity to build a base on top of the plateaus and actually make their control of them mean something. Until the end of the game, Team 1 had bases in PD range, much less TML or T2 artillery range of the edge of the central plateau.
That power-lock was just incredibly inopportune. It looked like some master spy had just walked in and thrown the main power breaker at the exact moment necessary to ensure a clean com kill. One of the things I particularly like about SC:FAF is how battles so often turn on minute accidents of fate or seemingly minor errors.
FC game, prepare for a bunch of snipes w/o full share from a team on comms vs random group Honestly surprised that FC was brave enough to even do partial share. But yeah that played out more or less like I expected.
@@KoreHuman@KoreHuman we never stack it's always balanced, if we can't have 87%+ with us on the team we split for balance. Also I would like to know how we are toxic. Plus I've been trying to get then to do different things other than snipe, it's a work in progress I've been working to. The first snipe btw wasn't hs, that was the random, C128 was snipe by mainly stingers, yes hyper made a strat or two. But after that it was really it. Plus Tele defence is a common practice, granted moreso with hyper.
Gyle is cheating avaible on SC ? LOLROFL game was very " strange" weckethr shields went off exactly when his strats drop bombs. Before VIST build t3 artilery , LOLROFL has heawly protected base witch shields. VISP begin to construct yolona and LOLROFL begin to build many smd before he scouted yolona ... very fucking strange ... judi , Willowisp or few other good players didnt se the future like 1300 rated LOLROFL...From my experience playing starcraft ower 10 years ( 15 years ago :P ) its called maphack
Only been playing faf for about 5 years but it's not possible, I don't even think the hame devs could cheat during a live game without cheats on, they powerstall, weck said he thought he had more power than he did because of overflow. But no, it's not possible to cheat at all, there are UI mods for reclaim and stuff but that's it no way to actually manipulate the game
that's called being decent at the game. Shields went down at a bad time but there were enough strats to punch through and kill weckethr regardless. You should shield your base pre-emptively when its T4 time, especially if you have a big air grid since that's almost always a main target. They did scout the yolo, remember they had a scrying tool from one of their Aeon players. And if they did cheat to see the yolo they're SMD would have been up and would not have gotten breached.
He started advanced nano repair on his com, which is _very_ power hungry, stalled his shields, com got sniped, and then gyle selects him and sees a full power bar (because the com, now dead, was the power stall). He did it to himself.
High end games resolve using a wide array of strats, from nuke fests, to experimental land armies, bomber snipes, artillery duels, telesnipes - and most wins require the use of more than one of these strats in order to gain advantage and then close out - it's clearly quite competitive given that there's no dominant meta, or even an especially strong one emerging despite a pretty active level of play. In this game we had com kills by: Telesnipe (2), telesnipe suicide (2), gunships/bombers (3), land armies (1), land experimentals (1), Ctrl-K(1) The actual victory was secured primarily by T3 artillery and the T4 nuke launcher. Land and Sea units aren't great for sniping coms or even closing out games - but they almost always do the lion's share of the infrastructure damage and they claim territory, so in the early to mid game they are vital, though in the late game they tend to be mainly defensive or just there to apply pressure unless you commit heavily to an experimental offensive push.
I do have one issue with telesnipes however, which is that there are really only two certain ways of defending from them - be underwater, or bury yourself in PD, which renders you functionally immobile. This makes commanders too passive in the endgame (IMO). Ideally there would be other reasonable measures to hold off these attacks, such as tele-shields, or new commmander mods, such as a combat teleporter (instant, short range blink with a longer CD), or an EMP pulse to temporarily disable the enemy commander when they appear - any of these would allow more flexibility in how you respond to telesnipes (and some other snipe attempts), making endgame commanders a bit more flexible.
@@Jesse_359 Shattered Sun is planning on giving commanders a "second wind", so you basically have to snipe them TWICE - and with a different method each time, as the first snipe still causes a nuclear explosion - which makes commanders much more viable as front line units as long as they have a spare life remaining.
@@r3dp9 From what I've seen the main thing that makes commanders so vulnerable is that they are pretty much the slowest units on the map, so if they are ever caught out they have no means of evading or escaping. They either have what they need to survive in the immediate vicinity (support units, shields, AA, PD), or they don't, and they are dead. If commanders had the ability to move faster at least for short periods - such as a combat blink or a movement overload - they'd have the ability to micro out from under bombing runs, get out of the splash radius of an artillery bombardment, disengage from an advancing land force, or blink away from a telesnipe. That movement flexibility would make them 'usable' near the front lines, as long as that kind of movement can't be maintained for long! Otherwise the endgame would become an interminable effort to 'checkmate' a fast moving commander by hemming them in with ground forces, much like the annoying endgame you sometimes get in chess when you don't have enough pieces to properly checkmate a king. The double life thing seems workable? But then you still have two game phases, one where the commander is active, and the endgame where they are generally passive - it's just you don't kick into the 'endgame' phase until your first 'death' comes along.... but where will it place you when you die? in 90% of late game cases if you get put back right where you were, you'd die again in under 5 seconds...
Typical Joes game. Again, predictable and boring af. And, of course, there must be full share because as if it could be missing. Sorry, but it is how it looks.
this was awful, but anyone above 1700 plays only fullshare games, anything else is a snipefest, which justifies wasting tens of thousands of mass on sniping coms and being rewarded instead of punished
36:17 Weckethr started advanced nano repair and stalled power his own self. You didn't see it because his com (the source of the power stall) was dead by the time you selected him. He did it to himself.
Ouch, that burns.
It's so refreshing to see that the Supreme Commander community is still alive and kicking! I remember I used to love this game back in the day and randomly searched for it a few days ago; been binging these casts for a week now 😁Still one of the best RTS games! Love your commentary Gyle!
31:28 tele-snipe by hyp3r2001.
You can see in the bottom right of the map a few seconds before that the 2 ACU rings turn into 1 from the tele
Gyle missed two tele-snips 🧐
@@58Magis also on the second telesnipe the reason the PD didnt save Sk2 is because the com moved away from them due to TLM missiles, it was actually a pretty well coordinated move to force the com to move with TML then tele where its moving to laser it, if the cybran comm teleported in range of the PD grid it would have insta died, if it was t2 PD it might have still been in range even after the com moved
btw Gyle, just a bit of trivia, Krogoth isn't from D&D it's a unit from the Total Annihilation expansion pack.
It's based on the DND monster, the Krogoth is. I can't recall it's name though T something? But that's based loosely on godzilla so w/e.
@@PenderTheTyrant Given that Total Annihilation heavily influenced the RTS genre (it's actually considered as the 1st of his kind), it's definitivly not a scam lol.
@@PenderTheTyrant Every single RTS ever made after ? TA introduced in RTS a large diversity of units, but also and mainly the 3D models of units and terrains, and the gestion that comes with it, which was completly new at the time, and affects units path travel and behavior on the field. He was the first game that introduced a engine with physics calculs, meaning projectiles had a real balistic to them (so you could miss your shots).
lWithout that, StarCraft may had never existed.
@@christophersteen1873 The Tarask you mean ?
@@rajivdosa Oh... Yeah my bad then
I don't even play this game but it's somehow cathartic to watch others play it. When the nukes come out, that's when I get excited.
HES BACK!1!!!
thank you, gyle.
I was suffering from sup com cast withdrawal
Same =)
There are other casters of the game to help tide you over. Willows Duality, for instance.
Have you ever stood and stared at it, marveled at it's beauty, it's genius?
Oof. The 120 Blue tried to airsnipe in the central plateau at least 2 or three times before he got air superiority from red. Goes to show how much stronger a good player can be with teamwork. Still, props for not getting salty about it in the chat.
Another "just leaving a comment to boost engagement," comment. Cheers as always, Gyle!
I love the descriptions of the colors in all your casts 😆
It always warms my heart to see a cybran throw in the towel in style
Been checking out other channels, but you make the best video Gyle.
two weeks without Gyle ist brutal ! Happy to hear you ;)
they need an anti-teleport field generator. Should be t3 and consume a lot of power, but enough to protect a small area, maybe the same size as a t3 sheild gen
maybe it doesnt even kill the teleporting object, but severely damage or, or even stun it for 10 seconds
Hey Gyle love you work, was wondering if in the future there might be a possibility for like 1440p or 2160p? would be great :D
Great cast Gyle! By the way, I totally agree with you that there needs to be some sort of "Anti-Teleport Field Generator" or some such thing. Make it an Experimental-level building or something like that, but it NEEDS TO HAPPEN. Cybran Tele-Mazer is just too friggin' hax0r and diminishes great gameplay.
Pure trolling by Gyle at 25:35 ignoring the bottom plateau getting overrun to discuss how nothing is happening on the the other plateaus and only showing the bottom plateau to discuss things that also didn't happen there.
20:50 was i only one screaming "SHIIIEEEELLLD" and then breathing a breath of release when seeing it
i swear he intended to be a non shield bait for the whole game xD
keeping us on tip of our toes~
he was under pressure whole time, that's the whole reason why he went there
meanwhile air guy bothered to help him there only once
Always love it when a new videos dropps 💜🔥
Great game. No obvious and one sided game after the halfway point.
why doesn't the body laser have a 5sec spin up timer after teleporting?
This was a great game; kudos to Krogoth and Hyper!
Yep, there goes the next hour of my life
Watch at 2x speed - save yourself half the time.
Orange aka "LeGiT" was by far the worst player of the game. Did nothing with his advantage, did nothing to help others, did nothing but build 3 experimentals with donated eco. What he can do actually is bm towards teammates. Pleasure to play with guys like this lol
Freedom was right, the fault was mainly with lolrofl... 3v1 on air and rofl thought it was a good idea to build smd at min 13
cool cast
feel like the game would have been way different if BNR's units didn't get unit knee-capped in the transfer when he died. All those T3-T2 and experimental units just poofed away on the right side at 33:10 lol
very fun battle to watch!
It's Gyle Gyle!
maybe instead of a teleport inhibitor, a teleport notifier kinda like a short range radar
36:17 what happened here? Why did the shields flick off?
power exhaustion. no power generation left
@@thatpotatoguyyt But gyle selected him and it showed a big surplus of power? Unless there's something I don't understand happening here
@@seanylewl Pretty sure he was doing an upgrade which depleted his power and therefore the shields. Only then did he cancel the upgrade which instantly filled up power, but the shields take awhile to regerenate even with full power.
@@seanylewl he probably had an upgrade with heavy assistance the power fail goes away when com dies so it was probably the engies assisting with advanced nano (and the T2 suite).
Upgrading shields also doesn't help, its easy to have 10 engies building 1 thing and your fine but you start building a more power intense building (like shields or Pgen) and suddenly your 5K power surplus is now a 15K deficit and e storage drains and fills in a matter of frames.
He started advanced nano repair, stalled his power, shields dropped, com got sniped, power stall solved (com - source of stall - is dead), Gyle clicked on him to see _loads of power._
31:21 you can see the telemazer commander disappearing as he teleports for the snipe.
Where have you been?! I'm not addicted to FAF you are! 😂
Both are tele snipes @31:20 you can see him tele and again at @32:50 😆
Krogoth played pretty well up until...well, you know. Also the snipe was key AF.
Someone took the map gen and said "101 is your theme" clearly :D
Gotta do my part to fight inflation.
"We can call him BNR just because I don't even care." LOL
players form same clan on different teams how does that work ?
do u cover the game called Beyond all reason?
LOLROFL holds a senior role at the Department of Redundancy Department.
The map says lol!
Nice game
My comment in the aid of community Service
Nice
Exciting game yet it turned rather predictable at the end. Great game and it was nice to see some lower level players pulling their weight. They understood their jobs and never went beyond it.
Mommy what's a Krogoth?
commander lasers +50% range - 50% damage? so its a viable defensive possibility! ^^
The ending is a bit anticlimatic, but still tense. No big turns, but VIST made a bunch of mistakes that made this tenuous.
gm gyle
Anachronism crying cheese to a totally fair play.
12:40 IS full share on? Anachronism's units the plateau disappear but his base gets handed over... Unless someone Ctrl-K'd them all by mistake or something, that's not FULL share. Seemed pretty clutch for the middle plateau , too, since Kli-Kli was on the last toehold on the plateau, then after all those units poof, is able to reassert control.
18:45 Kli-Kli brings his thams up to finish off the COM, but lets them target the factory instead of telling them to kill the COM... SMH... Also, if Vist had just put his ASFs further forward and done better covering the gunships, that would have been a kill. Real lack of coordination on Team 2's part...
26:13 There's a reason Legit didn't have a big firebase overlooking the cliff. In the "overlooked" category at 24:43, you can see the transport laden with T3 land. 24:58 drops off units that sweep the south cliffs due to lack of tech upgrade and relaxing defenses after Team 1 thinks the cliff is firmly in their control.
28:55 VIST ctrl-Ks his own units on the center plateau for some reason...
29:32 That's not Twitchy's *forward* base... that was a complete collapse, with too much focus on the upper plateau. When Kli-Kli's units fail to withstand back at 27:58 there was basically nothing left but infrastructure HP to slow BNR down.
29:52 It's kind of amazing how much Team 2 has let Team 1 take air supremacy from them. They really let off the gas on making ASFs. I think they all focused on making bombers or pet projects like that maser, and none of them agreed to keep up ASF production, which is another sign of lack of coordination. It's only Team 1's repeated loss of units with killed coms and lack of players to coordinate that give Team 2 so much of their advantage.
31:20 You can see Hyp3r's com disappear on the bottom of the screen right before microchip dies. Hyp3r then teles right back where he was. It was about as clean as one of those gets.
32:41 And Hyp3r's at it again. I think Gyle just hates Cybrans because he keeps missing the teles not because he thinks they're unfair...
33:06 Amusingly, the strat Gyle zooms in on and accuses is what kills Hyp3r. It does save what's left of Twitchy, though, because that plateau base was all that was left, and it was getting steamrolled by titans and fatboy...
33:48 I'd say that BNR got killed more because those PDs were too far south to actually help. BNR was in a position where a lot of those couldn't help.
34:30 The attack was from BNR, so the attack died when BNR did and all his units went pop...
Also, there's a bunch of long-range projectiles you can see coming from a static installation in Vist's main base, so a T3 artillery was completed about this time.
36:13 The only thing that seems to trigger the powerlock is starting advanced nanorepair. There's only about 5k power storage, so perhaps the instant he started he depleted his power and at the most inopportune moment for him to realize? He has "loads of power" again probably because he's cancelling production in hopes of turning that around, but too late.
38:30 The SML is in Krogoth's southwest base, where Gyle actually doesn't look right at it...
38:49 Monkeylord built at 36:08 gets to Krogoth around 38:23 when Krogoth cancels T3. You can also see it passing the barricades around 38:00
39:15 It's really a 2v1, Twitchy has single-digit mass gen and hasn't had an economy for 10 minutes... Probably why starts tele at 41:20 in spite of being UEF.
43:50 You know, Gyle, you really can't just stare at a progress bar zoomed in to max when there's experimentals stomping down both canyons you haven't noticed yet. The two megaliths and monkeylord backed off because of a second ythota that went unnoticed, and to the north, there's another unnoticed fatboy in the north of Legit's...
44:38 And after staring at one progress bar, Gyle stares at another progress bar and ignores the notification of completion of the yolo...
48:29 The monkeylord was killed by all the fighter-bombers surrounding its corpse. 47:36 you can see the first wave come in.
As a final note, it really feels like Team 2 missed an opportunity to build a base on top of the plateaus and actually make their control of them mean something. Until the end of the game, Team 1 had bases in PD range, much less TML or T2 artillery range of the edge of the central plateau.
It's a new share option called Partial Share. All buildings and Engis are transferred over but all combat units are destroyed.
That power-lock was just incredibly inopportune. It looked like some master spy had just walked in and thrown the main power breaker at the exact moment necessary to ensure a clean com kill. One of the things I particularly like about SC:FAF is how battles so often turn on minute accidents of fate or seemingly minor errors.
geesus what an essay lol
Ugh ChatGPT
36:13 he has loads of power because his com (the source of the stall) was dead by the time Gyle clicked on him.
Krogoth annoying. Bad winner
Way too much yellow on one side of the map 🙃
gg
FC game, prepare for a bunch of snipes w/o full share from a team on comms vs random group
Honestly surprised that FC was brave enough to even do partial share. But yeah that played out more or less like I expected.
@@KoreHuman@KoreHuman we never stack it's always balanced, if we can't have 87%+ with us on the team we split for balance. Also I would like to know how we are toxic. Plus I've been trying to get then to do different things other than snipe, it's a work in progress I've been working to. The first snipe btw wasn't hs, that was the random, C128 was snipe by mainly stingers, yes hyper made a strat or two. But after that it was really it. Plus Tele defence is a common practice, granted moreso with hyper.
We've been doing partial share for a bit now
@@KoreHuman I mean if you’re still dying/losing despite knowing what’s coming, maybe it’s you who doesn’t know how to play faf.
If you don’t like the way people play, you could simply not play with them.
@@Darth_Sand3822 ^ everytime I play against hyper I always tell my team to get Tele defence and make flak, that's all it takes
pork
pog
Pog
I am sk2bnr. I'm sorry for showing you a bad play. ;(
Gyle is cheating avaible on SC ? LOLROFL game was very " strange" weckethr shields went off exactly when his strats drop bombs. Before VIST build t3 artilery , LOLROFL has heawly protected base witch shields. VISP begin to construct yolona and LOLROFL begin to build many smd before he scouted yolona ... very fucking strange ... judi , Willowisp or few other good players didnt se the future like 1300 rated LOLROFL...From my experience playing starcraft ower 10 years ( 15 years ago :P ) its called maphack
Only been playing faf for about 5 years but it's not possible, I don't even think the hame devs could cheat during a live game without cheats on, they powerstall, weck said he thought he had more power than he did because of overflow. But no, it's not possible to cheat at all, there are UI mods for reclaim and stuff but that's it no way to actually manipulate the game
that's called being decent at the game. Shields went down at a bad time but there were enough strats to punch through and kill weckethr regardless.
You should shield your base pre-emptively when its T4 time, especially if you have a big air grid since that's almost always a main target.
They did scout the yolo, remember they had a scrying tool from one of their Aeon players. And if they did cheat to see the yolo they're SMD would have been up and would not have gotten breached.
He started advanced nano repair on his com, which is _very_ power hungry, stalled his shields, com got sniped, and then gyle selects him and sees a full power bar (because the com, now dead, was the power stall). He did it to himself.
Tele snipes are so crap as a gameplay mechanic, and as always, air plays are way too overpowered for a competitive game.
High end games resolve using a wide array of strats, from nuke fests, to experimental land armies, bomber snipes, artillery duels, telesnipes - and most wins require the use of more than one of these strats in order to gain advantage and then close out - it's clearly quite competitive given that there's no dominant meta, or even an especially strong one emerging despite a pretty active level of play.
In this game we had com kills by: Telesnipe (2), telesnipe suicide (2), gunships/bombers (3), land armies (1), land experimentals (1), Ctrl-K(1)
The actual victory was secured primarily by T3 artillery and the T4 nuke launcher.
Land and Sea units aren't great for sniping coms or even closing out games - but they almost always do the lion's share of the infrastructure damage and they claim territory, so in the early to mid game they are vital, though in the late game they tend to be mainly defensive or just there to apply pressure unless you commit heavily to an experimental offensive push.
That's like saying _Tele Snipe Defenses are too expensive, and I'm always the Air player, so our team gets dominated._
I do have one issue with telesnipes however, which is that there are really only two certain ways of defending from them - be underwater, or bury yourself in PD, which renders you functionally immobile. This makes commanders too passive in the endgame (IMO).
Ideally there would be other reasonable measures to hold off these attacks, such as tele-shields, or new commmander mods, such as a combat teleporter (instant, short range blink with a longer CD), or an EMP pulse to temporarily disable the enemy commander when they appear - any of these would allow more flexibility in how you respond to telesnipes (and some other snipe attempts), making endgame commanders a bit more flexible.
@@Jesse_359 Shattered Sun is planning on giving commanders a "second wind", so you basically have to snipe them TWICE - and with a different method each time, as the first snipe still causes a nuclear explosion - which makes commanders much more viable as front line units as long as they have a spare life remaining.
@@r3dp9 From what I've seen the main thing that makes commanders so vulnerable is that they are pretty much the slowest units on the map, so if they are ever caught out they have no means of evading or escaping. They either have what they need to survive in the immediate vicinity (support units, shields, AA, PD), or they don't, and they are dead.
If commanders had the ability to move faster at least for short periods - such as a combat blink or a movement overload - they'd have the ability to micro out from under bombing runs, get out of the splash radius of an artillery bombardment, disengage from an advancing land force, or blink away from a telesnipe.
That movement flexibility would make them 'usable' near the front lines, as long as that kind of movement can't be maintained for long! Otherwise the endgame would become an interminable effort to 'checkmate' a fast moving commander by hemming them in with ground forces, much like the annoying endgame you sometimes get in chess when you don't have enough pieces to properly checkmate a king.
The double life thing seems workable? But then you still have two game phases, one where the commander is active, and the endgame where they are generally passive - it's just you don't kick into the 'endgame' phase until your first 'death' comes along.... but where will it place you when you die? in 90% of late game cases if you get put back right where you were, you'd die again in under 5 seconds...
Boring game
Typical Joes game. Again, predictable and boring af. And, of course, there must be full share because as if it could be missing. Sorry, but it is how it looks.
this was awful, but anyone above 1700 plays only fullshare games, anything else is a snipefest, which justifies wasting tens of thousands of mass on sniping coms and being rewarded instead of punished
Pog