Deaucalion
Discord User ID :: 137019159451009024
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I had time for just one game this time, so all I have are first impressions. I was bot playing Grath into Ryme. Since his rework Ryme was already a "do-or-die" matchup for melee-heavy squads, and I did not notice a further uptick in battle outcome v…
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Mercenaries Even after the nerfs to wood blocks and priests, I found myself pretty much only building those units, not necessarily because they were still overpowered, but because they were simple to use and did the things I wanted to do (destroy b…
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The Mercenary System Because I had my hands full figuring out some of the other elements of this build, I ended up not building very many mercenaries, and when I did construct some I used them as I had in Atlas 1.0—to push towards my opponent’s nex…
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I played Hive and went fast Scarabs again in all my pvp games again. I guess I will need to practice one of the eight core squad for the upcoming large playtest weekends. Scarabs are pretty strong, nothing new. I did have one very interesting 1v1 …
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I played two games as Hive and one as Fire. Hive seemed okay. The Scarabs feel balanced now; they lack the initial offensive power to overrun your opponent in the early game, but they remain tanky into the late game. I meant to try the changes to t…
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As usual, I mostly played Hive. I found Hive (fast Scarabs) & Eris vs. Ryme & Vela to be a pretty rough match-up for Hive. Ryme's CC makes it very difficult to connect with Scarabs, especially since the slow affects their burrow and Xaphid'…
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Hive I played Hive in all my games this time, and have refined my understanding of the squad's situation. Scarab's are very powerful in the early to mid game when they can shred armies composed largely of T1s. Hive's status as a C squad gives Scar…
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Illusion Squad I played Illusion in each game this time, but I don't think I've quite figured the squad out yet. I think part of this is that the pieces of the squad are still rough and don't yet fit nicely together. The most general thing I notice…
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I played a very specific Hive build in all my games, and more or less steam-rolled my opponents. This is the build: I start tech level 2 immediately, and do not build any tier 1 units. When the game begins I send my hero to grab two gems, then run h…
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It seems that many testers (myself included) would like there to be more flexibility in unit composition. Can you give us a quick rundown of what systems you have tested previously and the problems you encountered? You mentioned something last week…
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The 19th works for me.
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I definitely agree that one team tends to push other team out of the rotation zone. I watched a game today where a Celeste built into two purifiers strait out of the gate and allowed her team to dominate the rotation areas. One countermeasure to a …
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Map Size • Relative to the movement speed of the units, the map feels very wide. If my allies enter an engagement, it will usually be over by the time my squad gets there to help. Perhaps I need to stay in the center of the map more than I have b…
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It felt weird to divide up expansion spaces with my allies. In a team game, it feels like expansions should produce income for all team members. I can see that there might be strategies where the "carry" player is allowed to take all the expansions…
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I would be interested in a Bay Area meet-up.
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Respawning • Like a lot of people, I found it a hassle to manage the rally point and redeployment of my units. • Suggestion: The respawn time of units in the queue should be averaged with that of nearby units so that they respawn in a waves. …
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Could you give us some general pointers on when to buy upgrades. It seems like the upgrade and unit purchasing system is meant to be open-ended, so could you provide some examples of when a squad might want to focus on building units or else race to…