What'd did you learn from the clopsey tournament?

Discussion in 'Planetary Annihilation General Discussion' started by Quitch, March 8, 2014.

  1. Quitch

    Quitch Post Master General

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    http://challonge.com/clopsey

    I'm not sure I have any positives to draw from this one, I did pretty terribly.

    My biggest lesson was that the navy probably isn't worth it on a map where it doesn't make up the majority of the map. If you can get T2 navy, then it's great, but it's incredibly costly and you're probably better teching anything else first, and using air to shut down attempts to tech up a navy. In the first game where I used a navy it was pointless because I didn't get T2, in the game where I did get T2 it really hindered my game everywhere else by sucking up my economy.

    My other lesson was to adapt better to the terrain. I tried to play the same game on every map regardless of terrain, and while it worked well for my first map, the third map I played on had a big choke point along the shortest route which my opponent took advantage of to fortify while I went with a standard land army.

    Oh, and don't send your comm out alone on stupid missions when the enemy has gunships. That too. So noob.
    Last edited: March 10, 2014
  2. cptconundrum

    cptconundrum Post Master General

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    I learned that clopse was too scared of facing me to even show up.
    ORFJackal, shootall and stuart98 like this.
  3. Taxman66

    Taxman66 Well-Known Member

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    I learnt that people can rush nukes within 10 mins...the hard way :(
    Quitch likes this.
  4. Quitch

    Quitch Post Master General

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    Another lesson: I need to play more to my style and adapt it to the meta, rather than trying to use the styles of others. I'm so terrified of not teching in time that my early game is a total mess and I end up putting myself on a back foot right from the start.
  5. conquestor

    conquestor New Member

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    I learned not to forget to check timezones.
  6. cptconundrum

    cptconundrum Post Master General

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    Who was that? burntcustard?
  7. Taxman66

    Taxman66 Well-Known Member

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    Yes lol. He got nuke like 30 seconds before me.
    cptconundrum likes this.
  8. superouman

    superouman Post Master General

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    Always focus on t2 air, always
    cptconundrum likes this.
  9. cptconundrum

    cptconundrum Post Master General

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    This is pretty accurate. You can win through nukes or vanguard drops, but you need air superiority to make those drops and you will lose to gunships before you get that nuke up if you don't have peregrines everywhere.
  10. stuart98

    stuart98 Post Master General

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    Don't use experimental builds that have relatively few pgens and leave you at 30% efficiency for a couple of minutes when you're facing burntcustard.


    That no one who's name isn't burncustard spams T2 as well as I do (apparently at least).
  11. midspark

    midspark Member

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    Always go for the T2 rush, whether it's Bots, Tanks or Air. Also, to quote Zaphod, "Don't build AA Tanks, they are the same as bots but more expensive"

    Oh, and Vanguards destroy everything. Always.
    zaphodx and godde like this.
  12. Quitch

    Quitch Post Master General

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    Vanguards destroy everything that doesn't move. Every other T2 unit stomps them through kiting. Hell, on the playtest stream Uber did before launching this build the AI was whooping a player Vanguard army by kiting with with Levellers and Shellers.
    godde likes this.
  13. shootall

    shootall Active Member

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    I think i saw at least one vanguard being reclaimed. So there's that.
  14. midspark

    midspark Member

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    Ah yes, but you know what doesn't move very well? Commanders and very immobile T2 Factories. If they get too close, bam, gone, destroyed.
  15. godde

    godde Well-Known Member

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    Selection boxes prioritizes fabbers or combat units depending on which group that is the largest in the selection box.

    Ground fabbers assisting orbital units or trying to reclaim air units are very inefficient. Air fabbers win against ground fabbers in a reclaim duel.

    When you give area patrol commands you have to wait like a tenth of a second before you release the mouse button because otherwise you get a regular patrol order.

    Vanguards and Gil-es are a good combo.

    Units on patrol or attack move behave weirdly when the enemy unit is behind an obstacle.
    Quitch likes this.
  16. matizpl

    matizpl Well-Known Member

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    We are reaching the level where metal spawns start to have huge impact on outcome of game. Zaphod is doing great about rehost and balancing but it's not enough, we need better metal spawning as a priority
  17. Fr33Lancer

    Fr33Lancer Well-Known Member

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    Wait, you never experienced it before that tournament ? :eek: (Or you just remember it made you lose precious seconds in a specific battle ?)
    Doesn't seem to be a parameter to handle this behaviour yet, hope there will be one to handle it as a classic selection (where you then unselect or choose a particular type), because it annoyed me several times :mad:
  18. Taxman66

    Taxman66 Well-Known Member

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  19. Quitch

    Quitch Post Master General

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    Yes, very much this. Apart from general improvements in the algorithm, I feel there needs to be an option you can check which spawns all metal points equidistant from one another. That, or it looks at the number of players and then divides the planet into the relevant number of chunks and spawns metal in the same pattern around each chunk.

    He didn't understand the behaviour before.
  20. burntcustard

    burntcustard Post Master General

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    I learnt that I need to practice on ridiculous ice and desert planets with lumps and cracks and chokepoints everywhere, for whenever ZaphodX hosts my game :p Also sniper bots.. I don't know how to sniper bots.
    matizpl likes this.

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