Re: Won a game against series of Flame tanks

by BattaIia
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Original Post

Won a game against series of Flame tanks

★★★ Newbie

I'm proexecutioner in the vid.

 

https://www.youtube.com/watch?v=igj0rQDMYUw

 

Recently joined rivals, and also reached Gold II after this game

 

Flame tanks are quite op after december patch,

 

people spam it like way to free ELO, I also see many tiberium player lose to these tanks, they do need proper balancing

 

I have no Idea how the other guy was able to make soo many flame tanks in series, I think there's cooldown between each unit you buy, and these are epic tanks, they should have more CD, I was not able to make Worms as fast as he was making dem tanks

 

is the cd for flame tank too low?

 

Also I'm in favour of those who want to see balance on flame tank rush strategy

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Re: Won a game against series of Flame tanks

★★★★★ Guide
Great hold! A couple things to unpack here:

1) You were building widowmakers when he had no infantry or air units. Widowmakers specialize in anti-infantry and anti-air so they were more or less giant paperweights for you. The GOOD news is, a widowmaker only does 3/4 the damage a flame tank does to the base! So feel free to return the favour and melt their base in turn!

Aside from that, nothing looks out of the ordinary here. Looks like you don't have a firm grasp on the unit cap. Let me attempt to explain:

You have a unit cap at the bottom left of your screen. As the match progresses, this cap slowly opens up to allow you to have 6 units on the field. Losing one of these units frees up the slot and allows a replacement to be built instantly. This prevents players from spamming low cost units to fill the map, or overwhelming their opponent. It also helps players make a come back when they are behind by now allowing their opponent to out-produce them.

So taking all that in mind, here are a few key strategies:

Harvesters take up a unit cap! 2 harvesters take up 2! This means you only have 4 unit slots left to play with for the most part until near the end of the game where you get the last one. So going double harvester when your opponent doesn't means you get an eco advantage, but are at a unit DIS-advantage!

If the enemy has a low health unit that doesn't pose a threat to your army, try to leave it alone and not kill it. Let it hit your base or harvester. That is now 1 less unit they can produce giving you an advantage over them as long as it remains alive.

On the flip side, don't try to preserve almost dead units. If something is just barely alive, it won't do you much good, and is almost always better off getting sent to their honorable end and having a fresh unit replace them. The only time this strategy isn't valid is when the nuke is going critical and you need every able body to rush the pads.

Hope this helps!
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