Re: Generals Tournament III - August - Release Notes
#12@Zorg - sorry for the stupid question, but for the first 2 tournaments, it was explicitly mentioned
Would there be any tweaks to the generals?
Would there be any tweaks to the generals?
All you need is a SickMind and a healty body.
Re: Generals Tournament III - August - Release Notes
#13Could rubies just be deactivated for the tournament so everyone has a fairly playing ground?
Re: Generals Tournament III - August - Release Notes
#14This should be interesting, gonna drag my fossilised *** back to the game for this round and have a little fun.
Though if you're looking for some feedback I have a few opinions to share, firstly it's probably best to completely remove the defense general option since it's entirely impossible for one to win going the "turtle" route (looking at the previous two tournament leaderboards tells you all you need to know). Another general can just repeatedly smash himself against a turtle's defenses in order to artificially reduce the turtle's point total and knock them out of the winning spots, there's nothing the turtle can do to stop this except overpower the attacker with more defense (which again is almost impossible against determined attackers).
The raid general is okay but really only shines in the early game when you are hurting for fleet slots, later on there is nothing it can do that the Mine/Fleet generals can't also do just as well, the deut reduction is kind of nice but isn't a big impact on a month long universe, and the unique ship is irrelevant in the bigger picture. The fleet general is much better than the raider and accomplishes basically the same thing, will get a slower but stronger early game, with it's midgame being very powerful due to the combination of increased techs and reduced deut cost, the tech increase will have a much smaller impact the later you get into the game but for a 1 month universe it seems adequate, again though the unique ship is basically irrelevant in the overall gameplay.
Overall the Mining general seems to have the most powerful bonuses by a fair margin where the overall game is concerned, early game they might be a bit weaker than the others (but can hide themselves from early raiders with the bunker, which is useful and provides safe building points), the later they get into the game the stronger their bonus becomes, being by far the strongest at the end game. The miner can also raid just as effectively as any of the other generals whilst dumping all their income into safe points.
Just some thoughts from an old player!
Though if you're looking for some feedback I have a few opinions to share, firstly it's probably best to completely remove the defense general option since it's entirely impossible for one to win going the "turtle" route (looking at the previous two tournament leaderboards tells you all you need to know). Another general can just repeatedly smash himself against a turtle's defenses in order to artificially reduce the turtle's point total and knock them out of the winning spots, there's nothing the turtle can do to stop this except overpower the attacker with more defense (which again is almost impossible against determined attackers).
The raid general is okay but really only shines in the early game when you are hurting for fleet slots, later on there is nothing it can do that the Mine/Fleet generals can't also do just as well, the deut reduction is kind of nice but isn't a big impact on a month long universe, and the unique ship is irrelevant in the bigger picture. The fleet general is much better than the raider and accomplishes basically the same thing, will get a slower but stronger early game, with it's midgame being very powerful due to the combination of increased techs and reduced deut cost, the tech increase will have a much smaller impact the later you get into the game but for a 1 month universe it seems adequate, again though the unique ship is basically irrelevant in the overall gameplay.
Overall the Mining general seems to have the most powerful bonuses by a fair margin where the overall game is concerned, early game they might be a bit weaker than the others (but can hide themselves from early raiders with the bunker, which is useful and provides safe building points), the later they get into the game the stronger their bonus becomes, being by far the strongest at the end game. The miner can also raid just as effectively as any of the other generals whilst dumping all their income into safe points.
Just some thoughts from an old player!
When people ask me plz because it's shorter than please, i feel inclined to respond no because it's shorter than yes...
Re: Generals Tournament III - August - Release Notes
#15I will not be playing as I prefer to concentrate on my server of choice. Also, internet connection is rubbish so I would not be able to give it all the attention it deserves.
That aside, I am glad that individuals are getting what they asked for, a limited time server sort of thing.
Good luck to all those partaking.
That aside, I am glad that individuals are getting what they asked for, a limited time server sort of thing.
Good luck to all those partaking.
Re: Generals Tournament III - August - Release Notes
#16All generals are favoring specific playing styles, so removing any general is NOT an option. We can only strengthen or weaken generals.
For examples, for Tournament 2, both Mine General (with reduced resource generation) and Fleet General (with Predator weakening) were weakened. At the same time, we fixed the issue with planet energy (which rendered Raider early game flawed in 1st universe) which directly empowered Raid General.
Still, most players picked fleet General. There is nothing bad at this but this does not mean that it is a General issue. The player has the most important role after all. Then, there is teamplay (alliances). Two tournaments in a row and the game was dominated by the same alliance.
For examples, for Tournament 2, both Mine General (with reduced resource generation) and Fleet General (with Predator weakening) were weakened. At the same time, we fixed the issue with planet energy (which rendered Raider early game flawed in 1st universe) which directly empowered Raid General.
Still, most players picked fleet General. There is nothing bad at this but this does not mean that it is a General issue. The player has the most important role after all. Then, there is teamplay (alliances). Two tournaments in a row and the game was dominated by the same alliance.
Re: Generals Tournament III - August - Release Notes
#17Best choice is either fleet or mine,
But then again who can resist the temptation of the predator: D
Anyone already coming up with plans:?
But then again who can resist the temptation of the predator: D
Anyone already coming up with plans:?
Re: Generals Tournament III - August - Release Notes
#18Yeah I haven't made up mind which general I will choose but the first 5 days I made my plan up build quick lol same I guess as everyone else
Re: Generals Tournament III - August - Release Notes
#19For me, Defense General is useless, because it could be easily bashed by 3 or 4 guys with average fleet. The others can be used for almost any play style.Zorg wrote:All generals are favoring specific playing styles, so removing any general is NOT an option. We can only strengthen or weaken generals.
For examples, for Tournament 2, both Mine General (with reduced resource generation) and Fleet General (with Predator weakening) were weakened. At the same time, we fixed the issue with planet energy (which rendered Raider early game flawed in 1st universe) which directly empowered Raid General.
Still, most players picked fleet General. There is nothing bad at this but this does not mean that it is a General issue. The player has the most important role after all. Then, there is teamplay (alliances). Two tournaments in a row and the game was dominated by the same alliance.
About the same alliance winning - the first "Pirates" were mostly gathered inside Generals, with Crusher (founder and leader). In the second round, I took the lead, and we had a pre-selected team (although only half of them finished). The final name was chosen after a vote, about a week before the end.
What I saw during both runs of those tourneys - almost no one was starting with a tactic, for a fixed time universe, most were playing builds and tactics more suitable for a long-term universe.
During the second tourney, I started with a broad idea, and built it "on-the-fly". My humble advice for everyone wanting to get into top 10:
- choose a tactic before starting.
- plan in advance almost every action, that you'll take (e.g. levels of your mines/ researches/ fleet composition & size/ viable defense, without wasting any resources).
- plan for the time, you're going to be able to be online (e.g. for 1 hour/day - it's useless to get Fleeter / Raider. for 10 hours/day - it's useless to be Defender / Miner).
- everything should be cost-efficient.
- act dumb, but play smart. Letting someone get few small fleets, and then ninja-ing their main attack will prove more valuable long term, than saving few ships.
- TEAMPLAY!!! You can't do it alone.
Note: I'll post the full walk-through my build (from deciding what to do, to the last second of the round).
All you need is a SickMind and a healty body.
Re: Generals Tournament III - August - Release Notes
#20I am going to try my hand at the tournament again this time. Though I am unsure if this old woman can stay up with as little sleep as I did the last two lol. For those that are competing I wish you the best of luck.
Fly high and safe
Witchy
Fly high and safe
Witchy
Just when you thought your were in control... I proved you wrong!