go to the walkthrough section..... or just talk to yos..... or pac or mba.... mostly yos...
by guide do you mean the colony strategy topic? not exactly what im looking for.... i also skimmed though the first 10 pages of the walkthroughs just in case....
To me it seems only a hand full of people truly know what they're doing in this game. I hate to see myself 2vs1ing rookies successfully or people trash talking because they lost. So im going to try my best with writing a colony guide. If there is a colony guide, then we need to find ways to improve it and get it more known.
It's really hard to make a guide about a RTS game, unless it have a balanced meta-game. Colony has a balanced meta-game forming, but in the wrong direction.
the difficulty never matters. I do things not because they are easy, but because they are hard. Colony does not need a list of builds. The players need to know why builds work, how to counter something, using units to their full extent, and thinking their way though difficult situations. As a rookie i remember doing the samething over and over again. Whenever i lost i blamed my partner for losing or i thought there was foul play. Not till i met waldo (who was unotverygood at the time) and learned about micro, was when i realized that much more can be done in this game. When i was introduced to tdh build and saw variations to adjust to your opponent was when i first learned macro. Others will probably be the same, just as long as you push them in the right direction
what do you mean by wrong direction? example please.
People actaully thought I was arguing about how weak Fascists is, but I am arguing the overall imbalance of Colony.
Imbalance of colony? we have talked about this a lot. Maybe i still do not understand you. By imbalances of colony i believe you are talking about unit, government, and game mechanic imbalances. From what i understand you are unsatisfied with the high power of tier 1 and influence units in numbers, that they should not overpower higher tier units such as groditz, glads, sakatas, phantoms, etc.. Another concept i think your trying to convey is the imbalance of tier 3 battle: arsenal vs Mechanics terminal. That is probably one of the biggest imbalances in this game. As you know, Arsenal gains Hovers and Queens while Mechanics terminal gains sakata spiders and gladitors.I do agree Mech terminal is a a severe disadvantage when it comes to units. Queens blow up sakata spiders while Hovers laugh in the face of sakatas and gladiators. When it comes to governments i believe you are talking about spending. Spending such as the high reliance on money and little reliance such as manpower. The way capitalist is designed, communist falls. another unique trait is the fact hospital only uses 10 Manpower allowing you to get 1 mp ever 5 seconds or in the future 4 mp over 3 seconds. From what i've seen from your 1 on 1s you play fascist like capitalist, relying on resources and out numbering to win the game. However i believe fascist has a different even more aggressive playing style. Due to the increase in speed, fascist is the first to have all their units out and they get the things they want and need. So to me it feels like fascist is used to overwhelm the opponent in quick bursts. These differences in playing styles creates a imbalances in gameplay because people know take advantage of these unique traits. Capitalist cannot tolerate units that overpower their own. Fascist needs field advantage and resources to put their units to use. Communist needs kills to fully sustain themselves. Monarchy simply needs breathing room to survive. As for game mechanics that is another issue. Issues such as splash differences, sync errors, invincible units, and other bugs.
I don't like to talk about Communist because it never had any use, but I only have one style that can make communist perform at a noob level. Fascists can really only be played with the money-ops (2v2) or Forge (1v1) style. Capitalist can choose many post based styles. Monarchy only needs knowledge about game and experience.
Though fascist is limited when it comes to builds however, it's builds are still very powerful in 2vs2, 2vs1, and 1on1. Proper micro and macro it may even be unstoppable. Yes capitalist can chose from many post based styles. However it still has its flaws in early-mid game. Its like an infection. Let it grow and it is lethal. The idea about monarchy seems right. In 2vs2s though it has a giant disadvantage when it comes to late game. influence units cannot hold their own against proper use of tier 3 units. Plus due to the trade of in resources, they cant even sustain their own tier 3 units. Communist is a bit awkward. It struggles in early game, rocks in mid game, and is decent in late game. True communist isnt a popular government but that doesn't mean it should be overlooked. Its a shame there isn't many users who play as communist :/
Communist is a use for forge and not outpost because what are you going to do with the money you got from killing enemy units?
that doesnt make full sense. forge has less splash meaning higher chance of getting resources due to no gains from splash. But then what is the purpose of its high manpower? Medics and a dual build has potential, but romans,glads, sakatas, and MK II isn't too satisfying end game. Influence units such as prides are lethal with medics and i guess a supporting role for your partner's ground isn't too bad. Glads and phantoms don't use much mp and are slow to build for their tier.
The money i get would be used for upgrades, units, and further developing the build. the classic speed hovers (Bank, armory, hospital, post) fully upgraded costs 415 money. That's assuming you don't want to demolish your bank or armory for a solar panel or some other building. Another good use of money is for missiles. missiles racks havoc on most tier 1, 2, and influence units.Every single dollar counts in this game. why put it to waste?
dang.... im long winded >.<