Is Dynasty Infantry counter for GDF’s Sentinel & Drone Operators? Or is Havoc & rush tactics?
Is infantry spam the answer to playing Tempest Rising in PvP? Well, it seems to be for some players so I tried it out for myself to be able to talk about it and show you the results. So here are two matches of almost pure infantry spam in a Dynasty vs GDF match and a Dynasty mirror match. Let's talk about it in the comments, and I will also show you one more unexpected infantry spam tactic!
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Chapters
0:00 Three match examples
0:35 Why this tactic?
1:08 Infantry or Havoc Rush?
1:37 Dynasty Guards & Missile Troopers
1:55 GDF's massive advantage
2:27 Natural Buildings & Power
3:00 Supply lines & Map size
3:25 Engineers ?
3:41 What can Dynasty players do?
4:08 Player satisfaction with gameplay?
4:56 Sentinel's Bugged Marking rounds
5:14 End game & name calling
5:33 Dynasty Mirror Infantry Spam
6:03 Choice of Specialist?
6:27 Consequence of poor balance
6:55 Mechanist vs Infantry
7:29 Focus fire on Specialist
8:03 Forward base setup
8:26 Danger of a counter tactic
8:47 Final Battle
9:08 Havoc rush & medium map size
9:36 Havoc's secret weapon
9:51 Tech 2 Infantry Spam
10:06 Buildings weakness to fire
10:18 Conclusion
So why do Tempest Rising players who use the Tempest Dynasty faction even go for these kinds of infantry spams? In my experience and by what I have read from other players, it is because it is the simplest tool available to deal with GDF’s incredible advantage in the early game due to their overly effective combo of Sentinels and Drone Operators which can be produced at an astonishing rate and melt any unit the Dynasty has available to produce at the start of the match.
That is why in this match I don’t produce engineers or havocs, even if the havocs rush is a very powerful tool, something I will show you in the next video, but I go for Dynasty Guards. You can tell right away if you are up against a GDF player since they will capture neutral buildings on your side of the map because of the asymmetrical nature of the factions and the fact they can produce and send out basic infantry units much sooner than you as the Dynasty faction.
What is happening right now is that because of their early infantry advantage the GDF player is already ahead in both power and resources as he can not only Capture his Tempest Processing centers but also deny me the chance to capture my own at my side of the map. This much faction asymmetry out of the gate wouldn’t be such a big issue where the maps and neutral buildings not designed in such a way that they grant the faction which can capture them such large benefits.
And what other units can Dynasty players produce in the first few minutes of a match? Dynasty Guard, Missile Trooper and the Havoc. Which is why playing with Dynasty is quickly evolving into infantry spam or havoc spam as the only effective openers on most maps. There are some other tactics you can try, but unless you are a very skilled AND very fast player you won’t be able to pull it off.
Now with two barracks producing just two types of units we are officially in a spam tactic, something I personally dislike as much as overly powerful rush tactics as I don’t find RTS games which have content worth 20 minutes but ending in under 5 minutes enjoyable. And I firmly believe it is detrimental to the RTS audience at large because it reduces player satisfaction and this isn’t something I am making up, it is what thousands of players told me or wrote about online. Naturally, very good and skillful players will tell you that minimal match length shows off player skill, but my question is: “Who are you going to show off that skill to, when 99% of the playerbase stops playing due to not having any satisfaction in playing?”.
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