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Dansible
เข้าร่วมเมื่อ 4 ม.ค. 2015
Former 'StarCraft 2' Grandmaster, Creating New Guides for the RTS Game 'Stormgate'
Beginners Guide to Unit Counters and Compositions in Stormgate (Vanguard, Infernal, Celestial)
In this guide, we explain the basics of Unit Counters and Compositions within Stormgate, to help new and beginner players understand what units they should generally be building at each stage of the game and how to design a well-rounded composition.
Join my Discord server! Where you can get help with questions and find other players for custom and team game lobbies = discord.gg/DfYCVRr7FV
Time Stamps:
00:00 Intro
00:21 The Difference between Core and Utility units
01:14 Best Core Unit Types at each stage of the game
05:54 Pros and Cons of Utility Units and their counters
I’ve just started uploading guides on Stormgate, but there will hopefully be plenty more to come! If you have questions about the contents of this video, or suggestions on topics you would like me to cover and produce a guide on next, feel free to leave a comment below.
How to wall off video = th-cam.com/video/tPymqMOt0Zw/w-d-xo.html
Stormgate Armor System Explained Video = th-cam.com/video/ZEN--UDenOs/w-d-xo.html
#stormgate #frostgiant
Join my Discord server! Where you can get help with questions and find other players for custom and team game lobbies = discord.gg/DfYCVRr7FV
Time Stamps:
00:00 Intro
00:21 The Difference between Core and Utility units
01:14 Best Core Unit Types at each stage of the game
05:54 Pros and Cons of Utility Units and their counters
I’ve just started uploading guides on Stormgate, but there will hopefully be plenty more to come! If you have questions about the contents of this video, or suggestions on topics you would like me to cover and produce a guide on next, feel free to leave a comment below.
How to wall off video = th-cam.com/video/tPymqMOt0Zw/w-d-xo.html
Stormgate Armor System Explained Video = th-cam.com/video/ZEN--UDenOs/w-d-xo.html
#stormgate #frostgiant
มุมมอง: 1 049
วีดีโอ
How Armor Reduction Works in Stormgate For Units and Spells (Vanguard, Infernal, Celestial)
มุมมอง 3104 หลายเดือนก่อน
In this guide, we demonstrate how the Armor system calculates damage reduction within Stormgate, and show how armor actually reduces the incoming damage from spells and abilities, unlike other RTS titles. Join my Discord server! Where you can get help with questions and find other players for custom and team game lobbies = discord.gg/DfYCVRr7FV Time Stamps: 00:00 Intro 00:15 How to find a unit’...
How the Macro Panel Chooses Workers for AutoBuild (Vanguard, Infernal) (Stormgate)
มุมมอง 1904 หลายเดือนก่อน
In this guide, we demystify how the Quick Macro Panel automatically selects workers to use in the construction of your buildings in Stormgate. Including what this system does well, and flaws where I would personally like to see improvement. Join my Discord server! Where you can get help with questions and find other players for custom and team game lobbies = discord.gg/DfYCVRr7FV Time Stamps: 0...
How to Scout and Make Decisions in 1v1 - The Basics for Beginners (Vang, Infern, Celest) (Stormgate)
มุมมอง 2684 หลายเดือนก่อน
In this guide, we explain the most basic and common decisions that a player will need to make during a multiplayer game, and demonstrate the different ways we can use scouting to gather information, using the best units from the Vanguard, Infernal and Celestial factions. As well as a decision on Creep Camps, explain when we should be clearing them and what camps we should be aiming to attack, u...
The Diminishing Returns of Building with Multiple Workers (Vanguard) (Stormgate)
มุมมอง 2774 หลายเดือนก่อน
In this guide, we demonstrate the diminishing returns of adding more workers to construction for the Vanguard faction, as well as explore whether it is truly worth it to rush construction of certain buildings, such as your command post when fast expanding. Join my Discord server! Where you can get help with questions and find other players for custom and team game lobbies = discord.gg/DfYCVRr7F...
How to Wall Off Against All Unit Types on Different Terrains (Vang, Infern, Celest) (Stormgate)
มุมมอง 2.2K5 หลายเดือนก่อน
In this guide, we demonstrate how to use Structures to create walls to help defender your base from attacks, as well as how we can join it onto different types of terrain to fully zeal off an expansion. Join my Discord server! Where you can get help with questions and find other players for custom and team game lobbies = discord.gg/DfYCVRr7FV Time Stamps: 00:00 Intro 00:13 The Two Size Categori...
How to Increase Your Workers Efficiency with Enriched Therium in Stormgate (Vang, Infern, Celest)
มุมมอง 4745 หลายเดือนก่อน
In this guide, we explain the mechanics of Enriched Therium, and how we can practically use this resource to potentially double the mining efficiency of each of our Individual workers for the Vanguard, Infernal, and Celestial factions. However, this can come at a cost, as Enriched Therium is much harder resource to mine sustainably, and you will have to accept a proportionally lower Therium inc...
New Luminite Worker Trick to Increase Your Resources for Free (Vanguard and Infernal) (Stormgate)
มุมมอง 1K5 หลายเดือนก่อน
In this guide, we explain how to trick your workers onto more efficient nodes to mine more resources in Stormgate. Explaining not only the commonly known peel off method that has been used in the last few Beta Play Tests, but also a new method that can be more effective to use in certain spawn locations. We will also be going through exactly what nodes are best to assign workers too to gather t...
Good stuff!
Thanks!
I should have watched this sooner, leaned so much. Thanks
No worries :D
i find mass marines unbeatable any counters? as a celestial player
As a Celestial player I think it's best to focus on building a stronger economy Vs a vanguard player, so you can produce more units compared to them to overwhelm the Exo ball, as the vanguard should always be able to trade more efficiently with their units. In the early game Kri perform well when the Exo ball is small, especially if mixing in Cabals to slow enemy units so they can't run away with their spell, and in the mid game Animancers are better than Sabers as they deal more aoe damage to multiple units, but in the late game the general consensus is Vanguard is stronger as Atlas's and Helicarriers hard counter units that counter exo balls. So if you get into a late game, your best bet is to have more bases and a stronger economy, so you can take less efficient fights and keep remaxing afterwards, in much the same way a zerg would play against a terran in sc2. Hopefully that's helpful! A dedicated Celestial player might be able to offer more specific advice.
Again a very high quality and well spoken video. Keep on going Dansible
Thanks @nilius90 ❤️ I've been on a bit of a hiatus waiting to see what this new patch would bring, but now that it's out hopefully I'll get back to releasing a more regular schedule of content.
@@Dansible I like to hear it, even as a RTS veteran and very active Stormgate player its always nice to hear small details that you didnt already know about :)
With the latest updated patch, their have been some minor changes to the exact Health, Armor and Damage values for the units used as examples in this video, but all other information remains the same and accurate, and you can now finally see how much bonus damage a unit does by hoovering your mouse over a units weapon icon in the detail select bar, next to it's armor icon.
With the latest patch, Bob's now only take 17 seconds to build (down from 20 seconds), meaning that multibuilding out your command post is even more beneficial, as getting your command post 50 seconds faster now allows you to make 3 extra workers, compared to 2 and a half in the previous patch.
How I see it: The armor mechanics in the game, while straightforward on paper, fall short when it comes to delivering a satisfying and strategic experience for players. One of the main issues stems from the uneven scaling of the armor values, which feels both unintuitive and poorly balanced. For starters, the incremental reduction in damage is disproportionate to the armor value displayed. For example, while an armor value of 1 barely scratches a 0.99% reduction in damage, an armor value of 100 offers a 50% reduction. This non-linear scaling can make some units feel far too fragile at low armor values and overly "tanky" at high values, creating a significant imbalance. Units with 10 armor, offering a 9.09% damage reduction, don’t feel noticeably more durable than those with 5 armor, which reduces damage by only 4.76%. The jump to 25 armor, suddenly reducing damage by 20%, exacerbates this issue by making units with armor value seem almost inconsequential in comparison. Moreover, this setup discourages nuanced decision-making when it comes to compositions of units. The lack of a steady progression in damage reduction values across different armor thresholds means that there’s little incentive to invest in different units. Players will avoid into investing heavily in a unique composition of different units altogether, leading to a binary approach to of matches either being a mass of one type of unit, or not and will likely lose the match because of this lack of equal values amongst tier 1 units. Ultimately, this armor system undermines the depth of the game’s combat mechanics, turning what should be strategic choices into arbitrary leaps in effectiveness. A more gradual and consistent scaling of armor values would go a long way toward creating a more balanced and engaging experience. I enjoy the game still
I definitely feel like the Sc2 Armor values felt more impactful, at least on a psychological basis. Such as when a Zerg Ultralisk would have 6 Armor, and a Marine in your army only deals 6 damage, you get the feeling that the Ultralist is basically invincible and how that's crazy, when in reality all units will also deal a minimum amount of damage, even when a units armor is greater than actual attack. Having a higher armor value somehow seems less cool and abstract within Stormgate, but that may be my own personal bias from playing Sc2 for 14 years, and someone coming from a game such a League of Legends may have a difference opinion as they are more used to that sort of armor system and it's relative value.
@@Dansible I completely agree a supply cap of 5v5 or 10 does make it a very relative value versus; SG having a supply cap of 300v300 or 600 😄.
Dude you are insane, awesome videos!!!
Thank you so much! Stay tuned for more soon 😁
Cool framework to think about units in any RTS. It's easy for new players to overlook the logistics of combat and look exclusively at more explicit counters (like extra dmg vs certain tags).
How do you counter mass Exos as Infernal? At first glance I thought a lot of hellborns, but it’s very hard to reach a high mass of hellborns quickly enough when exos come out so quickly
I think Exo's in general are quite difficult for Infernal players to deal with, and could very well be on the nerf list in next week's content patch. Definitely Hellborn are great against Exo's when you are able to get to them, as they can't dodge their shots like they can do when against Atlas's, and severally outrange them. In the early/mid game though, as a general principle, Exo's are strongest when there is only one attack path for enemy units to approach them, as they can easily stutter step away from a single army and Micro to their fullest. However, if you could step up flanks and surrounds, either from behind or from multiple attack paths, this can be a good way to catch the Exo's out, which are very weak units when pounced on and aren't able to avoid damage all together. But that is not the easiest thing to do depending on where your getting attacked, and works best when you have more units in general than the Vanguard player to set up a big surround. I'm thinking I might do a separate video on Terrain in the near future, to show how it can impact engagements and give the advantage to composition that would otherwise lose on equal ground, so if you'd be interested in that let me know. 😀
@@Dansible yeah personally I would love a video on terrain or more generally unit positioning since it seems to play a big role in stormgate since all the units are so unique and require different positioning
How to counter animancers as vanguard?
Atlas's can work quite well at focusing them down if you manually target them, as they outrange the Animancers by quite a lot. Most players will use an Evac to help reposition the Atlas's more easily without having to un siege them each time, which you can use to drop the Atlas's in front of your army to take pot shots at a Celestial player, before picking them back up and retreating. Or alternatively Helicarries can work well if you can get to them, as their Bombing run ability will also allow you to take pot shots at a Celestial army while safely out of range of it.
This is great stuff! Thanks for posting. I'm not a fan of 'complicated systems' but I usually just base my knowledge off of how many hits from an atlas does it take to kill a lancer and that's good enough for me. This is VERY helpful to understand that 50 armour doesn't block 50 points of damage.
I know, its not very intuitive at all. Maybe one day they could have the % damage reduction stated alone with a units armor value when hoovering your mouse over it during a game, so people wouldn't have to work that out themselves
Wow, this is awesome. Thanks for posting!
No problem! Glad you enjoyed it 😀
How does the vanguard counter mass Rolling Kri? Atlas? Lancers? Exos?
To be frank, I would expect changes to be made to the Vanguard vs Celestial match up with the next major content patch coming out on the 17th of September, as the Celestials seems quite overturned against Vanguard generally, especially with things like Kri. If you are facing people just spamming nothing but Kri, investing heavily into Hornets can work, and have been used in quite a few pro games recently, as they also seem decent against Scythe's if on an equal economy. But if your opponent is mixing in lots of Argents as well, the Hornets will likely underperform if you're both on equal economies, as the Argents will be more cost efficient. Other than that, you can try to stay equal in expansions and just try to turtle at home with mainly Exo's and Medtechs behind walls and structure to limit their exposure to melee units, and try to survive until you can start producing Helicarrier, as they can be incredible strong vs Celestials and hard to counter if you also have an army of Exo's and Mechtech to protect them. But turtling will likely result in your opponent taking all the camps on the map and expanding their economy as much as they like, which is why the match seems rather impossible for the Vanguard at the moment.
Best counter I've found is vulcans but only in a defensive stance, since the bulkiness and the AOE works wonders vs Kri as long as the kri HAVE to fight the vulcans. And in case lots of kri die on top of the vulcans, the exploding kri have no collision so its always an option to rocket jump out of the explosions
Great video. 5:12 is my biggest gripe with the game I so hope they change. That setup you have pictured there with a gap with guys on hold. You'd think that'd be a good defensive setup. However, this game does not have SC2's high ground vs low ground rules. Those 3 Argents there can easily be overrun with an opponent headbutting their way in. Low ground units in this game can shoot at anything from high ground shooting them. So your advantage is really only getting that first shot and for a game where things take a long time to die, doesn't mean that much. Once those Argent's fire, there's essentially no more advantage they have in the high ground and I hate that. Tactically in this game defenders advantage here is greatly reduced compared to SC2 where if they're on high ground, you need a flying spotter or to be on the ramp to see up there. Lets hope SG simply adopts SC2's system for more in-depth tactical play which is what makes RTSs fun (note:I'm aware that other games handle this system different but I prefer SC2s)
Indeed, the main reason to wall off currently in the game is amplify the range advantage of your units, but if your opponent has units with equal or greater range it wont help much, other than to delay your opponent getting into your base. The Stormgate Dev's have talked about adding high ground advantage to the game, in which they plan to use a similar system seen in Sc1, where you can shoot back at units firing at you, but there is a 47% chance your shot will completely miss your target, which would arguably give an even greater high ground advantage compared to Sc2. Why this system isn't already in the game though is a bit bizarre, as I'm not sure how complicated it would be too add, but I believe they said it would be coming with early access, so we'll have to see when it arrives.
Very helpful thank you sir
You're most welcome!
great information! thanks. I wish it wasn't so complicated to calculate though. I would need to memorize values outside the game.
Thanks! I think the reason stated as to why they went with this Armor system was mainly for co-op as they could never get sc2 Armor to scale well in high level mutations
Holy shit you are thorough, had no idea just how much more efficient low numbers of workers per node are. I doubt many pros realize this either.
Thanks! I'm glad you found it useful😀
with the bonus damage, is there a way to know how much that bonus actually is? ex, is it always double?
To my knowledge there isn't currently a way to find that out within the game, which is frustrating. You might be able to look up each unit online, but the damage bonuses for each unit will always be unique and different and usually not double. For example the scout's base attack is 8 damage, but it's bonus attack is another +16 to light.
good explanation on armor and effects
Thanks!
This is an incredible guide ❤
Thanks! 😀
I like auto-build feature. Removes whole lot of micro from your macro.
Definitely, especially when you're in the middle of fighting or multitasking and you don't have time to find a specific worker
top tier visuals, vo, and script. Thank you!
Thank you so much! Glad you liked it 😁
Nice, but is it really worth it? Especially since it depends on CP position? Sounds like a lot of work and a lot to remember.
It would ultimately depend on what level the person is playing at and how much they want to optimize their build order. If a player is not consistently building workers, or frequently getting supply blocked early into the game, these would be much bigger issues to fix before considering spending any multitasking on these kind of worker tricks. For me personally, I've made the most out of these tricks when the game has been very aggressive and both sides have been stuck on one base, and I am desperately trying to save enough to afford my next expansion. In these sorts of games, I think placing 14 workers on a mine (using these tricks) is worthwhile, but outside of that I would stick to 12 on a mine and just keep expanding when I get oversaturated.
nice vid, didn't know about the return trick may be worth mentioning how bad the 11th/12th workers are (assuming worker trick*)
Thanks! The 3rd worker when added to a center node, will contribute an additional 40 Luminite per minute compared to 2 workers, for a total of 80 on both nodes. The 3rd worker on an outside node, will contribute an additional 56 luminite per minute on average compared to 2, for a total of 112 on both nodes. I would note that 40 luminite per minute it not bad for a worker, and I would say it is definitely worth adding an additional 11th and 12th worker later on (even when initially using the tricks in the video), as the average worker mines around 50 luminite a minute, between all the different nodes.
Taking your base diagonally is worse... IF you just want the luminite. However maybe you want your base closer to the therium, for example on isle of dread you could take the base next to you diagonally, sacrificing some lumite mining in exchange for therium mining. I don't know how good it is to do that. I would love it if you made a video on that kind of trade of.
Hi @msrm55! Thanks for the video idea 😀 The faction that this would effect most is the Infernal, as they are the only ones currently that can't make a cheaper dedicated Therium collection structure. To do some quick math just for fun, assuming your mining with 12 workers on a luminite mine, they will collect on average 616 Luminite per minute at the normal 90 degree angle, If you were to place your base on the corner of a mine instead, they would gather an average 552 per minute (from what I've just tested), which will earn you 64 less Luminite per minute. For the vanguard, since a scrap yard is only 100 Luminite, it would be better in the long run to place your command post as close as possible and build a separate scrapyard next to the Therium, as you will be in profit in about 1 minute and 30 seconds, and after that you will still be able to gather Luminite more efficiently for the rest of that mines life span, which is about 13 minutes if mining with 12 workers the whole time. I haven't really talked about this during this or my Enriched Therium video, but placing a structure directly next to the Therium also makes quite a big difference in their efficiency as well, as it takes about 7 workers to mine 187.5 Therium per minute (which is the rate it spawns new lumps) where as you only need 4 workers if you place a scrapyard or Shrine touching the deposit. But as you say, there are probably others who want to know these trades off so maybe it would be good to do a video on this in the near future!
Really nice video 👍
Thank you so much! Glad you found it useful
Vectors can now also be constructed at tier 1 after getting a Starforge, but still count as a large unit for the purpose of walling off.
Very informative. Any plans on doing any build order videos for Vanguard? I've been maining Vanguard, tried a few different things but it's not working out very well.
Certainly in the future, but the meta is so volatile at the moment that it would be difficult to create a build order that would be relevant for more than just a few days, especially while they're doing weekly patches. I am planning to start a longer form fundamentals series soon though, alongside these short videos, that will be aimed at how to improve proper core mechanics, such as Macro, Scouting, Decisions making, Unit Counters, etc, which will start probably by next week!
@@Dansible Awesome, thank you!
I believe my brutes were not able to pass through trees yesterday in a custom game.
Hi Sergio! I've just gone to double check this and you're right. Brutes don't seem to be able to pass through trees .They also seem to be no longer a small unit at all and cannot pass through the same gaps other small units once could. Which is strange because I specifically remember testing if the Brute could fit through a 1 square gap, and it did at the time of recording this video. At least in the Februrary 2024 Open play test, Brutes originally counted as large units and couldn't pass through trees etc, so maybe when they pre released the game on July 30, Brutes being able to squeeze through a 1 square gap was potentially a bug, which they've now fixed with the lasted patch they had on Thursday. Or potentially I've just made a silly mistake and they never counted as a small unit :D. Thanks for correction regardless, I'll pin your comment and this reply so others can see it in the future for clarification.
@@Dansible They changed some things related to pathing on the last patch (8th of august?) could be that too, who knows :P
i love your mechanics explanations. not only they are great and concise, you also have a great voice
Thank you so much! I'm glad you've found them useful :D
Thx for explanation.... I hope they will fix it ... Its so wierd .... Cel meanwhile have 4workes they dont need to manage anything xD
No worries!
Thanks!
You're welcome!
Well explained. I didn't know about the return cargo method. Great video!
Thanks!