They are my favourite also and I have played it lots in lobby games. But carry assmen do not feel strong. You need to get levels on them but they gain exp slowly. You need to get assman tech early which limits your other options. They have abysmal range so you need to use range tech. Their single target is not that strong (shield forts are a nightmare) and their chaff clear is horrible due to slow fire rate. I feel like I need assman tech, range tech and then elite/quick reload/double shot tech so three techs at least but then they are vulnerable to emp. Still, I'm going to force them in ranked games, no doubt :D
@@teemukoivunen3106 I guess if you know you are going to go assman early you know they are going to pick up EMP as well so you can just pair it with something to shield against it while providing either chaff clear (typhoon) or good single target damage (Fort). either that or consider photon on overlords or farseers. or maybe do a pivot at round 6 or so into a carry war factory to just be a big brick of HP and damage to beat them down with. as for the tech I think Range and Elite are probably enough. if you have issues with either chaff clear or single target pick a supporting unit based on what your struggling with.
Assmen are fun, but are just fundamentally bad design. When a tech changes an unit so fundamentally (like Siege Scorp), if it's EMP'd, the scorp just reverts to its natural form and actually gains a stronger attack. Basic Marksmen are so squishy because they are protected by their range, but assmen are not. Assmen whole design revolves around the fact they are made to take hits, but they lose 85% of their health pool if ONE hit was with EMP, and their design and usage means they are not protected by the range. This tech was fundamentally better when it was a unit card. Maybe the tech should have a line "extra health is not disabled by EMP"
@@cccmmll one minor thing to take note of. it still has the big health pool for that first hit. so unless there is follow up you still have the sniper who can snap off a shot. and there is some limited counter play to EMP. photon, shields, chaff eating the hits. and if you know what they are doing you can use that for your counter play since it is relatively predictable. I don't think it is amazing or anything. but you can probably make it work in the mid ranges of MMR. and if he has fun playing that style then good on him. I like my sniper marks personally. but I can see the appeal to the playstyle.
@@Blasterbot-ye2uk I agree. There are a lot of things to consider, a lot of ifs and buts. But after this counterplay-for-counterplay shenanigans and being forced to warp your whole build around the assmen, at the end of the day you essentially get a glorified carry arclight but worse. Assmen can be so much more interesting with proper balance/design. A unit must not be countered/shut down so comprehensively by just one tech.
What I STILL have not found in a good way is WHERE to find all these details of what changes. Are people really memorizing update statements? Or is there some repository of latest knowledge and specs of all the units? I know some have made odd comparison sheets. But, none have shown to be all that comprehensive, when combining several types of units, etc. It's like these top players can memorize TONS of weird little details that I just don't have the focus or patience for. I suppose THAT is why I'm still sub-1300 MMR.
It's always in the update logs on Steam. Theoretically you could leave them open on a second monitor. Or you just memorize how the changes effect your playstyle.
The advantage of jump drive was that for very little money you radically changed what the opponent needs to do Upping the price means that the board you are fighting against is in general stronger Its still good, but really risky
Could you explain why you were not scared or Vulcan + incendiary + oil? My experience around 1800mmr is that my opponenet would kill me with that. It feels like your opponent could have build 2 vulcans with incindiary and you would be insta dead.
I don't die in one turn, even if he goes fire some of the fangs survive and reduce the damage taken quite a lot. After that turn the enemy just insta loses to fortress
Its so stupid gameplay design that mostly the player who kills the second tower first has a disadvantage. The debuff should be greater when you kill it first and gets lower with every tower.
Disagree i think losing both towers should knock your units around for longer Or they have a permanent debuff after the normal shock But either way that isnt a huge problem, if you both kill both towers your doing something wrong or you are giving up a side
My thoughts are if you get a tower, your own towers should become invulnerable for ~4 seconds? It gives your units a chance to re-engage while the enemy still focuses on another target.
Don't blame em, assmen my favs too. Would like to see it actually working though!
They are my favourite also and I have played it lots in lobby games. But carry assmen do not feel strong. You need to get levels on them but they gain exp slowly. You need to get assman tech early which limits your other options. They have abysmal range so you need to use range tech. Their single target is not that strong (shield forts are a nightmare) and their chaff clear is horrible due to slow fire rate. I feel like I need assman tech, range tech and then elite/quick reload/double shot tech so three techs at least but then they are vulnerable to emp.
Still, I'm going to force them in ranked games, no doubt :D
@@teemukoivunen3106 I guess if you know you are going to go assman early you know they are going to pick up EMP as well so you can just pair it with something to shield against it while providing either chaff clear (typhoon) or good single target damage (Fort). either that or consider photon on overlords or farseers. or maybe do a pivot at round 6 or so into a carry war factory to just be a big brick of HP and damage to beat them down with. as for the tech I think Range and Elite are probably enough. if you have issues with either chaff clear or single target pick a supporting unit based on what your struggling with.
Assmen are fun, but are just fundamentally bad design. When a tech changes an unit so fundamentally (like Siege Scorp), if it's EMP'd, the scorp just reverts to its natural form and actually gains a stronger attack.
Basic Marksmen are so squishy because they are protected by their range, but assmen are not. Assmen whole design revolves around the fact they are made to take hits, but they lose 85% of their health pool if ONE hit was with EMP, and their design and usage means they are not protected by the range.
This tech was fundamentally better when it was a unit card. Maybe the tech should have a line "extra health is not disabled by EMP"
@@cccmmll one minor thing to take note of. it still has the big health pool for that first hit. so unless there is follow up you still have the sniper who can snap off a shot. and there is some limited counter play to EMP. photon, shields, chaff eating the hits. and if you know what they are doing you can use that for your counter play since it is relatively predictable. I don't think it is amazing or anything. but you can probably make it work in the mid ranges of MMR. and if he has fun playing that style then good on him. I like my sniper marks personally. but I can see the appeal to the playstyle.
@@Blasterbot-ye2uk I agree. There are a lot of things to consider, a lot of ifs and buts. But after this counterplay-for-counterplay shenanigans and being forced to warp your whole build around the assmen, at the end of the day you essentially get a glorified carry arclight but worse.
Assmen can be so much more interesting with proper balance/design. A unit must not be countered/shut down so comprehensively by just one tech.
Pretty guud, everything is guud.
Assault marksmen are my favorite unit.
lo, the assman cometh
Was expecting munqst
What I STILL have not found in a good way is WHERE to find all these details of what changes. Are people really memorizing update statements? Or is there some repository of latest knowledge and specs of all the units? I know some have made odd comparison sheets. But, none have shown to be all that comprehensive, when combining several types of units, etc. It's like these top players can memorize TONS of weird little details that I just don't have the focus or patience for. I suppose THAT is why I'm still sub-1300 MMR.
it's not really hard to remember the changes
It's always in the update logs on Steam. Theoretically you could leave them open on a second monitor. Or you just memorize how the changes effect your playstyle.
idk what you mean changes are in steam patch notes
I don't understand how the 50 supply increase kills Jump Drive.
The advantage of jump drive was that for very little money you radically changed what the opponent needs to do
Upping the price means that the board you are fighting against is in general stronger
Its still good, but really risky
Could you explain why you were not scared or Vulcan + incendiary + oil?
My experience around 1800mmr is that my opponenet would kill me with that. It feels like your opponent could have build 2 vulcans with incindiary and you would be insta dead.
I don't die in one turn, even if he goes fire some of the fangs survive and reduce the damage taken quite a lot. After that turn the enemy just insta loses to fortress
@ interesting. Thank you. Yeah, i guess you are not pushing predominantly one side so it should work the way you say.
Why not get Rhino Armor? Seems like it immediately cucks his mustangs.
The marksmen took out his rhino later on. And it was redundant due to the upcoming fortresses.
Its so stupid gameplay design that mostly the player who kills the second tower first has a disadvantage. The debuff should be greater when you kill it first and gets lower with every tower.
Disagree i think losing both towers should knock your units around for longer
Or they have a permanent debuff after the normal shock
But either way that isnt a huge problem, if you both kill both towers your doing something wrong or you are giving up a side
My thoughts are if you get a tower, your own towers should become invulnerable for ~4 seconds? It gives your units a chance to re-engage while the enemy still focuses on another target.