Great content! I dig the replay commentary, with you pretending not to know how each round is going to pan out). Maybe you play so many games that you don't but it looks authentic. And the analysis of course is super helpful! I hope to see more of these and thanks again for doing it!
Great vid and excellent guide - I was thinking boat would be an easy solution to Raiden - and I took a big mmr cut for that... I wonder if you've got a go to against sledge carry played well (assuming they will magically get ER every time)? I'm usually feeling confident against it at first; then they inevitably get ER and I'm less confident... and then they gradually build up and overwhelm from there XD
In a long-range fight against extended range sledgehammers, getting early sandworms is probably the best play. If you are early enough, they should not level too much and sandworm allows you to ignore the range advantage they might have. If either of you is close to the line, fortresses with shielded fang spawn can also work great.
Still new to this game so maybe I'm missing something obvious, but if the opponent had the tech removal tech (ionization?) on his Raidens, would that not negate the AA barrage on the Fortresses?
Yes, with the EMP Tech you can disable it. I recently lost a Game because of it. Here the opponent decided to Not Go carry Raiden. Probably because of the high HPs of the Fortresses.
I probably wouldn't try this strat if the opponent already has a lot of mustangs on the board, but if they buy them as a response, you can simply keep buying more fortresses and tech range. Remember to click temp speed every round and you can just overwhelm them with numbers.
Great content! I dig the replay commentary, with you pretending not to know how each round is going to pan out). Maybe you play so many games that you don't but it looks authentic.
And the analysis of course is super helpful! I hope to see more of these and thanks again for doing it!
Many thanks! Always love the way you descrbe and explain! 👍😃
Great vid and excellent guide - I was thinking boat would be an easy solution to Raiden - and I took a big mmr cut for that... I wonder if you've got a go to against sledge carry played well (assuming they will magically get ER every time)? I'm usually feeling confident against it at first; then they inevitably get ER and I'm less confident... and then they gradually build up and overwhelm from there XD
In a long-range fight against extended range sledgehammers, getting early sandworms is probably the best play. If you are early enough, they should not level too much and sandworm allows you to ignore the range advantage they might have. If either of you is close to the line, fortresses with shielded fang spawn can also work great.
@RoosterTH-cam Thank you! Hadn't thought of that, will definitely try it next time. Cheers
Still new to this game so maybe I'm missing something obvious, but if the opponent had the tech removal tech (ionization?) on his Raidens, would that not negate the AA barrage on the Fortresses?
Yes, with the EMP Tech you can disable it. I recently lost a Game because of it.
Here the opponent decided to Not Go carry Raiden. Probably because of the high HPs of the Fortresses.
To what you change when enemy use mustangs and melter
I probably wouldn't try this strat if the opponent already has a lot of mustangs on the board, but if they buy them as a response, you can simply keep buying more fortresses and tech range. Remember to click temp speed every round and you can just overwhelm them with numbers.
Raiden needs another nerf or a hard counter. One of the two.
Love the content. Sometimes it's hard to see what's happening, you are so far zoomed out.