The difference is that in RTS's where you have access to the full faction array of units, you have the ability to switch your strategy up and adapt, whereas in T&T you are forced to commit to the hand you dealt to yourself even if it's a hysterically poor choice against the enemy. Like I said, you aren't given mind powers, you can guess, but you cannot know for sure until you see what the enemy does by SCOUTING, SEEING THEIR UNITS and WATCHING THEIR ACTIONS, this is true in Starcraft, AoE 2, Men of War, etc etc and is not unique to T&T. You say "Tooth and Tail isn't like that, the only way to know for sure what your enemy will do is to see what units they rolled", but this also applies to every other RTS. The Starcraft series has mantained such a popularity in the competetive scene specifically because the three factions are well balanced and have a myriad strategies for all stages of the game. Zergling rush is one early (predictable) game strat, but hardly a guaranteed one coming from zerg players, burrow ambush with hydras and zerglings is also common.īy your explanation of the two factions, the Protoss would thus be incapable of early rush, when zealot + probe rush is also a strong early strat, and will easily wipe out the unprepared zerg or terran player. Zerg are perfectly viable late game, and have sunken colonies and spore launchers which are both really strong defensive turrets. Terrans have plenty of good early rush strats, the most common classic one being the marine/firebat combo, with stimpack and medic addons if you are given a window to prepare. The only way to know for sure what your enemy is capable of is to see their full army selection. (or, if they're going for the easy path, just rushing at the start and hoping for the best) There's a lot of variations on strategy, but you have some idea of their strengths, weaknesses, and likely tactics based simply on seeing one of their buildings or units. Zerg, meanwhile, have fairly poor base defenses and can produce lots of weak units quickly, so they're gonna have strategies that play on that - they're going to have to focus more on attack as a deterrent if they want to build up to their late game, rather than base defense. Terrans have strong base defense features, and aren't well-suited to producing lots of weak units quickly, so although the exact strategy will vary, Terrans are likely to protect their base and build up toward a powerful late-game. There's no "magical mind reading powers" involved. What wild and interesting™ strat are you going to counter me with? What are you going to do at that point? Bleed on me? You roll a gimick ground team with poor AA, I roll volunteers and wing demons. If anything, once you've seen what the enemy player has in T&T you can be certain that their strategies MUST revolve around the units he has selected and that he is stuck having to plan around his 6 units and those 6 units only. What exactly makes you believe that T&T is different in this regard? You can guess more or less what the more popular mainstream strategies might be (just as you will, and already are, with Tooth and Tail), but there is nothing certain about what the enemy is going to do. I don't get what this reasoning is based on at all.Īs far as I'm aware, I've never at any point in more than a decade of playing RTS's been given magical mind reading powers that helps me predict exactly what the enemy is doing based on what faction he picked, and given laser accurate hard counters as a direct result. You have to asses what the enemy is doing, how they're behaving, what their economy looks like, and then come up with a wild and interesting way to deal with it. Tooth and tai isn't like that-the game tries to make you think on your feet. In a game with one faction for each style of play, you can run up to the enemy, see that their faction is the Defense faction, and know what they're going to do and how to counter it. Tooth and Tail is also meant to reward improvisation. Having a faction for each playstyle isn't really viable. Originally posted by Youthful Idealism:Tooth and Tail is meant to be played lots and lots and lots of ways.
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