enemy team starts off WAY stronger in first rounds
this is my first round of the most recent game
my team: -tuatara (250) -honour sage (250) -honour warrior (250) -spear dancer (600) -thunderbird (800) =2150 vs opponent: -tidecaller (800) - spear fisher (800) - tidecaller (800) - enrage kunekune (500) - lunar turtle (1000) =3900 there is soooo many times where the enemies team total value is like 175% - 200%+ the value of my team why? why cant the enemy team get some 250 value units aswell?? Last edited by DeQuavis69#7107 on Sep 11, 2023, 5:08:03 PM Last bumped on Sep 12, 2023, 8:16:49 PM
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So? First rounds are the easiest ones anyway, unless they kill you in the first second.
Pretty sure that spearfisher is 600 btw and the spear dancer is 650 Last edited by Johny_Snow#4778 on Sep 11, 2023, 5:13:15 PM
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" it is like that for all rounds pretty much, if you get lucky with favour you can get it where their value is only 140-150% of yours tho |
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You don't need tier 3 units to win consistently. Most of the cases they are just a luxury. The enemy having 3-4 tier 3 units doesn't change a thing
Last edited by Johny_Snow#4778 on Sep 11, 2023, 5:49:25 PM
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OP, don't forget enemy team can (and will) also have baubles on their warriors.
You can't see it, but if you see enemy with charges, or whisps of wind, lightning bolts (they offscreen oneshot players btw), then you gotta add that 500-1000-2000 more tribute value to their team cost tally |
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Well the short answer to OPs question is that the AI will never use Nevali units. Of course their total unit value is going to be far higher when their cheapest possible option is the maata boar, and you're guaranteed to have three 250 warriors.
That being said, looking at and evaluating any team in terms of cost/value is a good way to lose games because those numbers do not - at ALL - correspond to their efficacy on the field. In absolutely no situation are you better off buying a Titanic Shell than two Goliaths of Night, which even leaves enough money left over to buy a bonus Fieldmaster. Instead, look at a team based on the TIER of its units: every faction has 3 tiers of units and the best way to win games is to understand what position(s) those units best occupy. So your team actually consists of: Tuatara (Tier 1 flanker) H. Sage (Tier 0.5 defender) H. Warrior (Tier 0.5 attacker) Spear Dancer (Tier 1 escort) Thunderbird (Tier 1 flanker) vs. Tidecaller (T1 defender) x2 Spearfisher (T1 defender) Enraged Kune (T1 flanker) Lunar Turtle (T2 attacker) So in gameplay terms, your relative strength is 4v6. You're still at a clear disadvantage but it really is not insurmountable. Especially given the actual reason why you're doing far better than the other team here: The enemy team assigns its warriors RANDOMLY, not where they're actually going to be most effective. So if they've got a Death's Guide - probably the single best defender in the game - but it's in an attacker slot because random be random... who even cares anymore? That's equivalent to 1 point at the most, easily outmatched by a Ravager/Hulk/Goliath in the same position. |
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" ^ Winner |
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