Post by Blother Had Me Like on Aug 23, 2013 19:02:05 GMT
Keep this thread serious, as in don't derail it. Actually discuss what is posted here because we do need some types of serious topics on this forum.
[ YOU'RE AN ADMIN, MAN. YOU HAVE THE POWER ]
Just so you guys can see where all the magic happens. Also, this is for people who need ideas on good combinations to use, like new people that don't know better and see the derpy shit too much (stop being a negative influence guyssssss).
Also, the images will look shitty because I blew them up. Let me know how to edit it so it will look better and be big please.
I would like to start with pointing out something about Tellurian. There have been many new animals added to the stock that allow for some interesting gameplay and combinations, as well as new/changed abilities. Don't let this overwhelm you when making an army. A lot of the creatures allow for things outside of the normal, and I want to start this thread by focusing on armies that are fairly balanced and strong. This means that I won't be adding creatures that we consider to be broken/annoying. Some of the armies will have abilities/themes, but I don't overload them with random shit. A lot of these armies probably won't be my exact armies because a lot of them have strategies that aren't normal and may not work well, and this is not something I want to throw at people looking to find solid creatures choices. However, you are welcome to copy my creatures you fight against in-game, but some may not work well for your strategies (also some may be broken, so if you use those I will let you know that they are frowned upon).
With that bit out of the way I am now going to post some pointers for making armies in Tellurian (will work in other mods, but not focused on them):
- "All animals are equal, but some animals are more equal than others." -- George Orwell, Animal Farm... There are going to be some stock that are simply better/stronger than others. All of the stock is usable, but focus your combinations on the ones that are stronger because that is what will make your armies stronger.
- Have a focus for your army. It is best to start with very simple armies without activated abilities. Until you are actually able to take advantage of the abilities there is no point in having them in your armies.
- Understand how much your creatures cost. This ties into having abilities you won't take advantage of because that will increase the cost. For example, level 2 should generally have low electricity cost. Decide on if you want creatures you can spam and are cheap, or creatures that are strong that cost a lot.
- Meat will be common. With Tellurian has come the meta of low level meat. Learn the strengths and weaknesses of creatures like this so you know how to play with and against them (horns is an obvious counter, but there are others).
- Learn how different attacks work against others. Melee does well against direct range and artillery. Direct range does well against fliers and sonic ranged. Sonic range does well against fliers and melee. Artillery does well against anything ranged. Fliers do well against melee and artillery.
- Learn how different abilities affect the game play. I may do a Thread describing abilities, but I will add a few here. Stink cloud counters ranged attacks. Immunity counters poison based attacks. Horns counters high defense creatures. Keen sense counters digging and camouflage.
-Take advantage of herding and pack hunter. These two abilities are very simple and can increase the strength of your army by a lot (40% increases to defense and attack, respectively).
- Sight radius and speed have their place. Sometimes they will be important and other times they won't, but that is more specific to how you use your armies. Generally you don't want anything super slow though unless they have a good purpose.
- Don't use web. Seriously. It cannot be countered except with micro, and hardly with that. the only way to beat web is to web the other team's creatures first. Don't include webbing in your army until it is actually balanced.
- Don't use broken creatures if you have been told not too. I have some in armies, but it is mainly to derp around. Understand that the game has a lot of possibilities, and they all cannot be balanced. Rather than only using the broken creatures the community generally leaves them out of play, so more creatures are viable. This makes the game much more fun and challenging to play. Also, being bad is not a reason to use broken creatures because I will personally make playing the game hell for you if this happens. The community is always trying to help people get better, so take advantage of that and don't be one those annoying kids...
I will now start including armies that are generally pretty simple, strong and will be able to cover its weaknesses. Understand that it is impossible to account for every ability/attack type in the game. If you are using these armies and are losing to something like defile land or flash it is not the armies fault. You will have to learn how to deal with different play styles especially with the broad range of abilities in Tellurian. Plus people like using the abilities, so it is good to get used to it.
^This is a basic land army. The only creatures that should have any water limbs are the 2 level 5s because yes. This army has powerful level 2s that have been used for forever. Level 3 uses a meatshield for a powerful level 3 ranged that can be kind of weak. The level 3 flier is good for for dealing with artillery attacking your level 3 ranged, as well as in conjunction with the level 4 artillery. The level 5s everyone hates because they are boring and overused, but they work. The moose are great at disposing of building and have horns for the pesky meatshields with like 10000 health/defense. Babales are babales and should win you the game (artillery op though).
^This is a basic water army. Every creature needs a water chamber to be made, or an air chamber. Level 2 is basic using a strong range with camo (helps because their range is so short) and a somewhat meaty melee that can put out a bit of damage (herding level 2 op). Level 3 is very strong in this army consisting of a melee, a range, an artillery and a flier. The meatshield at level 3 is somewhat spamable, but weaker compared to the one in the land. Sonic is good for against fliers as well as massed melee. Artillery is good against any ranged really, but remember to micro so you don't kill your own creatures. Is Will spamming shitty fliers again? That is what the flying eel is for. The eel uses an activated ability to burst in an area, which is great for killing spammed creatures. Level 4 is a powerful melee that can be spammed due to its ability, but only if you have the resources to handle its cost. Level 5 uses an artillery and flier combination, which is very powerful in Tellurian. Learn how to micro with it and learn how to micro without it because it will help you win.
[ YOU'RE AN ADMIN, MAN. YOU HAVE THE POWER ]
Just so you guys can see where all the magic happens. Also, this is for people who need ideas on good combinations to use, like new people that don't know better and see the derpy shit too much (stop being a negative influence guyssssss).
Also, the images will look shitty because I blew them up. Let me know how to edit it so it will look better and be big please.
I would like to start with pointing out something about Tellurian. There have been many new animals added to the stock that allow for some interesting gameplay and combinations, as well as new/changed abilities. Don't let this overwhelm you when making an army. A lot of the creatures allow for things outside of the normal, and I want to start this thread by focusing on armies that are fairly balanced and strong. This means that I won't be adding creatures that we consider to be broken/annoying. Some of the armies will have abilities/themes, but I don't overload them with random shit. A lot of these armies probably won't be my exact armies because a lot of them have strategies that aren't normal and may not work well, and this is not something I want to throw at people looking to find solid creatures choices. However, you are welcome to copy my creatures you fight against in-game, but some may not work well for your strategies (also some may be broken, so if you use those I will let you know that they are frowned upon).
With that bit out of the way I am now going to post some pointers for making armies in Tellurian (will work in other mods, but not focused on them):
- "All animals are equal, but some animals are more equal than others." -- George Orwell, Animal Farm... There are going to be some stock that are simply better/stronger than others. All of the stock is usable, but focus your combinations on the ones that are stronger because that is what will make your armies stronger.
- Have a focus for your army. It is best to start with very simple armies without activated abilities. Until you are actually able to take advantage of the abilities there is no point in having them in your armies.
- Understand how much your creatures cost. This ties into having abilities you won't take advantage of because that will increase the cost. For example, level 2 should generally have low electricity cost. Decide on if you want creatures you can spam and are cheap, or creatures that are strong that cost a lot.
- Meat will be common. With Tellurian has come the meta of low level meat. Learn the strengths and weaknesses of creatures like this so you know how to play with and against them (horns is an obvious counter, but there are others).
- Learn how different attacks work against others. Melee does well against direct range and artillery. Direct range does well against fliers and sonic ranged. Sonic range does well against fliers and melee. Artillery does well against anything ranged. Fliers do well against melee and artillery.
- Learn how different abilities affect the game play. I may do a Thread describing abilities, but I will add a few here. Stink cloud counters ranged attacks. Immunity counters poison based attacks. Horns counters high defense creatures. Keen sense counters digging and camouflage.
-Take advantage of herding and pack hunter. These two abilities are very simple and can increase the strength of your army by a lot (40% increases to defense and attack, respectively).
- Sight radius and speed have their place. Sometimes they will be important and other times they won't, but that is more specific to how you use your armies. Generally you don't want anything super slow though unless they have a good purpose.
- Don't use web. Seriously. It cannot be countered except with micro, and hardly with that. the only way to beat web is to web the other team's creatures first. Don't include webbing in your army until it is actually balanced.
- Don't use broken creatures if you have been told not too. I have some in armies, but it is mainly to derp around. Understand that the game has a lot of possibilities, and they all cannot be balanced. Rather than only using the broken creatures the community generally leaves them out of play, so more creatures are viable. This makes the game much more fun and challenging to play. Also, being bad is not a reason to use broken creatures because I will personally make playing the game hell for you if this happens. The community is always trying to help people get better, so take advantage of that and don't be one those annoying kids...
I will now start including armies that are generally pretty simple, strong and will be able to cover its weaknesses. Understand that it is impossible to account for every ability/attack type in the game. If you are using these armies and are losing to something like defile land or flash it is not the armies fault. You will have to learn how to deal with different play styles especially with the broad range of abilities in Tellurian. Plus people like using the abilities, so it is good to get used to it.
^This is a basic land army. The only creatures that should have any water limbs are the 2 level 5s because yes. This army has powerful level 2s that have been used for forever. Level 3 uses a meatshield for a powerful level 3 ranged that can be kind of weak. The level 3 flier is good for for dealing with artillery attacking your level 3 ranged, as well as in conjunction with the level 4 artillery. The level 5s everyone hates because they are boring and overused, but they work. The moose are great at disposing of building and have horns for the pesky meatshields with like 10000 health/defense. Babales are babales and should win you the game (artillery op though).
^This is a basic water army. Every creature needs a water chamber to be made, or an air chamber. Level 2 is basic using a strong range with camo (helps because their range is so short) and a somewhat meaty melee that can put out a bit of damage (herding level 2 op). Level 3 is very strong in this army consisting of a melee, a range, an artillery and a flier. The meatshield at level 3 is somewhat spamable, but weaker compared to the one in the land. Sonic is good for against fliers as well as massed melee. Artillery is good against any ranged really, but remember to micro so you don't kill your own creatures. Is Will spamming shitty fliers again? That is what the flying eel is for. The eel uses an activated ability to burst in an area, which is great for killing spammed creatures. Level 4 is a powerful melee that can be spammed due to its ability, but only if you have the resources to handle its cost. Level 5 uses an artillery and flier combination, which is very powerful in Tellurian. Learn how to micro with it and learn how to micro without it because it will help you win.