![]() Remove Ground AOE (it has a short range aoe that 'crushes' things, and it removes the option of using short range units like infernos/vanguards and boombots from killing out of position ares as a tactic) Short term solutions easy number changes to help alleviate some problems. It also cant charge more than 10 galatas or a spread out spinner force without taking significant enough damage to be destroyed. ![]() However if the zues gets caught out a reasonable air force, it quickly dies. It can still be affective in certain situations as its able to stack with air and quickly move to different points on the map and easily reposition unlike the ares and titan. The issue is that when you are at that stage to be able to afford an atlas, your opponent(s) can afford the armies and counters to kill them before they reach their affective range. The atlas has low health, high impact, if you get into their lines, they are screwed. The Ares also has a huge range so it is more difficult to catch an out of position ares and them repositioning to a different part of the map is easier than the atlas do to how much surface area they can already cover The entire game at that point is centered entirely around the Ares and its a problem.ĭue to the costs of 30,000 metal for each titan, and the way you tech towards each titan is similar, they directly compete with each other for your time and resources, and the Ares is so efficient and reliable that it reduces the zues's impact and almost entirely obsoletes the atlas. ![]() Its all about who accidentally makes a mistake exposing their Ares. The Ares is so dominant that it obsoletes most other land units and other titans and it devolves into a game of who has more Ares in team games and high-eco games. And don't use Bedlam, the AI's forces can't pathfind on this map.īe sure to follow the recommended number of players for any map.With the exception of the Helios as it has an entirely different and balanced role, the Ares+Atlas+Zues dynamic is not in the right spot for the game in how they compete with eachother and how they compete with other units. If you find the AI too easy on a map, try a different spawn point for it. The spawn the AI starts in and the profile used can make a big difference, even for symmetrical 1v1s. More likely to build defences at its expansions.You can use subpersonalities to customise Queller's game to your liking or help it play better where it's making poor strategy choices. | Uber | Any | Uber | 1.6 | SUBPERSONALITIESīy default, Queller at Uber level will adapt its play to try and suit the system and the opposition it faces. | Absurd | Gold | 1.0 | | League | Placement | Difficulty | Eco | Not only will this be better for the sim, but will also stop the problem of there being fewer resources to go around for the AI which in turn makes it easier to beat. When you need to increase the challenge, but don't want to increase the difficulty, give the AI an eco-boost rather than adding more AIs. Customise play through subpersonalitiesīelow are recommendations for the difficulty you may wish to start on based on what you set the vanilla AI to or your ladder ranking.Will use eco bonuses better than other levels.Appropriate use of static defence/offence.Doesn't adapt to what the enemy is doing.It does not modify the vanilla difficulties. Queller offers a range of difficulties designed to try and mimic the style of human players at particular levels of play. If you are using PAMM you will need to download the mod from GitHub. You should download and install this mod via the Planetary Annihilation: TITANS in-game Community Mods. Please ensure that if you use this work you credit Quitch's Queller AI. It features complete support for the Legion Expansion. This mod is a total overhaul of the AI designed to smooth out the difficulty curve, providing more humanlike challenges that are both easier and harder than the vanilla AI. "Your Queller AI is literally best teacher there is when it comes to pure learning how to play this game, especially in basics" - B13, Uber rank #2
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