У нас вы можете посмотреть бесплатно ARSENAL: Extended Power Schyzo vs Tektons Gameplay или скачать в максимальном доступном качестве, видео которое было загружено на ютуб. Для загрузки выберите вариант из формы ниже:
Если кнопки скачивания не
загрузились
НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием видео, пожалуйста напишите в поддержку по адресу внизу
страницы.
Спасибо за использование сервиса ClipSaver.ru
My recording software, GeForce Experience, is recording the desktop since it cannot recognize this game. For the handful of individuals who will actually watch this in its entirety, you'll notice I'll pause and restart the recording frequently in this video, that is due to the audio getting further and further desynced with the video the longer the recording is, and I just stitch them all together with DaVinci Resolve in post. If I missed anything in post editing please lmk! I'm intending on this video and description being an info dump for the 5 other people who play this game and care about optimizing it :) As for the gameplay, the AI is still extremely lacking in the ability to ramp up their economy, mass produce units, and form large offensives in the late game. The biggest threat is their starting units, of which a character will have many starting units with a lot of veterancy if they have a high rank, most AIs have very very high rank. At the beginning they will bum rush with those units and if you can survive that, the game is pretty much yours, all of their produced units will have zero veterancy (depending on their character face) and their economy and production will never match a human player's. The AIs also do not know how to attack another player's economy, oil rigs and ore mines are required for an economy to function and they will ignore it completely. So far, ground units are the most likely to be your win condition. Rushing the heavy tank research and producing a crap load of them at the beginning of the game is a hard requirement to winning in every game I've played, whether you start on an island or not. As much as I love aircraft, they're more a harassment tool with air defense capabilities, and air defense is somewhat overrated anyways since it's so easy to rebuild/repair after an air raid. Unless it becomes such an issue that your shipyards/airfields are being destroyed like clockwork and units never get made or repaired because their timer is being reset, I wouldn't bother that much with air defense. Aircraft struggle with destroying surface units, and are terrible for ground and sea defense. The one niche that aircraft can fulfill that none others can is destroying ore mines, if you get enough bombers (I'm still not sure the number required, probably 10+ bombers or 3 or 4 atomic bombs) they can destroy an ore mine and cripple their economy from across the map. A strong Navy is very beneficial, because it lets you control oil rigs. Destroyers are required to deal with subs, but are insanely weak on their own, they will be demolished by a gust of wind. Cruisers are fine, they're a good stepping stone to produce before you research battleships, but they're inferior to battleships and take almost as much construction time, their rocket upgrade is also a straight downgrade. Battleships are the backbone of naval power, no anti-air so they really need destroyer escorts. Subs are overrated, anything they can do, you can just make a battleship and it'll do it better. Also their submerge AI is really wonky and sometimes they'll just stay surfaced when being attacked unless I'm missing something. Carriers are cool, navy bombers are completely inferior to navy fighters with the wing rocket upgrade, the range goes by the carrier's attack range, not the plane's, so they're the same range. The carrier can hold more fighters than bombers, they're faster and can retarget mid-flight, furthermore the rockets deal more damage per plane because not all 10 bombs the bomber drops will hit a target unless it's a large building like an airfield. When ordered to attack, carriers will constantly launch their planes until the target is destroyed, and are helpful in supporting ground invasions. As for ground units: Heavy Tanks are King. Lighter tanks don't have enough punch, the super heavy tank is cool, but takes longer to produce and is cool if you're doing a landing and only have a few slots on a barge for units. Most super weapons are overrated and unnecessary despite being cool :( Jet Fighters are the best air superiority fighter by far and cost no reputation to use. Hovercraft are fast and immune to subs, but lose fuel super quickly. Super Tanks are cool and cost no rep. Buzz Bombs are expensive, time consuming, and cost rep, all for an inaccurate attack that achieves the harassment that normal aircraft can do. Rocket truck is meh. Anything an Atom Bomb can do can be done with just more bombers. Super Gun sucks as a defense weapon since it does not auto-target enemy units and can't lead shots anyways, it's ok as an anti-building unit if you can build one close to an enemy base but not attack that base with tanks for some reason. Chemical rockets auto-target for some reason, they're mainly good for attacking groups of units. Haven't played much Fanato, but I'd wager you can do what their superweapons do without losing units.