Re: Metagame Analysis - Esamir
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What i observed is that a lot of times nobody considers defending adjacent hexes to a big base, which is admittedly not very fun if nobody is attacking there.
But often that "charge to the zerg" behaviour leads to smaller enemy groups quickly taking many bases around a "named" one. And even when it was clearly visible on the map what those enemy forces were up to i often found myself completely alone in trying to stop them.
Combine that issue with the less bases / bigger hexes (and the general issue of hexes providing less direction) on esamir, and you have frontlines that can completely change within a couple of minutes by a rather small group that often nobody cares stopping.
Last edited by Babyfark McGeez; 2012-10-18 at 06:30 AM.
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