Alcibiades
Plant Geneticist
Warning: This is part gripe and part suggestion; if you wish to skip, go to the bold italic part.
Right, so I've restarted this round after leaving C UNT and am currently "enjoying" the process of growing after the round start, which usually involves loading up on land from all the dead/bored/bots that are around. Usually this is, to borrow an expression, piss easy. And then presto, you've got your techs done and nice amount of land, ready to get pwned since your AR is zero Right, however, i've discovered that White Knights are the utter bane of rebuilders. They make rebuilding too damn costly, you're better off just leaving your land to make money than try flakking them.
I can't afford to spend anywhere from 5 to 15m flak a tick to get ~200 land; even at 55-125% there are lots of WKs, especially in the rank 300ish area, there are lots of lowbies with WKs, because they continually are getting bashed by other players (higher presumably with more ability to waste flak). This is an absurd situation I find myself in at the ranks we're talking about (300+); i shouldn't be incapable of attacking and growing because of an H/F given unit which is essentially free, easily manipulable, and horribly indecent to flak through or kill. It's simply unaffordable, and takes all the pleasure out of rebuilding; which is one of the features i genuinely like the most about this game. Rebuiling is fun, i like it; except now it's not because it's nigh on impossible, and therefore teching takes forever, and that has it's own consequences into which I need not go. One of my other favourite things are WKs sweeping for Sleepies and someone with not enough yobs. That's really a significant pain in the ass. These units are ****ing everything up down here
So, the point i'm trying to make is that the White Knights absolutely must be switched with the White Wizards. It makes far more sense to have the LET flak come out first; and then have the more powerful units come out later when they are a little better balanced by players around them having more land, more troops, and better techs. I think this is a win-win situation. (I'd also like WKs to be a little reduced in firepower, since 1:15 is absolutely ****ing ridiculous; pardon my french.)
Just switch them, it'll be so damn easy; and it's what should've been done at the very first.
EDIT: This is a good example; I've just gotten assassins and am going to have a go playing around for fun, maybe some land. Here's a good target.
Staff
White Knight [138,854]
Gardener [5,788,371]
Harvester [4,803,299]
Hippy [2,347,422]
Yob [1,476,077]
Wheelbarrower [11,015]
Geo-Phys Thief [62,098]
Small Droid [1,686,273]
Automoton [1,028,631]
Autos kill about 3mill or so a tick lets say. That's only 6m flak, easily affordable, considering the land will make up for it, and SDs are easy enough to flak through as well as the hippies and yobs. Not a problem; but those WKs are going to cause some havoc, they'll kill about 2m flak a tick or so, somewhere in that range, which'll add up to another 6mill flak which starts to make this not really seem worth 12mill flak dead, not to mention the extra flak i now have to buy to cover the basics.
I know i'm not the greatest player out there, probably somewhere in the range of low to middling noob; however, even if someone streamlined the attack for me, i'm still going to have to waste a lot of flak on those goddamn WKs. And of course, that's only the people with a few hundred thousand, some people have anywhere from 500k to 1.5m... You can all do the math, that's a lot of dead flak for a free unit which is, in turn, batshit insane. Switch please, table 1!
Right, so I've restarted this round after leaving C UNT and am currently "enjoying" the process of growing after the round start, which usually involves loading up on land from all the dead/bored/bots that are around. Usually this is, to borrow an expression, piss easy. And then presto, you've got your techs done and nice amount of land, ready to get pwned since your AR is zero Right, however, i've discovered that White Knights are the utter bane of rebuilders. They make rebuilding too damn costly, you're better off just leaving your land to make money than try flakking them.
I can't afford to spend anywhere from 5 to 15m flak a tick to get ~200 land; even at 55-125% there are lots of WKs, especially in the rank 300ish area, there are lots of lowbies with WKs, because they continually are getting bashed by other players (higher presumably with more ability to waste flak). This is an absurd situation I find myself in at the ranks we're talking about (300+); i shouldn't be incapable of attacking and growing because of an H/F given unit which is essentially free, easily manipulable, and horribly indecent to flak through or kill. It's simply unaffordable, and takes all the pleasure out of rebuilding; which is one of the features i genuinely like the most about this game. Rebuiling is fun, i like it; except now it's not because it's nigh on impossible, and therefore teching takes forever, and that has it's own consequences into which I need not go. One of my other favourite things are WKs sweeping for Sleepies and someone with not enough yobs. That's really a significant pain in the ass. These units are ****ing everything up down here
So, the point i'm trying to make is that the White Knights absolutely must be switched with the White Wizards. It makes far more sense to have the LET flak come out first; and then have the more powerful units come out later when they are a little better balanced by players around them having more land, more troops, and better techs. I think this is a win-win situation. (I'd also like WKs to be a little reduced in firepower, since 1:15 is absolutely ****ing ridiculous; pardon my french.)
Just switch them, it'll be so damn easy; and it's what should've been done at the very first.
EDIT: This is a good example; I've just gotten assassins and am going to have a go playing around for fun, maybe some land. Here's a good target.
Staff
White Knight [138,854]
Gardener [5,788,371]
Harvester [4,803,299]
Hippy [2,347,422]
Yob [1,476,077]
Wheelbarrower [11,015]
Geo-Phys Thief [62,098]
Small Droid [1,686,273]
Automoton [1,028,631]
Autos kill about 3mill or so a tick lets say. That's only 6m flak, easily affordable, considering the land will make up for it, and SDs are easy enough to flak through as well as the hippies and yobs. Not a problem; but those WKs are going to cause some havoc, they'll kill about 2m flak a tick or so, somewhere in that range, which'll add up to another 6mill flak which starts to make this not really seem worth 12mill flak dead, not to mention the extra flak i now have to buy to cover the basics.
I know i'm not the greatest player out there, probably somewhere in the range of low to middling noob; however, even if someone streamlined the attack for me, i'm still going to have to waste a lot of flak on those goddamn WKs. And of course, that's only the people with a few hundred thousand, some people have anywhere from 500k to 1.5m... You can all do the math, that's a lot of dead flak for a free unit which is, in turn, batshit insane. Switch please, table 1!
Last edited: