Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

DodoBirb

38
Posts
7
Topics
A member registered Sep 22, 2018

Recent community posts

I never knew .4 of a person could play an FPS!

^^^ That's Tetr4 btw.

(2 edits)

here's the continuation Tetr4/andy98725 was talking about, as you can see, the builder from the Nexus is placed on the bottom lane since I want to maximise my pressure there.

Now that you've got an overview of the map it's time to show some openings!

The first opening is the double mine/Tetr4 opening


This is the standard opening if you want to get a strong econ right off the bat.

(2 edits)

Zircon is a map with two lanes and a mid-point connecting them. The key contention points are marked with X's.

The Colours of the lines indicate who typically has an advantage in that lane, losing in your advantage lane is not great because your opponent will have an easier time controlling both lanes if that happens. Why are these lanes advantage lanes? In the bottom lane Red will have an advantage because they have 2 builders compared to Blue's one, similarly, on the top lane Blue has the advantage because they have a numbers advantage.

EDIT: Forgot to put it on the map but mid (the purple line) is also a key contention point since it allows you to transfer troops from your advantage side to your disadvantage side.

First we need an overview of the map


Base Wars community · Created a new topic Zircon map guide

Zircon is generally regarded as the best competitive map in the game (and also one of the first). It has a lot of depth and provides interesting games almost every time. How has this map stood the test of time? What openings are there? What should I be looking to gain control of? It's time to answer all of those questions in the Zircon map guide.

Great game, It's very interesting to see a competitive rougelike but this one stuck the landing for me.

This is going to be a makeshift tutorial until one gets properly implemented. Before this gets finished the best way to learn would be to vs a human and the second best way to learn would be to vs the AI

Ok, discussion time.

1. Armoury no longer gives instant access to tier 2 units (Axeman, Gunman and the new Lanceman) to unlock the tier 2's you have to research them at the armoury which takes 1 turn.

 This change adds some extra balance to different build orders. The meta was starting to shift towards armoury being the best tech to invest into every time, It still kinda is but you need to have a decent econ advantage to start rolling out the tier 2's, it also adds an extra decision of which type of unit you want to invest into (Melee, Ranged or Cavalry) which is a bit more deep than just unlocking all of them at once.

2. Rich mines have been changed from +40 per turn to +30 per turn.

Rich mines getting nerfed in my opinion is an ingenious balance change. The meta was becoming very focused around barracks 1st and builder rush strategies since the rich mines were such an important part of the game. Going for normal econ was a desperation move. This change brings double mine back into the meta as a valid strategy and makes the amount of mines you build a slight bit more important than what type. Building safe econ is now a much more valid strategy.

3.  A new barracks unit, The Horseman has been added.

Ranged units were starting to feel like the more powerful units compared to the melee units, they did have less health but getting in and actually being able to do any damage to them was a challenge, especially with move scouting being a thing. The horseman can camp just out of the archer's range and close in and get the damage in. This completes the unit RPS of Melee > Cavalry > Ranged > Melee and makes the units a lot more balanced.

4. Minor unit stat tweaks

These tweaks just refine the RPS a bit more. 

Extra notes:

A little thing to keep in mind is that scout can even up any engagement when a unit is up against it's counter as pointed out by J-Rex. Also scouts have been buffed with the ability to see over walls (but not void if you mapmakers want to stop scouts from seeing over certain areas). Also cannon is nerfed even more with a 3 turn build time.

3.0 has made a lot of balance changes. So it's time to make a post to discuss how these new changes shake up the meta.

Since the changelog is a bit vague on what has actually changed I'll list the changes here (at least the ones I know of)

1. Armoury no longer gives instant access to tier 2 units (Axeman, Gunman and the new Lanceman) to unlock the tier 2's you have to research them at the armoury which takes 1 turn.

It costs 100 to research each unit.

2. Rich mines have been changed from +40 per turn to +30 per turn.

3. A new barracks unit, The Horseman has been added.

The Horseman has exactly double the movement range of a normal swordsman, however, it costs more and does less damage.

4. Minor unit stat tweaks

Quite a few units have been rebalanced with lots of little stat tweaks.

For example, the Swordsman now has 80 health instead of 100. I won't list them all but this creates a slight unit RPS where different units will be favourable against others.

Moving the 3.0 balance and meta change discussion here

(1 edit)

Ok, discussion time.

1. Armoury no longer gives instant access to tier 2 units (Axeman, Gunman and the new Lanceman) to unlock the tier 2's you have to research them at the armoury which takes 1 turn.

 This change adds some extra balance to different build orders. The meta was starting to shift towards armoury being the best tech to invest into every time, It still kinda is but you need to have a decent econ advantage to start rolling out the tier 2's, it also adds an extra decision of which type of unit you want to invest into (Melee, Ranged or Cavalry) which is a bit more deep than just unlocking all of them at once.

2. Rich mines have been changed from +40 per turn to +30 per turn.

Rich mines getting nerfed in my opinion is an ingenious balance change. The meta was becoming very focused around barracks 1st and builder rush strategies since the rich mines were such an important part of the game. Going for normal econ was a desperation move. This change brings double mine back into the meta as a valid strategy and makes the amount of mines you build a slight bit more important than what type. Building safe econ is now a much more valid strategy.

3.  A new barracks unit, The Horseman has been added.

Ranged units were starting to feel like the more powerful units compared to the melee units, they did have less health but getting in and actually being able to do any damage to them was a challenge, especially with move scouting being a thing. The horseman can camp just out of the archer's range and close in and get the damage in. This completes the unit RPS of Melee > Cavalry > Ranged > Melee and makes the units a lot more balanced.

4. Minor unit stat tweaks

These tweaks just refine the RPS a bit more. 

Extra notes:

A little thing to keep in mind is that scout can even up any engagement when a unit is up against it's counter as pointed out by J-Rex. Also scouts have been buffed with the ability to see over walls (but not void if you mapmakers want to stop scouts from seeing over certain areas). Also cannon is nerfed even more with a 3 turn build time.

(1 edit)

3.0 has made a lot of balance changes. So it's time to make a post to discuss how these new changes shake up the meta.

Since the changelog is a bit vague on what has actually changed I'll list the changes here (at least the ones I know of)

1. Armoury no longer gives instant access to tier 2 units (Axeman, Gunman and the new Lanceman) to unlock the tier 2's you have to research them at the armoury which takes 1 turn.


It costs 100 to research each unit.

2. Rich mines have been changed from +40 per turn to +30 per turn.


3. A new barracks unit, The Horseman has been added.

The Horseman has exactly double the movement range of a normal swordsman, however, it costs more and does less damage.

4. Minor unit stat tweaks

Quite a few units have been rebalanced with lots of little stat tweaks.


For example, the Swordsman now has 80 health instead of 100. I won't list them all but this creates a slight unit RPS where different units will be favourable against others.

EGGNOGG+ community · Created a new topic Online Multiplayer
(2 edits)

When Rumble comes out it would be really cool if it had online multiplayer (It might already, I'm not sure) and someone could make an EGGNOGG world championship to see who the best players are.

EDIT: For now you could use something like Parsec I guess.

That's the Builder Rush folks! I'm still brainstorming ways to counter it but it could just be the new opening technique to replace double mine on smaller maps.

This is that last position from Red's perspective, all of Red's units can't move this turn because they either just finished actions or are still doing them, this gives Blue the first attack which is the last advantage Red could afford to lose. Red builds an extra builder in the vain hopes of holding the pink econ. Red inevitably loses this game.

Boom! Blue storm into the centre sending 2 builders on the attack and using a little technique that I'm gonna call wall-building to get the mine built through the wall using the third builder (I might cover wall-building some other time, it's not too hard). Red doesn't really have any hope of holding the centre at this point.

(1 edit)

Here's the basic continuation of the double mine for Boombox, as you can see, Red gets a mine down on turn 2 which makes this map a small map and one on which the Builder rush will work. Red doesn't know what's coming...

This is the builder rush (at least for Boombox). This strategy only builds 1 mine turn 1, sends 2 builders into the centre and uses the extra money to build a 3rd builder to go into the middle. Red is going to be completely overwhelmed and will have to give up the centre econ giving blue (Tetr4) a huge advantage.

Here we see Red's first turn. Red (me) goes for the double mine sending only one builder to the centre pink econ, this turns out to be a massive mistake.

(1 edit)

Let's go through a game and figure out why this strategy is effective.

Here's a map of the map we were playing on (Boombox)

Finally, after a longish wait, here's the next addition to the Advanced technique guide.

As the meta evolves the strategies in the game evolve too. When the game first came out a common strategy was the double mine. Where you would build 2 mines turn 1. On the smaller maps which we're now seeing more of, the double mine strategy doesn't really work. So what strategy should we be using now? A new, previously overlooked strategy rises up as the new strategy for smaller maps (specifically maps where you can build a pink mine turn 2 and the only pink econ is shared between the players like Zircon or Boombox but not Circles since in Circles there is Pink econ that isn't shared).

That new strategy is... The builder rush (no, it's not cheese).

Well, If you're going on deaths or rooms pushed back I think it should be whoever is losing (closest to their NOGG) that gets the sword. I do think it's better to just give neither a sword though.

I've got a semi-real game scenario coming up next!

The stealthy way to move scout.

Ok, since move scouting is so important, here's a visual representation of what to do.

The next tips will be micro tips!

Here are some extra things to think about.

3. Econ wins wars

Base wars is a pretty macro-heavy game (unless you're on really small maps like Bowtie) so focus on building up econ and destroying your opponent's econ. Keep in mind that micro is very important also so don't get rid of it! I used to have a saying that was "Micro wins battles. Econ wins wars" but now that the meta has developed I think a more accurate saying would be "Micro wins econ. Econ wins wars" Micro is important if you want to take out the opponent's econ! Basically, micro is important for the most important thing which is econ.

4. Build Builders

It may seem tempting to get lots of scouts since they're cheaper and generally better at fighting than builders. Keep in mind however that econ wins wars and if you don't have enough builders to use that econ then it's all effectively wasted! So build enough builders to supply your econ. Also try reinforcing the Nexus to help with the builder production (allows builders to be active on the turn they are built).

^^^^^^^This is an extremely important tip for competitive Base Wars kinda like Wavedashing in Smash Bros. Melee. Don't forget this one!

I'll post some more later today (these posts are pretty big)

Ok, so these first tips will be tips for the advanced beginner. You're tired of just clicking your guys around and want to start learning things that will help you if you ever decide to join the ladder. A lot of these are tips I wish I had when I first started playing.

1. Action order

This first tip is definitely something I wish I had when I was beginning. You probably won't see instant improvement from this tip but it's a good habit to get into and one I've only recently started doing. This is the order you should be doing actions in most of the time, Scout (not the unit) then do other stuff (I'll probably update this once I really get action order down and work out what the best order to do things in is). Always scout around you first, the more information you have the better the decisions. You don't want to move your army into position on the bottom of the map only to scout and realise your opponent is pushing the top.

2. Make sure you don't run out of money

This kind of goes with action order but make sure you have enough money for what you're trying to do in a turn, don't spend a "small" amount of money on a few scouts and then realise you'll have to wait another turn for that Zealot you were planning to build.

(1 edit)

First tips are coming tommorow! (because I'm lazy)

Base Wars community · Created a new topic Finding Matches

Online matches are a great way to play new players and learn new strategies. If you want to find a match, you'll probably want to join the discord https://discord.gg/Tc4WGbb if either me or Tetr4 are on then we can host a match between you and anyone you want. Don't worry, me and Tetr4 live in different time zones so you'll be able to play in a more broad area than just North America (I live in AUS so any Aussies can hopefully get some games on). We are also starting up a new competitive ladder and would really like it if there were more players involved.

If you want to be able to host a match then you'll have to forward a port (only way to get reliable communication without dropped inputs, at least that's what the dev tells me). Google it if you don't know how. If you do then you and others in the discord can play more matches so if you can then it would be greatly appreciated!