Ars Nova wrote:Farmsletje wrote:Ars Nova wrote:The complaint is that you have to build navy, or frankly should for safety's sake,
step 1: scout
There is no step 2
If you play finn's revenge and your enemy suprised you with a 4k mass investment into 1 cruiser without you knowing it you're clearly doing something wrong.
That's cute if you were playing in a vacuum, but practical experience teaches there are a lot of situations where "just scout for that thing that kills you" is dumb advice, especially with threats that have exceedingly long range. That's why conventional wisdom dictates you build TMDs when you reach T2, not after you've scouted the TML. It's possible to imagine a situation where the enemy builds a naval factory before T2 and patrols a few subs near your shore to make it difficult for you to build a factory. If you don't want to gamble or try to recover from an already losing situation, it's better to build a naval factory early and commit to having naval support.This is what we call faction diversity, every faction has their weaknesses and strengths.
The faction diversity is the fact that Wagners submerge instead of hovering. As a side-effect, the Cybran have a strategic hole. If it weren't such a niche problem it would be a really poor design decision and that bit of "faction diversity" would have be to abandoned.
Yeah, scouting to see if an enemy is going to exploit a vulnerability of yours is such stupid advice. It's the sort of stupid advice that never applies to anything. Classic 2k players thinking they know how to play.
For hover to be a big threat you need not only a t2 land hq, but you also need several t2 support factories spamming them. Totally different circumstance than someone just suddenly deciding to build a tml. The majority of the time, hover spam is a win condition for a faction in the game. Otherwise, it's just a minor nuisance that 2-3 frigates can stop, which is basically the same mass investment that the t2 hover is going to cost. It's a useless argument.