Thread #2334302
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How old were you when you took the rushpill and stopped being turtler scum?
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>>2334372
That's called dream time in never-never land because you assume you will be able to send that 'cost-efficient' army in peace and not have to defend yourself or spend resources on other things, or just get out-micro'd by an inferior army, or lose control of the map and resources by a smaller player.
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Rushing is for teenage compshitters only caring about their rank.
It's highly unsatisfying, like cumming prematurely, something the average zoomie is probably very experienced in, provided they have sex in the first place.
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>>2334302
>play OG supcom
>not FA bullshit that gimps the AIs
>make 7 AIs a team against me
>turtle to my heart's content
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>>2334302
>turtle as a kid because games are hard and I can't click fast enough
>evolve to rushing as a shitass teen because it's an easy way to steal wins off randos for a quick ego boost
>settle back into slowplay in my 30s because I actually like games now and I'm good enough to enjoy the process of playing out a game instead of speeding through to an early outcome
In hindsight the old starcraft style rush vs greed design philosophy was always retarded since you're always going to be expected to play the way you don't want to play in order to stay unpredictable enough that you don't get punished by a counterbuild. I just want to play strategy games where I click little dudes and don't blink for 40 minutes at a time.
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>>2334372
that's called raiding
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>>2334302
didn't take the rushpill but sworn off turtling when I realised my favorite part of rts is the interaction with the other player, how both of your initial unit comps and strategies clash, who adapts and who sets the beat
when looking at the game like this, turtling is literaly not fun, it's removing the other player from the game until you're "ready" (aka try to flatten the enemy with a super weapon from your base)
rushing depends on if it's a
>end the game in 3 minutes
or a
>force him to overspend on defense or set his eco back a bit so I'll spend the whole game slightly ahead
I'd only use the first one if I entered tourneys, I like the second
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>>2334372
Strictly speaking that's just playing for value and it's not a thing in most RTS games because usually the units cost effective enough to make efficient value trades are also the units you spam during a rush or that your greedy late game turtle armies are built of.
Value trading is mostly a thing you see in RTT games where the interaction between players basically revolves around how many units you can deploy and how quickly you can deploy them to control objectives. Like Wargame. In traditional base building RTS, map control basically just means having random expendable units sitting around to provide vision so value is really the only objective, which also means cost effectiveness is basically the only metric which measures a unit's value.
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>>2334432
kek
You're so used to turtling and giving away map control that you always assume the other player is better and has more stuff than you. That's almost never the case if you're playing aggressively, and often they're forced to delay stuff they want in order to counter your early attack. That kind of play is very important in C&C3 to give an example, even if you're just playing to defeat bots on Medium or higher.
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>>2335043
C&C 3's multiplayer is as retarded as its multiplayer community, always was, even before patches or whatever, although RA3tards are even worse, but both seethe endlessly at SC2 for being a proper RTS for both single and multi
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a good strategist is one who surely knows at which precise moment he must decide to employ a defensive turtle or to employ an offensive rush. one who swears allegiance to only one of these tactics will find himself unable to secure a win when he must press the offensive and vice versa find himself unable to defend his army when put on the backfoot.
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I once was in a Starcraft game with my schoolmates at a lan house and naturally we were all turtling because that was pre-internet for us. I was playing zerg and also turltled, but apparently my economy was good enough, because an older guy sat next to me and basically made me go full guardian + scourge, within 10 minutes I had 4 or 5 deathstacks, which simply blotted out the 800*600 screen, he then showed me how to send them clockswise through the map and cleaned it bare.
We switched to CS 1.6 and Q3 after that for good
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>>2335824
Basically every RTS has a pop cap by necessity because otherwise you just overwhelm your computer and make the game unplayable. Even Supreme Commander had a defacto unit cap in place to prevent the game from crashing.
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>>2335791
>you'd think they'd have thicker skins
we have shells anon
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Turtling done well is perfectly fine. By that I mean playing strategically, controlling vision (the more robust the detection system in the game, the better), controlling the map, forcing the enemy to commit to suboptimal fights if he wants to fight you at all, etc.
The problem is that rushing done poorly is also fine-ish. If I proxy tech in Starcraft I can win a bunch of games for free. If I helo rush in Wargame I can win a bunch of games for free. Rushing done well is also powerful, of course, and good high level games allow for both aggressive and defensive styles to be viable.
But so many of the people who talk about turtling are talking about turtling done badly. Sitting behind walls, giving up map control, playing Sim City. That's completely nonviable in any decently designed RTS (at least in multiplayer), and frankly it should be.
If you're wired to enjoy competitive RTS gameplay there's nothing else quite like it. Particularly if the game is pretty.
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Turling is bad, but rushing is searching a correction too far in the other direction.
Strategy is at it's best when there is constant prongs, raiding parties, trying to exploit advantage in the tiniest crack, while the attention of the ennemy is kept by a large central threat.
Supcom did that. Retards turtlted, good players took control of the map with an infinite flow of cheap t1 units . It was kino
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>>2338838
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>>2338835
Me too. Gaming is keeping our minds sharp
>>2338838
>The thread is about gaming, not your dick, gramps
Would have been better
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>>2334302
I understood immediately as soon as i played my first RTS that if you attack early you control the map, if you control the map you control the resources, and if you control the resources you win. My only problem was, and still is, that i'm not really good at the proactive attacker role.
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>>2334302
As a PA and supcom player the rushpill is the only pill if you want to win, turtle if you must but just know that I have more free time than you before you quit and surrender.
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>>2341606
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>>2334307
This guy gets it.
I wish stockade was a thing in American Conquest, so I could funnel units even more efficiently toward the killing zone of my fortifications or that Cossacks 3 was build upon mechanics from AC and C2, rather than just C1 in new graphics.
Still, one of the most fun turtle games and storming the base is actually fucking fun, too