Thread #2340359
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Got this game recently at a discount, it seems pretty good. An old RTS that is very simple to play with very quick matches lasting 5-10 minutes each. The game is mostly dead, only finding matches at night, but the people who play seem to be curious buyers like myself trying out the game too leading to fun and fairly equal matches.
Anybody else here has played it? It really seems like a good rts, perfect to get people into the genre, don't understand why it didn't take off.
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>don't understand why it didn't take off.
It did for its first few months, but there just wasn't much there for longevity.
A complete lack of map selection was part of it, being exclusively random maps, including for the campaign.
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I'm stuck on the winter map where you have stay within a campfire or your dudes will start to freeze.
I'm not that quick for the level or I'm missing the thing that gives you advantage.
It's a fun game though. Very novel gameplay. The way it applies pressure it kind of off putting but that mostly because I'm a turtlefag.
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>>2340359
Pretty fun game. I wish the MP community wasn't dead, you pretty much have to join their discord and hop on their monday tournaments if you want to play online. But then you're going up against people who've been at it for years and will smoke you
>>2341361
The heroic goal on that mission is absolutely insane. It's the only one I couldn't get
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oh man, that game! thanks, OP!
I was there since its beta days - heavily invested. did A LOT community work on Steam (mostly onboarding, trouble shooting, and step by step guides to beat the harder missions), played 2on2 excessively, even dipped into speed running the SP. Hell, I even did huge part of the local translation (german).
Sadly TnT died on launch having one of the worst metas it ever had! T1 - as always - ruled supreme and new people got crushed by T1 waves never even touching T2+. Naturally everyone thought it was bad design. It didn't help, that old players could boost their ladder by beating everything in sight - the devs sticked to a match makeing algo and math, that sounded good on paper but wasn't - I dropped them several warnings. didn't help.
well fuck - those were the days!
I haven't been invested in any game ever since (played a little POE 2 though) but man; TnT alongside Q3 Arena in the 2000s - those were MY games.
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>>2340359
>don't understand why it didn't take off
I didn't play it, so feel free to discard my opinion. Basically 2017 was just a rough time for RTS's in general because everyone was still playing MOBA's and casuals haven't been warmed up to strategy games by paraslop yet. And Discord wasn't as big yet, so you didn't have the concept of so-called Discord games yet. A few RTS's came out during that time, almost all of them sequels to existing franchises trying to appeal to what diehards were left.
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>>2343654
i haven't played that game since maybe 3-5 months after launch. However i lived through a dozen or so balance patches - maybe even more - and there was only one, that really incentivised people to go T1 only and that was the launch-meta. They fixed it of course but damage was done. Usually T1-only is not the way to go. You either choose lizzard or squirrel and stick to their strengths to transition into whatever is your T2 strategy. I'd say T1 + T2 choices really matter, while T3 is more or less just a choice of style on how to do the finish. However this game has a surprising depth. You absolutely should utilize T1 for the early harassement (every units can do this but in their unique way), but it also needs to be a reliable backbone for you army 2 minutes later and after that it needs to provide some synergy for your T2 choices (even more so with T3 later). Everything has multiple layers and purposes - great game.
Moles were always the make or break point of balancing. While normal harassement strats could be countered with some thought (just don't go Farms only on start, put them next to each other etc.) mole counters could be tricky as fuck (need to chase enmy commander, look if he going moles, if so rush back and cancel your buildings to transition into counter [turret setup] while also keep intel on the enemy commander to check if by that point, he opted out of mole - adapt etc.) new players had almost no chance to figure this whole shit out and would get stomped 10 times in a row.
i'd say one out of three patches had some nasty mole shenanigans.
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>>2343654
I have played this game a lot (but I am not part of the discord nor compete in any tournaments), it is probably the only rts I am "good" at even winning a true 2v1 against 2 human players, which happened last year.
T1 is not the meta these days, even though I certainly got defeated in my first matches against Tier 1 unit hordes. I do not know what the sweaty tryhard meta is, but against casual and discord users that I used to find at nights in 2025. I completely stopped T1 units by producing an early skunk (the guy with the gas grenade). I usually dropped 2 warrens of squirrels and saved all my food to place a skunk warren. That stopped all tier 1 unit horde tactics, and if they didn't have a way to transition or were too slow to realize the skunk negated all their moves, then I won on the spot.
I have never turned videos into webms, but if anyone is interested I could turn some of my saves into webms to better paint a picture on how a casual that loves this game and can give the discord tryhard troons a run for their money plays.
>>2343726
T3 are not just a "finish him" fatality style, though it can be, but a couple of them are the entire centerpiece of a strategy.
For example, Volkov, the wolf general that shouts at your own troops, is a centerpiece of a strategy based around T1 units. Some use him with t2 units but too expensive.
However, the BADGER is an entire strategy and centerpiece that has nothing to do with t1 or t2 spam. It sometimes is played as a turtling strategy on a single base but in my opinion that is wrong, I would say it is the only strategy that can consistently and confidently win on a single base but you need a lot of micro and understanding TEMPO. You play defense, then prepare a big push with the Badger with supporting units, microing your heart out with that badger and you win. It doesn't matter if your enemy has a lot more economy than you, the Badger is a tempo thing, you exhaust your initial farm for that one big push.
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>>2343806
don't get me wrong, I do agree, that T3 can matter (therefore 'more or less') but if players choose to punish mistakes (skill required), most matches are, more or less ,'decided' then the T3 hits the arena [see the 'I won on the spot' part of your post]. However, since the T3 play out in their own way with very own starts, it always felt like a nice choice of 'now, how do you want to end this?' to me - just an awesome little touch to an already great game experience. That being said: messing up the T3 is still a great way to throw the game - every phase requires skill here.
also: ahh, a skunk enjoyer :> well, I can see why.
I never did the exact maths on this but skunks feel unique cause their damage isn't linear but somewhat exponential (once they cover a huge area) every once in a while you'll get a battle there this just snowballs into some extreme dmg-output unlke any other unit (T2 especially). skuns are cool, I agree. personally i like ferret poking or the standard falcon for the low effort approach ^^ i never made it into the 1on1 top20 (?) though, my focus was team play.
can you get a decent 3vs3 or 4vs4 started these days without third party tools?
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>That glitch on the sage marrow map that won't let you finish the map
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