Monday, 13 April 2015

Warcraft III The Frozen Throne - Strategy Despositorium V













In 4v4, units cluster around a field,
the formation plays more.

Bases great for defending tier 1 pushes
may have some troubles in tier 4 fights.

Siege units being vulnerable
in 1v1 or 2v2 no longer
becomes the case in many 4v4
battles taking place around
main bases.

Having shops at every expo help
emergency teleport.  Let they
be viewed as the teleporter,
than the kwik-e-mart.


For mode 4v4, late tech in solo no
longer stays late, becomes due fitting 
by time of major battles, most
of the time, plus on map.

Sharing of voodoo lounge enables
undead's heal early on.

Night elf gathers lots of lumber at end-game.

Human players rule the plain
with helicopters and siege engine.

(herein above are not recommendations
are the ways to play the game) 

(tweak may be necessary to polish the game
up a lil, specifically for 4v4, if they
would like the game retain the epic
priestege in which they were bequeathed) 

Certain form of pooling if not every
transactions should be taxed, as
duty to abide to the theme of balance.

Pooling without tax allows
saving of building cost
for 1 player, an fully
un-intended part of the game.

For example, the orc
can save its 2nd
beastiary and pool
the human player for dual
workshop instead.  This
way, the building cost of 2nd
beastiary gets saved,
and roughly translates to
1 increased unit, resulting
in slight alteration of course
of the intended gameplay.



Here are some good unit composition for 4v4 teams, assuming full team:

  Grunt + Raider + Kodo Beast + Statue + Fiends

  Fiends + Riflemen + Sorcerer + Huntress + Grunts


In general, hero spell-stackers pose dangerous threat
to the enemy team.  And team army composition
follows the principle of frost wyrm, buff casters,
strong dps, mortar teams and anti-air.

Auras being the area of effect non-correlated
with numbers non-cost (free) stackage they are,
4v4 becomes their place to shine.





Macro games become of
the light, in 4v4s.  Things
lengthen the solo composition.
Bigger maps, wider voyage
distance.  Tech to higher tier,
time stretch like mattress,
the players could in 4v4.

Keeping expo running, when to
run expo, conservation below
50 food upkeep becomes a central.
Though may not be designers'
intended or want.

An extreme pillar of some stretch
as per usual, give good learning
visuals: suppose game had 12 v 12,
elements there we seen would
highlight knowledge naturally.






















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