"Reg can't 1v1 a Sedna, Erebus, or UB..." I have a very hard time against these three, especially Erebus (who ignores towers) and UB (who can spit almost as far as I can shoot and does 1.5x as much damage in melee, at least). Anyone have pointers vs. these DGs as Regulus? I'm most interested in how to make a go of it 1v1 for instance if I get cornered and don't have tp scrolls. All I can really do vs UB is soak the spit, drink a potion, then kite him a
Blue88
My 2 cents - yes, crucible is such a small map, winning DG fights is far more important than any other strategic consideration. In fact, that's true to some extent for any map in the game. If you can get to where you can waste enemy DGs with no trouble even surrounded by creeps and towers, it doesn't matter how many flags they control, unless they already have your closest portal and giants by then.
I'd add sniper-Regulus on crucible - with some speed bonus items this DG can get a compelling advantage on the map's only real chokepoint and force an enemy DG back into his base by repeatedly sniping and running away. It won't stop a determined group of DGs from bum rushing him, but is definitely a factor since the snipe is effectively unavoidable on such a small map.
I usually play regulus, and Erebus / UB are by far the hardest. Basically, the DPS types who do better damage than Regulus will win 1 on 1 unless ambushed by mines and/or snipe.
First off, I'm not saying DG is broken - obviously these deficiencies can be taken advantage of in single player besides being a hindrance to one's own team. Am I correct in thinking that the primary flaw in the DG AI, above even pathing, is that once in combat, the computer becomes very single-minded and will ignore high-priority events in the immediate vicinity such as *potions and scrolls *fleeing, nearly dead DGs other than the one already being atta
I look at it this way - upgrading creeps is like fighting an infection with overuse of antibiotics. Sure, it'll work in the short term, but you're just going to make anything you don't kill stronger. While any strategy can win in the right situation, I usually start off planning to rush for gold, then xp, then upgrade creeps once I've already pushed into one side of the enemy base, preferably when I think I'm about to lock a portal. I don't see how tower upgrades can really
Good post. I had a decent game last weekend where I held off the other team with 3 AIs for a good 20 minutes after we started losing and my other 3 teammates dropped. If one other person had stayed, we probably could have won...
Good idea, I'll give that a go. I find lately that I do the brunt of my damage early on with mines, which I had ignored at first. I still get one level of snipe just to have the extra range, although I haven't taken Angelic in a while now.
This would be less of an issue if the randomized matchmaking Pantheon worked better and/or had more players. That way people who want to play against balanced random teams could do so, and others could play in their regular teams in the custom game area. BTW if you've never seen such an elitist, obnoxious group of paranoid whiners, you must not have played DoTA :)
People are going to think any build that is better early on is just better because most lopsided multiplayer games don't last enough enough to prove otherwise. However I agree it is disconcerting to see an Erebus running around inside your towers with inpunity at level FIVE. And yes, I checked, because it was so early in the game. I can only guess he had a high evade build and some potions.
Yes, I agree the best Regulus builds for multiplayer are snipe or mine-based. AF is a nice bit of extra DPS when you can afford it, but at the start mines do just as much damage plus knockback, and don't continuously drain mana. I've started getting mines, then scope, then snipe, then enhanced attributes at the start. After that, I build up whichever line seems most useful, which is generally snipe for assists and to push away enemy DGs who are successfully
Yeah just tried a random build based on snipe and did much better, 6 kills and 3 deaths... skipped AF entirely and didn't notice it was gone. I think the build I found on the wiki would only work on a large map where the other side lets me outlevel them on creeps uncontested.
I've seen a decent regulus build on http://demigod.wikia.com/wiki/Regulus_Harassment_DPS_%28Guide%29 that is based on angelic fury for dps and enhanced attributes to maintain mana, but haven't had much luck at all in muliplayer with this, especially on tiny creep-poor maps. Are there any builds for Regulus that make it worth skipping the use of snipe to push DGs off flags and pick off wounded runners? In single player this build does massive DPS starting when I ge
115. never get involved in a land war in Asia 116. never hit your health pot until you're just about to die or fall so low on health a snipe will kill you - neither the AI nor decent players will chase you into towers unless they think they can kill you in a few more swings
I think I played against this Erebus yesterday - it carried the other two on the team to victory, especially the Torch Bearer who followed in his shadow not doing much :P And I'm pretty sure he did evade my snipe, more than once.
Just to weigh in with my noob $0.02... I think DG was a good deal for $40, but not a great one. I've already played it longer than some other games I've purchased, so I was by no means ripped off. However, I've played several other RTS games with multiplayer nearly or just as good, plus a decent single player campaign, lobby system and cutscenes to boot. World in Conflict and Red Alert 3 come to mind. On the upshot, I've never had a problem finding c
Huzzah, just won my first game on hard as Regulus! It was fairly challenging but I was never very close to losing. As Twinsen suggested, the key was lots of creep kills early on, then lots of DG kills to carry the team. By the time I got got plate and mage killer around level 12ish, I was pretty sure I would win.
When you can hold your own on single player/hard, you should be ready to take part in casual pickup games without too much difficulty. Back when I found normal somewhat challenging (last week, ha) I got badly owned in multiplayer. My principle difficulties atm are accidentally buying the wrong items, committing to DG vs DG fights too early, and lag... I would amend the original replier's answer though to to be 'stack regen items' rather than stacking hit points. But
Thanks for the constructive replies! I guess I'll have to practice playing the tournament in a more combat-oriented rather than control-oriented manner.
This is mainly concerned with single player as I would imagine losing the first 3 or 4 straight fights in multiplayer means you're up against a better team. I just had a terrible single player/hard game where not one AI on my team (4x4) got a single kill. Of course, the uber UB was leading the other team with 50% more kills than anyone else, but that's another question. What I am wondering is, what should I do if the AI loses the first several fights in a row? Single
I have all the GalCiv II games and well as Sins, but I have not tried Entrenchment yet. In a nutshell, I was pleased to pick Sins up at Target for $20 but I was disappointed that it lacks much of a single-player experience compared to GalCiv 2. It was a bit pricey to purchase all the GalCiv II games but well worth it in my opinion. I've spent dozens of hours playing as the Terrans and Altarian Resistance and have yet explore numerous strategies nor most of the three single
Thanks for the reply Sole Soul... yes, this was probably the mega event as it was at least 6-8 fleets of 3 frigates each on a small map, normal difficulty. I won the next game easily - not a single mega event showed up. Things seem to go better when I declare war more often and dont build up such a huge military lead, but it could just be my imagination. I've actually never seen the peacekeepers at all.
I just resigned another game where I was pummeling the AI with 400+ military rating (normal difficulty) when the pirate event showed up. Within 20 turns all my ships, starbases and resources were toast. Of course the AI was faring even worse, but it was obvious that I would never win unless the pirates eventually just went away, as they became experienced faster than I could research better tech to kill them. I read another post that said they wouldn't attack ships without
Thanks, that must be it.
Maybe someone can explain this - I culture-flipped a planet from one of my neighbors. I think it was a high-gravity planet. I've rebuilt with factories, research labs and a starport. The population is back to 6/8billion, yet I still cannot produce spaceships because it has 0 military production. What gives? The approval rating is good and it seems to have all the proper buildings.