They call it Snoey Triangle…

I just played a fantastic game on a new map called “Snoey Triangle” (as best I can tell that is the actual spelling) and thought I would share it as it really demonstrates the intense new gameplay of Forged Alliance. Unfortunately I can’t figure out how to post the actual replay file at the moment, so all I can do is tell you how to find it on GPGNet… basically look up my profile on (Engineer), then look up my replays (right click my name, click “view replays), and look for a game played on November 13 against -PurpleHaze-. I was UEF (as I always am) and my opponent played as Cybran. Download and enjoy. If I can figure out how to post files I will see about posting it here.

First I’d like to mention that this map is quite insane, basically it is a single triangular island with some ruins in the middle. There are 3 starting locations, one in each of the corners. Overall kind of like Sentry Point, right? Right… except it is like 4 times smaller. The central island is absolutely tiny. There are 3 other islands with mass points and geothermals on them but control of the central island is so important that the outer islands are of little significance unless the game really drags on, which it isn’t likely to do. In a map this small, early gameplay is dominated by the commanders, and basically you can either go for the expansion base for the extra mass at the risk of leaving your home-base weakened, or you can try to go straight for the other guy’s base and try to get an advantage on him that way.Having played this map once before both commanders had gone for each other’s base and it had turned into a brief slugfest until both commanders went boom. Not the most exciting match ever (this replay is available in as well, against bjbrains). This time around I decided I would do things differently, and go for the expansion base instead. To defend my base I would rely on T1 PDs, hopefully several of them before he could attack. This illustrates the first couple features of FA gameplay:

1. Tech 1 Point Defense has been rebalanced. It has more hitpoints and more DPS, but it has a shorter range, so that T1 artillery can now hit it while staying out of range.

2. Commanders have been made stronger against units, but weaker against buildings. The overcharge gun does a fair amount of area damage, which is effective against groups of T1 units, but doesn’t even kill a T1 PD in one shot. The T1 PD on the other hand will take down a fair amount of a commander’s health, especially if there are more than one and the commander is not supported by artillery

As the game progressed, it turned out both commanders went for the expansion base. I got there slightly first but he showed up with a lot more firepower and I had to extricate myself carefully. During this “tactical withdrawl” my commander hit the coveted 21 kill mark and gained his first vetrancy star, thus highlighting another key feature of FA gameplay:

3. Veterancy is extremely important now, especially your commander’s. Each level of vetrancy now provides a HP boost and a regeneration rate boost. For your commander in the middle of a hot fight, this is a shot in the arm and makes him much more survivable as the game goes on. Vetrancy has also been rebalanced so that units tend to get levels much earlier. T1 PD get it after only 8 or 9 kills, and the HP boost and regen rate make them much more deadly. The effect of the vetrancy is to make vetran units seem “larger than life” since between the HP boost and the regen rate vetran units are a lot tougher. It makes vetran units and gun emplacements worth saving if you can, and makes it particularly helpful for your commander to see some action early while he can still rack up kills without getting overwhelmed.

Back to the game… recognizing the sizable force that my opponent had sent to the expansion base area, I attacked into his home base and did some damage. I sent in a few more waves and constructed a small outpost between our two home bases. Meanwhile, fearing an attack from the expansion base direction (where my opponent had actually captured one of my factories, doh, I should have suicided it) on my home base I build a wall of T1 PDs facing that way. With T1 artillery and a little patience my opponent could have probably defeated this line but he never attempted, for which I was very grateful. The battle was quiet for a bit, and I didn’t look too good. I held my home base and one island, but my opponent had taken both other islands and held more mass spots on the main island. Those of you used to regular old SupCom will now notice something very interesting at this point…

4. The old T1 mass fab is indeed gone, replaced by a T2 mass fab which costs almost 4 times as much energy to run, is more expensive to build, and can only be built by T2 engineers. This means that mass fab spam is simply gone, out of the picture, goodbye, and the game is so much better for it! Map control is everything, as it should be.

My only hope now was to somehow take my my opponents home base area, as I knew he was weak here. The battle that next raged was incredibly intense, as I drove in with Strikers and Lobos and my opponent suprised me with Jesters, a new Cybran T1 gunship. Not having an air factory, my only option was to quickly build some T1 mobile AA. This leads me to my next points…

5. Combined arms is critical. T1 artillery is now truly King of the Battlefield as it should be, it can ravage groups of units and T1 PDs from well out of their range. However, it is vulnerable as always to quick enemy mobile units, so you have to support it with tanks.

6. The Jester is absolutely incredible. The Cybran now have a very distinct advantage on the T1 battlefield, as a single Jester can kill quite a few units, and for aerly raiding it is especially versatile.

7. T1 AA can now hit stuff! Air has been heavily rebalanced so that air units now have far more HP, but AA damage has been increased and AA tends to hit more often. Now, instead of T1 AA banging away while hardly hitting anything it tends to hit quite regularly but does relatively light damage. This means not only is it worth building now, but it actually works like you would expect, i.e. it is weak but provides some measure of steady damage to enemy aircraft, and contributes to the mixed arms approach of FA.

At this point the game reached its climax. My Archers were able to shoot down his Jesters as fast as he could build them, but he had frigates helping defend his base by now and my army gradually evaporated. Having gutted his main base (and most of his power production as I later realized watching the replay) my commander withdrew, and his commander followed at close range. A reinforcement army arrived just in time for me, and as our commanders duked it out I realized I could win the game right here, I was able to drop his health down while mine barely stayed above 4,000. When he went nuclear I had only 200 HP left. Thus ended an incredible game.

In retrospect I think it was pretty well played by both sides, and my eventual victory was a matter of luck as of anything else. The two vetrancy upgrades on my commander are easily what saved me. I also think that while my opponent had more mass production in general, he invested quite a bit into two naval factories and a few frigates that had very little effect on the game. He also failed to harass my main base which he easily could have using T1 arty. I failed to increase my production capacity at all, I could probably have upgraded a mex or 2 and then got more factories going, but in the constant warfare I just didn’t have the time or attention to do it. The most interesting “what-if is what would have happened had he not followed me with his comm thus leading to his death. I actually think he could have perhaps won it using his superior map control and his frigates which were just coming online.I applaud PurpleHaze for an excellent game.

As a minor note, this victory vaulted me into the top 25 on the ladder, which is a first (and probably a last…) and was quite cool to see. Hopefully this has demonstrated to some of you that Forged Alliance really is a different beast and the gameplay has truly changed for the better. Those of you on the fence, go out and buy now!

13 Responses to “They call it Snoey Triangle…”

  1. MeDDish Says:

    well ive already ordered my FA but its not gonna be in till late this month some time (FK u THQ & ur release dates) i got to play in the beta but i didnt get a lot of time to play in the beta so i cant wait for it to hit my shores! i want to play the game and i want to play ranked yesterday!!!

    cant wait for it to come out and the early learning tatics that we all experianced in Supcom! rather then late game where everyone know the best tatic and the best counter to it! realy killed the gameplay!

  2. MeDDish Says:

    oh forgot to add another good post Engineer and i cant wait to see some more!

  3. Life Says:

    This map is totally made for seraphim and aeon, the t1 sera hover arty are unstoppable and can control everything.
    A good spam with an offensive commander will lead you to a win against UEF or Cybrans.
    And that’s not very fair.
    Even with a naval factory, the frigates are too weak if not microed.
    This map is a lil imba imo.

  4. Fingolfin Says:

    Top 25!!! Go Engy!

  5. Engineer Says:

    I should point out that I’m not necessarily a fan of this map… it is very likely to result in a lot of draws between evenly matched, aggressive players. This particular game against PurpleHaze would certainly have been a draw were it not for a lot of luck on my part. It’s still early so we’ll see how it plays out over time.

    Aeon and Seraphim would of course have a some serious advantages here since using their T1 hover units they could attack from any direction and could secure all three outer islands fairly easily. However even just a few Cybran Jesters would wreak havoc on isolated hover units, and if the UEF got to T2 and built even a couple Riptides all those advantages would transfer to the UEF. Getting to T2 on this map is the challenge, you could really only do it if both players cooperated by allowing some down-time.

    The best part about this map is its ability to test your skill at responding to enemy moves. The map is so small that you have almost no time cushion to respond the choices your enemy makes. T1 radar is absolutely key and should be the first target for raiders and Jesters.

  6. Stealth Says:

    All the FA balance changes sound great. I’m wondering though, since FA and Supcom are interplayable, have patches been made to Supcom like this or are they all FA-game specific?

  7. Breezy9401 Says:

    they are not interplayable (as was announced that they would be?). Thats ok tho. Furthermore… in order to use the aeon, UEF, or Cybran, you need supcom vanilla as well as FA. If you just own FA, you can only be seraphim. So build up your strategy against them, they should have stronger numbers than the other races, just for that reason.

  8. LucusLoC Says:

    ok, i got to play fa last night.

    holy crapmagic, that was fun. i played 2 games.

    i have to say, the ai is significantly improved. i was playing stripmine or whatever, against 3 ai. the agressive ai showed the most improvement. in the old sup com, it would explore a few attack types, and when those failed it would simply go into econ building. i never really ever felt *harassed* by them. the new ai? relentless. my outlying mass points were under constant aerial assault, and the chock-point to my base was so covered in wreckage that you almost couldn’t see the ground. the stream of tanks was so constant that i could not even get an engineer out to reclaim, so i sent one instead to clean up all the aircraft that littered my platue.

    now granted, the ai’s strat probably wasnt *smart*, but it certaily was *fun*. and that, imo, is the important part. and he did manage to punch holes into my defenses, and do damage to my econ.

    grabbing outlying mass is essential, as the cost to build a mass fab/power is basically more expensive than securing a mass point. yeah! no more giant mass fab farms! pluss, now each mass point becomes a hotly contested location, so setting them up as forward fire-bases and getting them under shields becomes paramount. wow, i’m actually spending mass to shield a mass point because its more economically viable than building mass fab farms. . . *this* is what sup com is about. i had ferry points all over the place moving engins and troops to weakened places. i had my 4th of the map saturated with airpower (air to air *and* air to ground) not “just in case they send an air experimental” but because i actually needed it to protect my mass points and map control. i was constantly replacing fighters (and mass points. . .). t1 was in full production throughout the game because it afforded cheep cannon fodder and a useful deterrent to raiding engins on back mass points. i wound up mostly using t2 to airlift and raid their mass points, while i sacrificed t3 and experimentals against their man base (this works best when you do it at the same time. . .) t3 arty is not a game winner either, as shields are very effective against it. it took *three* of them to beat though *light* sheilds.

    because of the nature of the game now, it is even more essential to keep a patrol of scouts well forward of your base, to see any incoming experimental before it gets close enough to do real damage. most of them seem to fall fast enough to swarms of fighters/gunships. that is not to say they are underpowered though, the still do a lot of damage to outer defenses, and if you *don’t* see them they could very well punch a hole straight through to your main base. the balance itself really hasn’t changed much actually. what has changed is that they have a viable, economic use now. they are cheep enough and fast enough to get 1 or 2 together for an assault, yet weak enough to actually be able to do something about (kinda like how cybrain was all along).

    overall: way more action over the entire map, more emphasis on moving the lines forward, less on base building. way less. getting those forward mass points secure is critical. shield them if you have to. its worth it. if you are thinking about building a mass fab, don’t. build the equivalent mass in assault bots, then go take one from your enemy. i predict the doom of the massive lines of pd, in favor of small clusters of pd around vital mass points. lots more t2 arty all over the map. ferry points everywhere too. the ai is still retarded, but it is way more fun. GPG, you get an A+ for listening skills. there is still work to do, map editor is MIA, topography map still sux, still hard to tell if pd is blocked by hills, units still continue to shoot at unhittable targets, etc. but its still 100% more fun than vanilla, because 80-90% of your time is spent on the battlefield where it belongs, not back at your base setting up shielded farms and anti air. bases are way smaller and more manageable. completely blocking off chock points is not really a good idea anymore.

    there does not seem to be any game ender unit either. and econ seems to be suitably limited so that you probably will not see huge swarms of experimentals anymore. unless your not dong your job and taking undefended mass points of course. but then that would be your fault wouldn’t it?

    /end another long and opinionated post

  9. PAStheLoD Says:

    Wohoo! Nice post, good game, TOP25 ownage, sweet :]

  10. Baddox Says:

    Dang it I wish I had time to dedicate myself to an online RTS right now!

  11. Breezy Says:

    You do Baddox! just dooo it.

  12. T2A` Says:

    Sounds awesome. I gave up on SupCom after four months of play, so I hope FA can last much longer. All I need is a proper computer before I snag FA… I ran SupCom on lowest details the entire time I had it since that’s all my system could muster. :[

  13. Engineer Says:

    Yeah a duel-core CPU is an absolute must, and the graphics of FA have been ramped up a bit so you need even more GPU horsepower to play the game on higher settings. That said, the new graphics are also gorgeous so those with a higher end system can really enjoy them. I literally bought my new computer specificially for Forged Alliance and I haven’t regretted it.

    Depending on why you gave up the original SupCom, FA may very well earn you back for a longer stay! If you do end up picking it up, make sure you let us know what you think.

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