The underrated case for forts
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- Ninja
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The underrated case for forts
Forts are actually good because they secure precious resources and also they can train units. A centrally placed fort can dominate map presence, and a side fort can secure res when the opponent is running out, and act as a permanent raiding hub. Especially on EP maps with chokes and linearity, like kamchatka, pampas sierras, etc., a fort can be worth way more than a 1000 res shipment or a unit shipment, since neither can challenge it. If the opponent is forced to play around the fort, you know where the opponent will be. I think this is truer in team than in 1v1. It disrupts the enemy and facilitates outplay potential. It synergizes well with aggressive and erratic play.
It's like a stationary, unkillable 2 falc shipment, plus a barracks and stable and outpost, with huge LOS.
Thoughts?
It's like a stationary, unkillable 2 falc shipment, plus a barracks and stable and outpost, with huge LOS.
Thoughts?
Re: The underrated case for forts
I think forts would be used way more in competitive play if it weren't for the fact that they are often very difficult to get up, whether it be due to the fort wagon being sniped or the foundations being sieged. I guess build time would need to be decreased to make forts vaguely viable.
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Re: The underrated case for forts
It goes up way too slowly, really feels too risky. Also takes a slot in your deck. If you place it in base it's less risky but also somewhat useless. If you try to secure resources with it it might just be suicide
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
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- Ninja
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Re: The underrated case for forts
It's risky in 1v1, and less risky in team. Overall, it can be worth the risk, is my point. Some people still see the fort as a troll card but it's really not. It's probably very map dependent.
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Re: The underrated case for forts
In team it may be less risky but it's also less rewarding. The map is bigger and the fort covers less of it. It's just not good
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
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- Ninja
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Re: The underrated case for forts
Hm idk, because the map is bigger it is more important to be able to lock down areas and res without units. Instead of seeing both team's villagers gathering from the same hunt/mine, the fort can secure it for yourself, and thus there is a "swing" of natural res and walking time.
Plus the raiding potential I mentioned.
Plus the raiding potential I mentioned.
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- Gendarme
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Re: The underrated case for forts
I support this ngl. I support risky erratic play in general tbh ngl.
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Re: The underrated case for forts
forts should be buildable, but weaker and smaller. i never understood why they abandoned the castle principle in the first place, because thats what a fort is, the equivalent of an aoe 3 castle
breeze wrote: they cant even guess how much f***ing piece of stupid retarded they look they are trying to give lesson to people who are over pr35 and know the best mu. im pretty sure that we need a page that only pr30+ post and then we could have a nice discussins.
Re: The underrated case for forts
Because of:
1) more emphasis on cards
2) maps are smaller if you start building several forts it's impossible to path around
1) more emphasis on cards
2) maps are smaller if you start building several forts it's impossible to path around
Re: The underrated case for forts
Time to add a 4th resourcelordraphael wrote:forts should be buildable, but weaker and smaller. i never understood why they abandoned the castle principle in the first place, because thats what a fort is, the equivalent of an aoe 3 castle
mad cuz bad
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- Gendarme
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Re: The underrated case for forts
Forts are cool is also an argument that should be included
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A slushie a day keeps the refill thread at bay
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Re: The underrated case for forts
Forts are great IF
A. The wagon with like 200 hp doesnt just die to like, 4 musks
B. Literally nothing sieges it during that painful 60 second build time
C. The map actually has points where the fort is useful
I once faced a spain player who did an ff with the 500 food poli and sent the fort first. I dont know his exact build order but it was honestly pretty scary to deal with
A. The wagon with like 200 hp doesnt just die to like, 4 musks
B. Literally nothing sieges it during that painful 60 second build time
C. The map actually has points where the fort is useful
I once faced a spain player who did an ff with the 500 food poli and sent the fort first. I dont know his exact build order but it was honestly pretty scary to deal with
- Imperial Noob
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Re: The underrated case for forts
The construction time would have to be decreased, I agree. 30 seconds?
Re: The underrated case for forts
Get tripple forts as France with extra tower card and build a fortress. 3 forts, 13 towers.
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- Imperial Noob
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Re: The underrated case for forts
Industrial, 4 cards, and 3250w? You can kill that with a German revolution with imperial mortars...Cocaine wrote:Get tripple forts as France with extra tower card and build a fortress. 3 forts, 13 towers.
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Re: The underrated case for forts
there would obviously have to be a build limit . if you made them weaker and smaller i think you could set it to 2.Garja wrote:Because of:
1) more emphasis on cards
2) maps are smaller if you start building several forts it's impossible to path around
breeze wrote: they cant even guess how much f***ing piece of stupid retarded they look they are trying to give lesson to people who are over pr35 and know the best mu. im pretty sure that we need a page that only pr30+ post and then we could have a nice discussins.
Re: The underrated case for forts
I agree.lordraphael wrote:forts should be buildable, but weaker and smaller. i never understood why they abandoned the castle principle in the first place, because thats what a fort is, the equivalent of an aoe 3 castle
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- Gendarme
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Re: The underrated case for forts
Forts are imo in the top 15 contenders for fortress age shipments. Situationally they can be extremely nice; for example in a scenario where you have the map control but you cant really close the game and you will get outscaled later on. In that case you can sometimes drop a fort on the crucial last resources and win the game.
In general, near the 'end' of the game, when res are running out, stealing the last mine and hunt with a fort can be great. The problem is indeed to get them up, and often having 1000 res worth of units will just let you win that fight for the last resources anyways. But it has a niche if you can actually get it up.
In general, near the 'end' of the game, when res are running out, stealing the last mine and hunt with a fort can be great. The problem is indeed to get them up, and often having 1000 res worth of units will just let you win that fight for the last resources anyways. But it has a niche if you can actually get it up.
Re: The underrated case for forts
I think forts should be slightly weaker but much easier to construct, as Callen is right that they are situationally really strong if you are able to build it. The difficulty of building them is by far their main weakness. It would be interesting to see their HP nerfed a bit (e.g. 8500 hp to 7000 HP) but have them buildable by default with a build limit of 1 or 2 for the 600w and 500c (~2000 vill seconds) they already cost (the cost you get when you hover on the icon). Because of that, I'd probably buff the fort wagon shipment in some way, maybe by increasing fort build limit by 1.
However, I bet that would be a super radical change to the meta as a fort gives great value (its like a stable, rax, and a bunch of outposts that have enough range to shoot falcs all rolled up into one building) and is so unique as it locks down territory unlike any other defensive building currently does (except for agras).
However, I bet that would be a super radical change to the meta as a fort gives great value (its like a stable, rax, and a bunch of outposts that have enough range to shoot falcs all rolled up into one building) and is so unique as it locks down territory unlike any other defensive building currently does (except for agras).
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- Riotcoke
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Re: The underrated case for forts
Just do a quick FI to get heavy fortifications, idiots.
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Re: The underrated case for forts
Isn't this a twitch copypasta?
Re: The underrated case for forts
You can already have 2 (3?) forts by sending both (all three) cards. Russia can also build them with musketeers with their unique card.lordraphael wrote:there would obviously have to be a build limit . if you made them weaker and smaller i think you could set it to 2.Garja wrote:Because of:
1) more emphasis on cards
2) maps are smaller if you start building several forts it's impossible to path around
Re: The underrated case for forts
I once lost 5 Ronins trying to take down a fort.
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Re: The underrated case for forts
Garja wrote:You can already have 2 (3?) forts by sending both (all three) cards. Russia can also build them with musketeers with their unique card.lordraphael wrote:there would obviously have to be a build limit . if you made them weaker and smaller i think you could set it to 2.Garja wrote:Because of:
1) more emphasis on cards
2) maps are smaller if you start building several forts it's impossible to path around
forts should be buildable
mad cuz bad
Re: The underrated case for forts
Anyone have a video of top guys building a fort in 1v1?
I don't remember seeing one, but would be fun to watch.
I don't remember seeing one, but would be fun to watch.
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