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Let's talk about the defensive end first. After the turret's damage curve has been rebalanced, the early turtle flow play is obviously not so comfortable. In the past, the idea of ​​​​three turrets and one warehouse was forced to develop, but now it is easy for the opponent to use fast-attack wolves to directly open the gap. I have observed several high-segment games, and the mainstream rhythm has gradually tilted towards the mid-term resource competition.
What worries me the most is the secret change of the unit restraint coefficient. The announcement only stated that "the interaction performance of some units has been optimized." However, during the actual battle, it was discovered that the damage reduction effect of shield soldiers on snipers was reduced by at least 15%. This directly makes the previous single-core lineup with pure human shields in the front row and crazy output in the back row less stable. Instead, it makes the operating space for mixed units and positioning jams larger.
But to be honest, I personally support this change. In the previous version, as long as a team of high-level shield soldiers and two full-level sniper towers were gathered, you could basically walk sideways, and the competitiveness was indeed a bit low. Now at least it is necessary to adjust the order of sending troops and the direction of resource tilt in real time. When to supplement air defense and when to cut off predators to steal homes, the weight of decision-making has been significantly increased.
Of course, there are also areas that give me a bit of a headache. The new version generally extends the upgrade time of island warehouses by about 20%, which leads to a longer vacuum period in the mid-term. Sometimes the opponent is obviously not as strong as you, but just in the few dozen seconds it takes to upgrade your warehouse, a wave of raids will cut off all your resource vehicles. This kind of frustration is quite real. It feels like the official wants to encourage more aggressive attacks, but for solo players, the fault tolerance rate for rhythm control has indeed become lower.
In addition, the new version adds a sea fog weather mechanism, which is really a variable in qualifying. After the field of vision is compressed, the cost-effectiveness of the scouts has skyrocketed. Players who were busy building troops in the past will suffer greatly in this version. Yesterday, I had a game where I relied on the cover of two waves of sea fog and used the Lizardmen team to go around the back end and drop the ammunition depot on the opposite side. At that moment, it really felt like the success of squatting in KPL😏.
After all, the most interesting thing about version updates is watching how the meta evolves. Now that the server has been open for a week, some anchors have developed a variant of the double-camp quick attack. However, I tried two games at high levels and found that as long as the opponent uses reconnaissance planes to lock your camp's health in advance, this routine can be easily shared. Sure enough, competitive games are always like this. There is no invincible lineup, only players who continue to adapt.
I think the overall direction of this wave of updates is in the right direction, but the numerical balance needs to be further polished, especially during the mid-term warehouse vacuum period. The official may have to provide some more compensation mechanisms. But in any case, the current "Assault Commander 2021" does require more thinking than the previous version, which I like.
Anyone who is ranked in the Liver Ranking can talk to you. Do you think the new version of the sea fog mechanism is a bonus or is it just disgusting? I personally give extra points for standing, but if you have a better balanced solution, you are welcome to share it in the comment area🤔.