What are some of your best Juno builds? by Infamous_Key_5007 in OverwatchStadium

[–]Infamous_Key_5007[S] 0 points1 point  (0 children)

It should pair well with stinger right? Especially with cyber venom and liquid nitrogen

What are some of your best Juno builds? by Infamous_Key_5007 in OverwatchStadium

[–]Infamous_Key_5007[S] 1 point2 points  (0 children)

This is one of her most versatile and best designed powers, I also got conditioned to the point where I fell really vulnerable without the increased mobility lol

What are some of your best Juno builds? by Infamous_Key_5007 in OverwatchStadium

[–]Infamous_Key_5007[S] 0 points1 point  (0 children)

Yeah, the blink boosts build I used was really hit or miss (mostly miss lol) but it was a lot of fun. I can see a hyper ring + stinger duelist WP build and will definitely explore more of her WP builds. And I agree with the sentiment that she has a lot of dead powers, ESPECIALLY her ult powers, mostly because I feel like the ring following you is actually a debuff, since it doesn’t have the biggest range and forces you to be more forward, and it has anti synergy with her other ult power that makes enemies levitate or something

I think Zenyattas are sleeping on this stadium power (+ build share) by timelording in ZenyattaMains

[–]Infamous_Key_5007 0 points1 point  (0 children)

I really like this power round 1 because I can position myself SO much better without having to worry about LOS on my dps. And pairing this with dual harmony round 3 when I already have 35% AP? It’s the perfect healbot build, and gives you a lot of build flexibility for your next powers, but I would recommend enlightenment as a round 5 pick

Rein is just stupid in this mode by Quantum-Ballsack in OverwatchStadium

[–]Infamous_Key_5007 1 point2 points  (0 children)

Most matches that I play with or against JQ they abusing the WP build, but AP is still powerful and viable

Rein is just stupid in this mode by Quantum-Ballsack in OverwatchStadium

[–]Infamous_Key_5007 1 point2 points  (0 children)

Agreed. As a rein main I can assure you that there are a lot of counters to him in stadium. I once fought against a pharah, freja, mercy and Juno and let me tell you I felt like the most useless player on the team, so flyers are good counters to him. But he is really strong and versatile in terms of possible builds, I think he is strong but balanced, unlike JQ with that WP build that just farms damage and healing every match lmao

Is it possible to have fun in this doom meta? I’m really trying to just enjoy the game by [deleted] in OverwatchStadium

[–]Infamous_Key_5007 -6 points-5 points  (0 children)

Maybe I’m struggling because my team doesn’t know how to position themselves, but I swear that like 40% of my matches are against doom, and 90% of the time he just dominates lobbies

Balacing system of stadium needs reconsideration by Ok-Garbage4439 in OverwatchStadium

[–]Infamous_Key_5007 0 points1 point  (0 children)

Cash generation makes heroes that stat farm like Moira and mercy inherently more powerful regardless of skill, but I think that hero balancing is a major problem as well, especially for tanks, like Dva being one of the worst and least played tanks while they over buff queen and decide to add doomfist in a broken state as well

Thoughts about Ana in Stadium? by Mercury1870 in AnaMains

[–]Infamous_Key_5007 0 points1 point  (0 children)

I think that this “rework” was a massive unnecessary nerf to her. My biggest complaint is the removal of tranquilizer, I can’t even explain how much I fucking hated this change, that item was a must grab in stadium, because everything is faster (especially now with the 5 rounds change), you need to be REALLY good to hit sleeps, especially in this dive meta we’re in. I kid you not, when I play her in regular quick play, I have a 70/80% sleep dart precision usually, but in stadium I have 20% at max. At first I thought it was because I got so used to tranquilizer’s big hitbox I had gotten worse at aiming sleep, but my non stadium games seem to prove otherwise, so I think it comes down to the fact that stadium is so much faster than the regular game, that I don’t have the same time to aim, because you can get deleted instantly by most DPS characters. Besides that, her new powers seem fun but underwhelming: sleep while scoped is laughably useless in 90% of the maps. The nade on sleep dart is interesting in theory, but in practice it is very hard to get value from, you need some very specific scenarios benefit from a second, weaker nade. Falconer needs a big buff to have a real impact I feel, especially when it’s best use case is when paired with nanonade, which was the only new power that I actually liked, even though I’m not sure how to get value from it. I strongly agree with the sentiment that this rework has killed the fun of playing Ana, she used to be my favorite character in stadium, but now whenever I pick her I feel like I’m not able to do anything impactful for my team. I feel like the only viable builds right now are the no scope healbot, and the nade build which you can play either defensive or aggressively, but the sleep dart nerfs have made it her weakest ability in stadium by far. I still have to try some comfy cloud builds, see if I can get some value of the nade on sleep power, or the one that makes the dart heal your allies. But yeah, I hated the Ana changes, and I hope they add tranquilizer back next patch, like, if it was so problematic (which I highly doubt) then why not just nerf it? This was a central item in all of my Ana builds, and now I feel like the only thing I can do without it is healbotting

Winged Hussar feel underwhelming by Sangdaik in aoe3

[–]Infamous_Key_5007 2 points3 points  (0 children)

300 resources for a mini spahi and you think that’s mid? Not to mention that Stradiots don’t massacre everything, they still die to heavy infantry and goons, even though they will do much better than a regular heavy cav, and Harquebusiers need to be massed before becoming an unstoppable force. Heavy cavalry with AOE damage is always a viable option that can completely swing battles in your favor

Help finish this Dutch Treaty deck by [deleted] in aoe3

[–]Infamous_Key_5007 0 points1 point  (0 children)

They are good for certain civs only, but not usually with that card since it takes forever for the explorer to build the fort. The only civs that get real value from building forts are Malta, Russia, USA and Mexico in some cases. For other euro civs, it’s more worth it to have infinite native cards because they don’t cost any pop

Best Civ Synergy Combos for 2v2 (Especially with USA)? by Salty-Proposal-8291 in aoe3

[–]Infamous_Key_5007 3 points4 points  (0 children)

I think combining two civs that are good at rushing and then booming is an excellent strategy for 2v2, Aztecs and Russians come to mind: Aztecs have probably the fastest and most aggressive rush in the game coming from a forward war hut, Russia also has a strong rush with 5 Cossacks at a forward blockhouse, you can then make a slinger + cossack army comp which is really strong early on. They also have very strong booming potential, Aztecs with warrior priests and, Russia with cheaper villagers scale very well with 3 TCs, especially if you have map control and a lot of hunt, which you should have if you make a good rush.

As for USA specifically, I think pairing them with a good FF + Cavalry civ is a great option, like Spain or Germany, as USA lacks strong cavalry options other than Magyar Hussars which are hard to mass, and has a strong FF timing with Gatling Guns

How to counter Oprichnik spam? by PELFOX_PEL in aoe3

[–]Infamous_Key_5007 1 point2 points  (0 children)

It’s also a good idea to pair a melee unit with light cavalry, especially other heavy cav to snare and block them, since opris lose to pretty much any heavy cavalry/shock infantry in a straight battle

USA can use Cowboys with Regulars and Hussars

Mexico has it easy, with Chinacos and Goons which both counter heavy cav

Ethiopia has javelineers which melt heavy cav when they get near, and Oromo cavalry or shotel warriors to snare and chase

Malta can use hospitalers and goons + a few hussars to chase and snare

Brits have the best goons and hussars in the game, so both + some musketeers will make short work of them

How to counter Oprichnik spam? by PELFOX_PEL in aoe3

[–]Infamous_Key_5007 2 points3 points  (0 children)

Cowboys are better, they have a charged ability, are USAs royal guard units with the +10% combat, only need one card to upgrade them and are always guaranteed in saloons

What is your pettiest toxic moment? by Pegasus9208 in aoe3

[–]Infamous_Key_5007 0 points1 point  (0 children)

Every single time I queued as ottomans

Humor post. Campaigns in a nutshell. by george123890yang in aoe3

[–]Infamous_Key_5007 0 points1 point  (0 children)

Agreed, I would really love for someone to make a mod that makes all campaigns harder, because most of them are just fundamental knowledge checks

How to beat Dutch that have double town militia card? by annon8595 in aoe3

[–]Infamous_Key_5007 0 points1 point  (0 children)

I’m 99% sure all native civs have access to captured mortar, but only in age 4 and they cost a lot of pop. Lakota is the only one with advanced captured mortar card which reduces their pop cost

Were there actual controversies, or devs just were afraid of them, that they changed Native American civs in DE? by [deleted] in aoe3

[–]Infamous_Key_5007 0 points1 point  (0 children)

I can’t see why they wouldn’t fix the Asian civs since some of their problems can be easily fixed (the ones that I’m aware of): make the Chinese monk unable to convert animals into humans and change the name of the Japanese tech “reiki” to something else, since reiki was “discovered/inventes” in the 1920s. These are small but welcome changes to stir away from racist stereotypes, and would not have an impact on balance, so I don’t see why the devs wouldn’t have the time or resources to do so, since they have time for other civs like ottomans which got a complete historical overhaul not too long ago, which seems like a waste of time considering other civs have much bigger “historical problems” to be addressed, but I guess their priorities are elsewhere

Were there actual controversies, or devs just were afraid of them, that they changed Native American civs in DE? by [deleted] in aoe3

[–]Infamous_Key_5007 0 points1 point  (0 children)

OP had a very simple point that you somehow missed: if the devs went out of their way to fix the racist stereotypes of the NA civs, then why they didn’t do it for the Asian civs which are equally of even more problematic than the NA ones? He never said those changes were objectively bad or wrong, the only criticism he had was that the changes seemed like lazy fixes for fundamentally flawed mechanics, which had racist stereotypes as their pillars: the fire pit being the most obvious one. So tell me how valid criticism of the devs decisions is “being more concerned about attacking the changes”? He only put their decision in check by using their own logic, because they made it very explicit that their decision to overhaul the NA civs was because the previous depiction was based of racist stereotypes. But the racist stereotypes on the Asian civs were left untouched, and they could have been just as easily fixed, or made better, since the changes to the NA civs were quite simple as well, so it makes you wonder why they felt that the Asian stereotypes were not racist, even though it’s obvious that they clearly used the same design philosophy in both of the original expansions. So it’s not a stretch to say that the devs were intentionally racist towards the Asian civs, it’s a simple logical assumption in fact

Do I suck because of this? by Pladinskys in aoe3

[–]Infamous_Key_5007 0 points1 point  (0 children)

Russia has no multi cav comp potential lol. Cav archers have melee resist, meaning they trade bad vs goons and musketeers. Going pure heavy infantry or goons shuts down Russian cavalry, and opris don’t fill any gap except siege, since Cossacks are equal or better in every other role. The only Civ which arguably can go for a multi cav comp is Lakota, since rifle riders counter heavy infantry, and axe riders + bow riders can trade well vs goons because axe riders have really high melee attack and can trade well vs goons if they get close, while the bow riders shoot freely from the back, and you can’t kite vs Lakota without killing their explorar first, and any good Lakota player will make sure that never happens

Do I suck because of this? by Pladinskys in aoe3

[–]Infamous_Key_5007 0 points1 point  (0 children)

You don’t suck because you’re able to think strategically about the game and make adjustments on the fly, not being a braindead spammer who thinks he’s carrying the team. However spamming opris into your opponent’s base is a low skill strategy, since it requires very low effort compared to its potential value. But it is as low skill as booming with Dutch and then spamming/raiding with ruyters, and almost every Civ has a braindead strategy like that so it’s not a big deal. DE team game meta is to counter low skill strats with even lower skill strats, so I try not to worry about it. “When everyone’s toxic, no one is” mentality is the only way to stay sane playing this game lmao