Sunday, December 22, 2019

PART 5: Faction Defense | Hytale Gang Wars

DISCLAIMER: This is speculative and based on pre-release information and Minecraft. This is not to be taken seriously; this is just for fun.
Though I wish there was a ton more official Hytale information to take seriously.

Welcome to part 5 of my Hytale gang wars series: my early Christmas treat to all of you. Speaking of Hytale, Oscar Garvin also packs a treat for you right here.

You know, offense is important because it makes the enemy less powerful and you more powerful.
At the same time, though, maintaining that power is important, so defense is key.

I've covered many of my self-defensive tactics in my Hytale play style part 3, my rant against fliers and griefers, and my rant against ghost mobs.
Instead, I want to focus on defending allied territory. Besides, as an in-game diplomat, I think defending my allies' territories is a way of repaying the services they give to me by defending my base and letting me use their bases to rest and stock on resources.

But, to be honest, I just don't trust my allies to properly defend themselves. (See Mangs's "I'M A GREEN UNIT" and TV Tropes's "Artificial Stupidity") I guess I'm used to games where enemy armies are typically larger or stronger than allied armies, such as Minecraft where hordes of zombies or pillagers can easily overwhelm a tiny squad of 2-4 iron golems, especially since villages have no defensive structures or walls at all.

This assumes I can't build or destroy in allied territories (except those owned by players); otherwise they'd be all covered in Trump walls. lololol

Defending Kweebecs

Just like attacking Kweebecs, this is obvious: use water magic to put out fire. (Water buckets may not work because, again, no player-influenced building or destroying.)

Kweebecs, unfortunately, may have a lot of weaknesses since they're plant people living in forests. Besides the 5 Pokémon types that are super effective against the Grass type (i.e. Kweebecs would be weak to fire, ice magic, poison, wind magic, birds like the deadeye pigeon, and bugs like Scaraks), they may also be weak to axes due to the weapon triangle and the "Three new pieces of Hytale music" post.
Because I imagine Kweebec villages to have narrow pathways due to the sheer number of trees, this creates a lot of chokepoints, making them vulnerable to explosives and AoE attacks, therefore giving Kweebecs a lot of strategic weaknesses.

So if I want to take Kweebec defense to a bit more of a complicated level, I'd hide all the Kweebecs who can't fight (such as seedlings) underground and station the others on good vantage points like high tree branches (with vines to climb down if the branches get burned) or cliffs, or concealed areas like thick bushes or shallow trenches so the Kweebecs can safely shoot the enemy with their slingshots.
Kweebecs should be separated from one another if possible to avoid losing too many from AoE attacks. At the very most, they should be paired up, so no trios or more allowed. (Obviously, I can't drag more than two Kweebecs out of the way of a fireball because I only have two arms.)

(This paragraph is HIGHLY speculative)
AoE stunning attacks or magic are ideal in helping cover up the Kweebecs' many Pokémon/Fire Emblem weaknesses by ensuring that enemies with super effective attacks/weapon triangle advantages can't attack, allowing us to prioritize one enemy that isn't stunned.
Lightning magic can probably paralyze (assuming the Pokéfans at Hypixel Studios adopt this idea), but I'm not gonna rely on luck. I would prefer if BoltOLightnin can put the enemy to sleep.
YoSquid can use tranquilizer arrows.
I can deliver stunning strikes to the enemies' heads with my fists.

Defending Ferans

Ferans seem to be hardier than Kweebecs since they're adapted to the harsh conditions of the desert and, unlike Kweebecs, Ferans are confirmed to have a shaman so they can magically defend themselves.
It's their trash-tastically built structures which make them weak in base defense.

Obviously, the arsonists and bombardiers should be targeted first, followed by enemies wielding bladed weapons and bows. This ensures that they don't destroy any Feran structures.
Spellcasters (except fire mages) can be targeted last because I imagine Ferans to be more resistant to magic than other factions.

Scaraks are their worst enemies, so anti-Scarak tactics are important when defending Ferans. In case maybe Scarak warriors can grapple with their pincers or legs as their way of capture, my strength and speed can help Ferans break free of a Scarak's grip. Alternatively, YoSquid can shoot the Scarak's leg/pincer or BoltOLightnin can make the Scarak recoil in pain with a small, well-placed fire or lightning bolt (no pun intended).

Defending Trorks

While Kweebecs have weaknesses to lots of damage types, Trorks have a lot of strategic weaknesses, as stated before in "Head-on Raiding Tactics". Throw meat at them or use birds to distract them (as CaptainSparklez pointed out), wait for them to KO each other while sparring, burn their mostly wooden structures...among other potential weaknesses Hytale has yet to show us.
So I'm torn between whether Kweebecs or Trorks are the hardest to defend. You tell me which is harder in the comments. <3

Factions who don't know much about Trorks may charge in with standard battle tactics, though mostly focusing on arson or explosives. Distractions will be less common, so I can use my standard battle tactics, considering I imagine Trorks to be somewhat strong and hardy.
(Unlike Kweebecs where common sense would imply to a sentient creature that they're weak to fire.)

I'll take the high ground to spy on potential meat-throwers.
Once meat is thrown, I'll throw it back to the base to maintain a good defense, mainly on the entrances and wherever enemies can sneak-attack. Trorks need their motivation after all, and what better way to do it than by using the enemy's plan against them.

For birds, I'll just shoot them down. Easy peasy.
If that doesn't work, rock throws or lightning bolts should probably kill them.

I don't think I can do anything about Trorks punching each other because that's their way of having fun. What I CAN do is heal the Trorks that were knocked out...and hope they don't start sparring again.

Trorks dislike the rain (I think), so I should put important Trork items indoors so they don't get stolen by enemies that sneak-attack outdoors.

The Trorks are one of two factions I'm aware of that defend their territories with walls (the other being the Outlanders), which I find to be really convenient because walls can slow down the enemy by forcing them to find an opening through the walls or make their own using block-breaking tools or explosives. This makes them easy pickings for headshots or backstabs while they're breaking blocks or AoE attacks when they're trying to go through an opening, which is usually a chokepoint.

Defending Outlanders

Outlanders are the easiest faction to defend so far because they obviously have strong defenses and units to begin with. They don't have many weaknesses to strategies or damage types (besides maybe plant-based attacks and light magic).

Elemental magic really shines here because of the extreme cold in zone 3.
Water magic can quickly put out fires set by the enemy (especially since zone 3 is officially associated with water), fire magic can obliterate mobs that are native to zone 3, and ice magic can do the same to mobs not native to zone 3 (except fire-based mobs and maybe some zone 2 mobs).

Defending Scaraks

Scaraks, as far as I know and speculate, are very competent fighters. While obviously their workers and larvae are weaksauce, the rest of them would have high stats or well-specialized fighting skills. Warriors can dish it out and take it, Locusts can unleash death from above with whatever liquid is in their abdomen, and Tanks can push the enemy back while taking loads of damage.

Their buildings also look fairly durable and fireproof since they're made of sandstone, but I'd still be wary of bludgeon and pickaxe users. Sandstone is easier to break than stone in Minecraft.

I'd take down fliers first because I imagine that they can exploit the weak backsides of Tanks simply by flying around. I'll take out the archers next to make the Locusts' arrow weakness irrelevant.

Defending the weak units like workers and larvae is challenging though, especially if the enemy is willing to ignore everything else and suicide-attack the workers and larvae.
A wall of Tanks and a colony of Locusts would probably work, but not against fliers, ghost mobs, or ground diggers.
I'm guessing Locusts and Warriors are the speedier Scarak variants so they can intercept suicide attackers before they damage anything.
As for my main squad, I will chase melee attackers while YoSquid and BoltOLightnin will be in charge of killing ranged attackers, especially arsonists, bombardiers, and snipers.
If Ghean will join our fight, she can also help chase melee attackers since she's a sword-wielding cavalier. Not all of zone 2 is sandy (there are some grassy fields), so I think her horse can still move at full speed--desert sand greatly slows down cavaliers in the Fire Emblem series.

Defending Allied Players with Separate Bases

I included this here in case I ever recruit players into my team who build their homes outside my Trump wall.
This is a very broad topic because player builds come in an extremely wide variety of shapes, sizes, materials, and locations, but to keep it simple, I assume that the base looks like a Minecraft village house.

I prefer to avoid changing someone's base unless they let me do it, but at the very least, I'd encourage my ally to have at least 2 escape points like a main door and a back door so if one gets blocked off, the other can be used to escape.
My favorite is making a diving board from a tower to a body of water...mainly just for fun, though sometimes I use it to quickly get to the ground when climbing a ladder or staircase feels too slow.
If I wanna take it a step further, I'd put a hidden underground tunnel from my base to other friendly bases so I can quickly and sneakily help my friends with minimal damage to their territories (i.e. accidentally messing around with their mineshafts).

Arsonists and bombardiers are very dangerous to small bases, even if they're made of stone, as they can affect the residents inside.
Better watch out for archers too because they can probably break windows with their arrows.

No comments:

Post a Comment