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I like that you give them a positive outlook, whereas many do not. Nothing wrong with that of course but, it is nice to hear they are liked. As for analysis there are a few different ways to play these guys. As my first pick in round one I would most likely like Trade as they need money and you will probably not have many opportunities to take trade. After that Tech, then Leadership or warfare ( depending on slice) Neither of their faction techs are that juicy but, the green one is juicier… however that is only if you can get it out early and you might be better off using your commander to get better stuff anyway. Really depends on what your opponents have and how you wanna focus your game. Anyway just my 2 cents and again thank you for the positive outlook
ОтветитьHey, great video! I was wondering, where did you get your codex cards from?
ОтветитьThis is Kayne Brotherhood faction. From CnC.
ОтветитьI wish you didn't use codex cards. Because most of us don't use them or even know they exist.
ОтветитьI don’t like playing the Yin. TI is not a war game, it’s a Cold War Game, you‘r actually trying to avoid conflict. The Yin are a scarecrow race, but other than the Naalu they are an aggressive scarecrow, you don‘t want to attack the Naalu, but with the Yin you don‘t want to be attacked, that‘s a big difference and a disadvantage. The make any profit from the Yin‘s abilities, you have to attack, which will costs you the much more profitable way of getting ahead by trade and exploration.
ОтветитьProbably a dumb question, but… can the Yin use indoctrination when only one enemy infantry is on the planet? All your examples are two or more when they use it. Just trying to clarify for my own ongoing game. Ty very much!
ОтветитьAlso: Be aware of who has upgraded PDS when moving your flagship, or you're going to have a bad (albeit hilarious) time.
ОтветитьNomad lider + yin flagship + fleet log + sling ray + bio stims + grav drive and of course chemical x. You still may lose but your became king of the hill ;)
ОтветитьSling ray isint work because faction tech sead about unit using production
ОтветитьThanks Ethan for the guides you are the best! Heres my thoughts:
Am thinking of sling ray tech 2 blues - good for stall as it is an action produce 1 unit works with the faction tech 2 free infantry
Also integrated economy 3 yellows you gain control of planets easily makes you produce units also works with faction tech 2 free infantry
ALSO the hero ability.. imagine invading 3 planets 3 infantry gaining control of em produce units + additional 2 infantry for each production? 0:
correct me if am wrong plz am planning on maining them ty<3
Very helpful!
ОтветитьThanks!
ОтветитьYin spinner (omega) has significant synergy with sling relay. Your stall is now magicking up bonus infantry, in addition to fresh destroyers to Devote later.
I dislike Impulse Core. 2 yellow tech for a slight downgrade to Devotion, that stretches their fleet supply further? I'd consider transit diodes over it. Impulse can be soaked by sustain damage, and banking on having direct hit is just not reliable.
good job~
ОтветитьWhat I've found to be the most effective strategy for the Yin is to think of their abilities more in terms of deterrence. For example you mention using their flagship offensively, but more often than not that's just a lose lose situation for both sides. But it makes for an AWESOME deterrent. If you have it parked at your home planet, for example, who is going to want to attack you?
Ответитьi disagree with your assessment for the tech colors; a single green is better for them; that tech is neural motivator. This let's you get action cards more quickly to have a better chance at stalling people out, and using your new hero effectively..
The second green blip will be your unlocked commander, that let's you get the Yin spinner. You can disregard the yellow techs because they do not add much for your gameplay. And you already have sarween for free.
To add to the green, of course is blue, wich can increase they're mobility. This will greatly improve your flexibility during the game, wich has always been a major problem for the Yin..
Just my 2 cents.
Regards, great channel!!
I wouldn't research Impulse Core unless I have a yellow skip and/or I'm going for Integrated Economy. The opponent deciding where to put the hit makes the technology quite situational and can be planned around. I feel like Devotion is simply better most of the time.
Ответитьbtw. Flagship is destroying only ships, not ground units
ОтветитьIdeas for fighting the Yin: Use mechs to make it more difficult for them to indoctrinate your troops. Use ships with sustain damage to absorb hits from their self-destructs. And if you see the flagship coming your way, send out ships to destroy it immediately.
ОтветитьAnother great guide!
While I appreciate the lore and they do have a place, I just don't get excited for them. I think if they had a little bump in movement or leaned into something like shipless Sardakk, I would more excited to play them.
Keep it up!
ОтветитьClose to the 1000 ❤
ОтветитьJust played this faction on last Saturday for the 1st time. They become really strong with the expansion pack.
Ground combats no big deal for them, free mech for 3 influence.
Space combats even easier, 1 hit before every round and 1 after with self targeting.
My neighbor lost his flagman (updated nomad) in gravity rift taking the risk, because didn't want to combat with just 1 destroyer. They scare with the abilities.
But you have to take high control of every resource and ship to play for Yin.
Fuck yes! Love the yin! Keep it up brother Ethan.
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