IceDreamer wrote:
Adjacency is there as another thing to separate two otherwise even player with a tiny advantage to the one who CHOOSES to use it... Or indeed a tiny disadvantage to the one doing it when they do it unwisely. Not only does it allow you to make a decision to try and eke an advantage, it is the kind of thing which an enemy can CHOOSE to use against you.
Exactly this.
A lot of players don't understand that SupCom is a game all about the little details. Just as many people want every unit to have a clearly defined role, where if you want to do 'x' task you build 'y' unit to do it, many players don't understand the 'point' of adjacency because it doesn't seem to make that big a difference whether you take advantage of it or not.
But adjacency really can make differences all throughout the game. To name a few examples off the top of my head that haven't already been pointed out: T1 air factories+hydrocarbon, nuclear missile silo+T3 pgens, T3 radar+pgen, factories+T3 fab, TML+fab. And as IceDreamer pointed out, these are not dramatic, game-deciding differences, nor should they be. They're small, subtle differences that can give you just enough of an edge to win, as long as you don't let your opponent use them against you. Which is exactly how it's supposed to be.
And as far as adjacency not being worth the mirco... Build templates, anyone?Statistics: Posted by Mycen — 25 Mar 2014, 03:59
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