I tried also the rush variant and it is indeed more vicious early. I tried uveso vs 2 sorians and just now, uveso adaptive vs sorian adaptive, sorian air and sorian navy. Took some pics and videos also. Uveso obviously won all the games, but was getting hammered quite well early on, mostly by sorian air, which actualy did very good bomber runs (though never built a T2 airplane in like 90 minute game), doing lots of damage and also upped to T2 navy and did really lots of damage with destroyers. Uveso didnt react that well in this game, i expected T2 arty or/and T2 tacs. In previous game, it did wonders with a single T2 artilery, i thought to myself, there is an MVP unit. At moments i got pretty nervous when the commander got into the water next to like 10 T1 enemy subs, but it got out in time. Though experienced player would go for the snipe.
Ok, then it somehow took out the air player, which was the only player actualy doing something of worth. Then the "navy" player who didnt get to T2 navy in 80 minutes of the game. And then the sorian adaptive who didnt do anything at all, except building the biggest T1 land spam i ever saw and just sat on his island, sending a transport every 10 minutes or soo. Had T1 mass extractors by minute 60 and by the end of the game, actualy upped some to T2. But it seemed like uveso had the most problems with this player. It sat tons of units in the water by the beach, occasionaly trying to rush with about 10 amphibious tanks, but getting slaughtered by about 150 mantises. Didnt use the experimental. It really should have used T2 navy to bombard the beach. It took a looooooong time for him to send a nuke, missing the commander that was sitting by the beach, but the second nuke got him. I wrote down some things that got into my mind as i was watching the game. Keep in mind that while i think as a programmer, i have no idea how the AI programming is actualy done in this game, its just pseudo thinking. Might be impossible to implement, might not even be smart to implement.
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sending transports from A to B, to the same point, over and over, no unit survives the landing. Between points A and B are stationary antiair, enough to drop everything. Would be cool if there was a way to assess a path and avoid it if it detects to much AA to actualy land
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Units, mostly in water, getting torpedoed, not sending torpedoes back (out of range) but not moving away either. A lot of T3 mailboxes got shot this way.
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As i already said, detect when arty/tacs and navy are needed
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maybe a plan who to kill in 1v more enemies ... instead of sending few transports to 1 enemy, then the next, etc.
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maybe defend expansion bases a bit ? If not with buildings, at least few units. It made like T2/T3 mexes on empty islands, only to be lost to enemy engies seconds later