Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
LuckyFStatistics
Registered:
Posts:1,341
#30
Auto-translated
kamukag3e
But maybe this isn't a problem of MM6, but rather its unique feature? Maybe it's easier to tweak MM6 a bit, as Russel did in the MIX template? At the start of week 2, encounters and fights with both mains and low-tier units bring something new to the game, rather than the usual like for 6LM — you leveled up supports and started capturing towns; whoever has more supports and luck wins.
Quick encounters happen periodically on all templates, why don't you have enough of that kind of feature? But on MM6, encounters on 117-122 can occur 6+ games in a row. And the main thing is that very often there are simply no options for the side that has fewer Dragon Fly Hives and control along the way, other than to flee entirely into their corner, dead-end treasure zone. Well, then, as I wrote, if the treasure zone is rich and there is a chance to get or build air control within a reasonable time frame, the game continues; if not, then the game is lost purely on generation, even against a not particularly strong opponent.