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Metagame

This page is dedicated to the discovery of Minitroopers' metagame aspects. If you have any ideas, feel free to put it down below!

The current theory is that there are four types of strategies:

1. Assault Troopers

2. Shock Troopers

3. Support Troopers

4. Decoy Troopers

After observing the game for the last two months, I hypothesize that the strategies are not limited to the types stated above, but are further classified as follows:

1. By Weapon: MT users have armies that specialize in different ranges, such as shotguns and pistols for short-mid range engagements (e.g. handcannons.minitroopers.com/hq), assault rifles and miniguns for mid-long range engagements, & sniper rifles and launchers for "global-range" engagements.

2. By Army Composition: Users have armies that specialize in certain roles, such as the well-known "Spy" build: (e.g. silentpinoy.minitroopers.com/hq; caine.minitroopers.com/hq) "CO" build, "Munitions" build, etc.

3. By Equipment Build: Players have armies that specialize in certain equipment builds, such as the Twinoid build, the Loader build, etc.

4. By Skill Build: Certain armies are oriented towards one skill build (which there could be thousands of possible combinations); however, there are popular builds that are used by the majority of the users of the game.

Combining these aspects would result in two types of armies:

1. Centralized Armies (dedicated/heavily oriented towards one theme, style of play, or strategy)

2. Decentralized Armies (layered strategies in one army/not too heavily oriented towards one theme, style of play, or strategy)

3. Hybrid Armies (a possible combiantion of the centralized and decentralized versions)

In addition, I hypothesize that the game is divided into four stages, as follows:

1. Deployment Stage (game clock 0-100)

2. Positioning Stage (the stage just before the first shots where troopers try to spread themselves by any means)

3. Execution Stage (the stage where the armies unleash their predetermined strategies/styles of play)

4. Post-Execution Stage (the stage immediately after the time when armies execute their strategies; only remanants of the wave in question remain in this stage)

Based on these states, they would result in these types of armies:

1. Early-game based armies

2. Mid-game based armies

3. Late-game based armies

The stages described above are considered a cycle as long as the army in question has reserve waves to augment it.

What do you think?

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