Joined: 22 Jul 2008, 01:30 Location: Yorkshire, UK
Ok, I'm in a posting mood, so what are, to you, the least used units, why you think it is and if it's a problem, (ie if it's down to circumstance they're never used or simply they're useless).
To me, I never see garpikes used since the controversy over them.
Also, fibbers, are they still in? I think they are, when was the last time you saw one used?
Targetting facilities, I hardly see anyone use these things...
Sea transports, except for comm expeditions, I hardly see the damned things, let alone hover transports, (except for mine of course).
Freaker/zipper, as a T2 unit, never see it (unless someone is failing), I mean, TMO said it was for scouting, but if so, surely if you had enough eco to spend 100+ m on a scout, you'd just spam peepers instead, or Fleas if Arm? Also, why no weasel/jeffy in T2?
Ok, I'm in a posting mood, so what are, to you, the least used units, why you think it is and if it's a problem, (ie if it's down to circumstance they're never used or simply they're useless).
gimps though i dont see a problem with this, they pwn but they are slow. i prefer crocks if i'm going for amphib units. easier to spam those :)
babbles wrote:
To me, I never see garpikes used since the controversy over them.
yea, coz they suck :/ their hp sux and their dmg sux. buff dmg imo
babbles wrote:
Targetting facilities, I hardly see anyone use these things...
maybe we should reinvent its role? come up with something more usefull than making dots stand still... though maybe it is extremely useful and we just dont know it coz we never build it. i suppose you wouldnt need a coms LoS when you have a targeting facility and youre using snipers (unless they have jammers). every shot would be a hit. maybe just make it cheaper ?
babbles wrote:
Sea transports, except for comm expeditions, I hardly see the damned things, let alone hover transports, (except for mine of course).
the risk is just too big. you load up 5 gollies on a trans and then 2 gunships or a sub kill it within seconds. buff hp ? (and disable enemy units nap ffs!!!)
babbles wrote:
Freaker/zipper, as a T2 unit, never see it (unless someone is failing), I mean, TMO said it was for scouting, but if so, surely if you had enough eco to spend 100+ m on a scout, you'd just spam peepers instead, or Fleas if Arm? Also, why no weasel/jeffy in T2?
well... its just one more option. it doesnt hurt anybody, does it?
Joined: 22 Jul 2008, 01:30 Location: Yorkshire, UK
I sometimes use targetting facility, but the thing is you need a lot of E just run the damned things, and it's only really useful when you have no scouts and are using long range units.
Works amazing with snipers, remember one game on tangerine, LONG time ago, trench0r (<3) made 3 of 'em so my snipers had 100% accuracy with only radar...
And about the freaker/zipper, yes, yes it does hurt someone. To be, it's a unit not needed in the T2 lab, and players who are not XTA regulars spam them thinking they do well, I've seen "pro" players, who come to XTA and think freakers are good T2 units. They failed.
Tmo stfu about enemy napping. Just because you cant micro doesnt mean I have to suffer.
watch it.
disabling of enemy com naps was discussed already and iirc we agreed that in order to prevent abuse it should be gone. i'm ok with keeping airnapping since its very easy to avoid. but hover trans napping is almost unbeatable and therefore op.
also if you want to be taken serious try to bring some facts in order to support your opinion and dont base it on "do like/dont like people". mkay?
Zipper and Freaker are fine, they kite flash, try using them on comet 1v1. They are a decent niche unit filling a role core otherwise find trouble fulfilling.
Gimp is super underused (its a really good unit just on land: hp, range, aoe, arc fire, slope tolerance)
T1 amphib tanks kinda suck a bit.
Targetting facility benefits the whole team, if you have a player like Dojeh in a 4v4 you will definitely see the benefits of them .
Transports not seeing a great deal of use is largely a function of the maps people play. They, along with t2 air trans, could possibly benefit from landflood (unload all units at once, not one by one) but that could change things quite a bit.
I still think hovernap is the last refuge of a small mind//epic trolling, but bitches are welcome to try it.
Raven is damn hard to make cost with. Merl and diplomat do not get used a great deal. Guardian and Punisher are rarely used. Rocket frigates have too low range to be really worth building instead of massing cruisers imo (mass cruisers are also rly cool).
Buff t2 Gunships so people use them in competitive games again! :D
Tmo if you dont know how to cover your heavy units from dgun by now, maybe you should play as Arm?
Targetting facility benefits the whole team, if you have a player like Dojeh in a 4v4 you will definitely see the benefits of them .
how about making it buff the accuracy of units aswell? >_> or of LRPC only
pintle wrote:
They, along with t2 air trans, could possibly benefit from landflood (unload all units at once, not one by one) but that could change things quite a bit.
i like the idea
pintle wrote:
Tmo if you dont know how to cover your heavy units from dgun by now, maybe you should play as Arm?
id rather cb and then spam heavy stuff >_> and i do play as arm :)
Joined: 22 Jul 2008, 01:30 Location: Yorkshire, UK
I sometimes use merls...and I use rocket frigates frequently, good for firing over hills
Guardian/punisher maybe could do with a damage increase? Although, they do have huge range and are quite cheap
Also, I haven't seen any hover naps in a looooooong time, that includes by myself.
By the way, what would you guys say to improving the hovertank's damage? They have quite a lot of HP but don't do anything, and cost like, 860 metal, are quite slow and low ranged, they just seem to take ages to kill anything
merls are fine :) If i get the chance i use them to take out HLTs.
I like the idea of a buffed hover tank. Maybe apply the hover scout concept to them? (Long reload, big damage) However they shouldnt get into the way of T2 boats. The shipkiller should still kill hovers.
If you talk of 15k m (or any cost for that matter) armies its pretty useless unless you presume your enemy can put out an army of somewhat similar size.
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