Tech 6 (3) units guide: - Page 2

Tech 6 (3) units guide:

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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trepan
Former Engine Dev
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Joined: 17 Nov 2005, 00:52

Post by trepan » 05 Mar 2007, 00:24

Moved to Mods.
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MadRat
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Joined: 24 Oct 2006, 13:45

Post by MadRat » 07 Mar 2007, 14:23

I think you mention efficiency compared with a group of L2 units too much. Since its a general statement for all of them just put it ahead of the individual descriptions.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl » 07 Mar 2007, 15:45

Wow, you managed to completely miss the point of the Karganeth. The Kargeneth is the ultimate porcbreaker on chokepoint maps. You use it's all-terrain abilities to walk over the back entrance to the base and then start tearing it to shreds - and since usually the only unit-defense that can respond to this kind of attack with adequate speed is the airforce, the Karganeth then tears them to shreds with it's all-purpose-missiles. It is by far the most useful of the L3 units. The Krog and Bantha are only important on cramped high-resource maps like Speedmetal, where their space efficiency is key.

The Vanguard was designed by Caydr for some sort of complicated role, but in general it's just usually used like a slower Karganeth without the anti-air capability - as a big all-terrain assault mech instead of spiders.
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Felix the Cat
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Post by Felix the Cat » 07 Mar 2007, 20:28

Turtles + spiders = win + pwn. Especially on altored divide. Problem is I never get to do that, because every time I play altored I use the exact same strategy. Spaem flash. And every time I play altored, the enemy is a bunch of neebs and doesn't see it coming. So I never get to move on to the other thing that happens in approximately 79.2% of altored games that last longer than 10 minutes but nobody ever sees coming, an attack over the mountains.

tl;dr version: lots of nubs play altored.
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Strategia
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Joined: 06 Apr 2006, 18:32

Post by Strategia » 07 Mar 2007, 20:49

Felix the Cat wrote:lots of nubs play altored.
Really, you don't say..... :roll:
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manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored » 07 Mar 2007, 22:11

Pxtl wrote:Wow, you managed to completely miss the point of the Karganeth. The Kargeneth is the ultimate porcbreaker on chokepoint maps. You use it's all-terrain abilities to walk over the back entrance to the base and then start tearing it to shreds - and since usually the only unit-defense that can respond to this kind of attack with adequate speed is the airforce, the Karganeth then tears them to shreds with it's all-purpose-missiles. It is by far the most useful of the L3 units. The Krog and Bantha are only important on cramped high-resource maps like Speedmetal, where their space efficiency is key.

The Vanguard was designed by Caydr for some sort of complicated role, but in general it's just usually used like a slower Karganeth without the anti-air capability - as a big all-terrain assault mech instead of spiders.
I missed its point because I never used em before the time I tested em because the Krog is soo overpowered doing some other unit is waste of time... but will add it to their description next time.

I dont think the Vanguard is meant for assault considering his speed and how efficient he is at artillery.
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