Would it be possible for fighters to trigger an evasive-maneuver-script instead of firing off a flare? So that just before the missile hits the fighter does a sharp turn or suddenly dives, so the missile loses track of the fighter.Caydr wrote:I remind you, the flares will be only effective once out of every 5 shots, unless you can agree on a different solution. Maybe slow-firing but with high efficiency would be better.
Absolute Annihilation 2.11
Moderator: Moderators
You've obviously never played a good player who uses Bladewings.TradeMark wrote:Bladewing... that is aircraft, and cant be compared to ground unit IMO... its easy destroyed by one antiair shot...
Which is absurdly expensive.Also ARM have EMP bomber... :/
Pyros, AKs, Instigators, Bladewings, Morties...I still dont know what unit is made for destroying snipers with CORE...?
What are you talking about? It IS easy to destroy.Sniper HP should be halved, so its easy to destroy...
Yes, and? Core is slow and tough, that's their schtick. Sumos are wonderful units, as are Goliaths. I've seen plenty of people using Sumos and Cans, they can be quite effective.CORE good units are slow as hell, and thats why nobody builds them... ive never seen anyone building sumo... maybe once or twice...
The Morty is a little more expensive, a little weaker and slower, has twice the range, and 10 less DPS. It should really have a bit of a DPS buff, but not too much.Also mortys sucks TBH. They makes less damage than a single thud o_O And range is too short if i remember right...
Termites are absurdly well-armored.Also CORE all terrain units costs >2 times more than ARM all terrain units, example of CORE Termite (805M) and ARM Recluse (375)
They also shoot differently... recluse can shoot over hills, termite shoots laser... which makes ARM recluse much better... they are also faster?
I havent seen many people using termites, they could be useful if you had many of them...
Termites only downfall vs the Arm spiders is their range, its not particularly well armored vs LVL2, but its advantages with just the ability of All-terrain is absolutely amazing when you put it all together.
So basically what you get is a less armored, all terrain CAN.
Scuttles are about as scary as a flea, and thats the best thing you can use to eliminate the threat.
Send 1 flea, or AK, or jeffy/weasel on a Kamakazi intercept mission vs any crawling bomb and you've just completely eliminated crawling bomb threats at about 1/20th of the cost
(my average might be off a bit but you get the idea that its much cheaper and easier to kill than to make).
Escourted crawling bombs are even funnier, cause you just rush right into it and the bomb blows both you and the pack of escourt units up as well.
IMO, regular crawling bombs should be Stealth, and the CORE scuttle Cloaked Bomb should remain as is, cloaked but without stealth.
And I've only known a few "good" core Bladewing users, one of which is Decimator, he was the king of Bladewing pwnage.
So basically what you get is a less armored, all terrain CAN.
Scuttles are about as scary as a flea, and thats the best thing you can use to eliminate the threat.
Send 1 flea, or AK, or jeffy/weasel on a Kamakazi intercept mission vs any crawling bomb and you've just completely eliminated crawling bomb threats at about 1/20th of the cost
(my average might be off a bit but you get the idea that its much cheaper and easier to kill than to make).
Escourted crawling bombs are even funnier, cause you just rush right into it and the bomb blows both you and the pack of escourt units up as well.
IMO, regular crawling bombs should be Stealth, and the CORE scuttle Cloaked Bomb should remain as is, cloaked but without stealth.
And I've only known a few "good" core Bladewing users, one of which is Decimator, he was the king of Bladewing pwnage.
Great, except in the hands of a good player, you'll never see one coming.MR.D wrote:Scuttles are about as scary as a flea, and thats the best thing you can use to eliminate the threat.
1) Build a swarm of Bladewings.And I've only known a few "good" core Bladewing users, one of which is Decimator, he was the king of Bladewing pwnage.
2) Mob any large enemy force with them.
3) Engage the enemy force with your own forces.
Unless they have good AA cover, they will have some units paralyzed, even if only for a few seconds, at inopportune moments.
Yeah, you gotta pay attention to whats going on, you could easily miss a scuttle coming at you if you're not paying attention.
Reason Its so noticable for me, is that it gives the same signature as a cloaked commander.
I want to know which is which so I send a unit out to scout at any lone blip coming my way.
if its a com and its on hold fire or whatever, thats fine, nothing will happen except it might uncloak the commander, but if its a bomb, I just eliminated the threat, either way I found out.
Leaving Scuttles cloakable = their best chance for a good strike on the unsuspecting oponent, or the oponent that jams his base and practically the entire map to get where he is going, its the best counter for those types of ppl.
Its just that personally I've never had any luck using crawling bombs in any capacity, you either had to transport them(which has been removed) or there had to be no defences(which rarely ever happens).
** Seriously though about the regular crawling bombs, it makes sense to me if regular crawling bombs could be stealth, those things are so damn tiny and they are so low profile it would be nearly impossible to detect it with a radar, a LOS visual sighting on them would be the first warning.
What do you think units like the Dragon's eye camera is for? **
I'll probably hate myself for mentioning it if that change is made, but its a logical thing for such a unit to have.
I prefer Pyros for bombing runs, cause they're fast, do alot of damage, are expendable, and if you self-D them they're on a 1.5 second fuse and explode almost as good as a crawling bomb when self-D'd
(never noticed their antenna on the backpack?, now you know).
Reason Its so noticable for me, is that it gives the same signature as a cloaked commander.
I want to know which is which so I send a unit out to scout at any lone blip coming my way.
if its a com and its on hold fire or whatever, thats fine, nothing will happen except it might uncloak the commander, but if its a bomb, I just eliminated the threat, either way I found out.
Leaving Scuttles cloakable = their best chance for a good strike on the unsuspecting oponent, or the oponent that jams his base and practically the entire map to get where he is going, its the best counter for those types of ppl.
Its just that personally I've never had any luck using crawling bombs in any capacity, you either had to transport them(which has been removed) or there had to be no defences(which rarely ever happens).
** Seriously though about the regular crawling bombs, it makes sense to me if regular crawling bombs could be stealth, those things are so damn tiny and they are so low profile it would be nearly impossible to detect it with a radar, a LOS visual sighting on them would be the first warning.
What do you think units like the Dragon's eye camera is for? **
I'll probably hate myself for mentioning it if that change is made, but its a logical thing for such a unit to have.
I prefer Pyros for bombing runs, cause they're fast, do alot of damage, are expendable, and if you self-D them they're on a 1.5 second fuse and explode almost as good as a crawling bomb when self-D'd
(never noticed their antenna on the backpack?, now you know).
Uh.Egarwaen wrote:Pyros, AKs, Instigators, Bladewings, Morties...TradeMark wrote:I still dont know what unit is made for destroying snipers with CORE...?
Those are just normal units, not made for killing sniper.
And if enemy had anything else than just sniper, you cant kill it with those units that easy... Snipers can cloak you know.
There is no specific anti-sniper unit. Why does there need to be a unit specifically made to kill exactly one enemy unit? Snipers must be countered with a strategy, not a single unit.
If the enemy has support around his sniper you have to counter that support as well. After all it'd suck pretty badly if snipers could be lost to an enemy without much effort no matter how much else is in the area. A supported sniper is essentially an army and to destroy an army you need another army with the appropriate weapons.
If the enemy has support around his sniper you have to counter that support as well. After all it'd suck pretty badly if snipers could be lost to an enemy without much effort no matter how much else is in the area. A supported sniper is essentially an army and to destroy an army you need another army with the appropriate weapons.
Thats not news to us Steve, its been some time sconce you learned to moderate yourself.
Snipers are awesome. Yet, any Air counters them. Any fast vehicle and any fast bot too.
The drawback of the snipers is the fact that they move slow, fire slow and cost a lot, so to counter them, you must surround them. Just swarm them with anything that moves faster then them and they go down.
If you get wasted by a few snipers, you are not reacting quickly and forcefully enough. Even a bunch of PWs rushing them will succeed.
They really arent all that powerful if you are not exactly trying to comat them with static defences or Cans.
Snipers are awesome. Yet, any Air counters them. Any fast vehicle and any fast bot too.
The drawback of the snipers is the fact that they move slow, fire slow and cost a lot, so to counter them, you must surround them. Just swarm them with anything that moves faster then them and they go down.
If you get wasted by a few snipers, you are not reacting quickly and forcefully enough. Even a bunch of PWs rushing them will succeed.
They really arent all that powerful if you are not exactly trying to comat them with static defences or Cans.
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farks? I dunno, the sides aren't meant to be exactly the same...el_matarife wrote:Is there some reason the Consuls build time is twice that of the Freaker? The Consul isn't really better than the Freaker. In fact, I think the Freaker may be better than the Consul. Anyone have any thoughts on how those are balanced?
If I had to guess, I'd say it's probably cos the consul is a vehicle and thus has much higher HP...
I asked why this is before. So I ask again, why? This was a good tactic in OTA, besides, their pathfinding isn't very good I've found (so they get stuck on trees).Its just that personally I've never had any luck using crawling bombs in any capacity, you either had to transport them(which has been removed)
QFT. Or simply a long-range jamming tower near your own front lines. Skuttles seem to be intended to punish the enemy for pushing too hard with defensive structures.KDR_11k wrote:You're supposed to use jammers to cover the bomb. A mobile one to get close to the enemy and the enemy's own jammers once you are close.
As for Sharpshooters, please remember that their weapon used to have a bug that allowed them to very effectively destroy large numbers of small units, making them effectively immune to anything but air. (The shot had a high-damage AoE that persisted for a few seconds, which allowed it to kill a dozen light units with a single shot.) This is, apparently, fixed.
popups...QFT. Or simply a long-range jamming tower near your own front lines. Skuttles seem to be intended to punish the enemy for pushing too hard with defensive structures.
And sharpshooters are positively UP now that they can't kill smaller units in one hit, small changes were in order, argued this with a few other good players ages ago but i can't remember if it was given a slight buff.
If that's true, it was unintentional. I increased their mass to eliminate the problem of one crawling bomb exploding, and the rest flying across the map. I thought I'd increased it to a safe value for L1 transports though. I'll check and make any changes necessary.you either had to transport them(which has been removed)
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Crawling bombs are transportable without any changes. Just Skuttle can't be transported.