Absolute Annihilation 2.23
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Try using multiple Banthas, backed up with any of Arms plentiful anti-mech units (penetrator, commando).raneti wrote:core got Krogoth but arm doesn't get orcone anymore?
arm doesn't have a counter for krogoth!!!
edit: oops, meant sharpshooter, not commando.
Last edited by Pxtl on 07 Oct 2006, 03:03, edited 1 time in total.
If the Krogoth gets within range to shoot at the Penetrator, you've done something wrong. Throw a bunch of light units at it and let it chew on them, then zap it with the Penetrators until it falls over.raneti wrote:EDIT: i found no commando in arm's troops and penetrator is a joke, way too flimsy... lucky the guy with the krogoth was on my side
- Lolsquad_Steven
- Posts: 488
- Joined: 27 Jun 2006, 17:55
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
Pack of lies.raneti wrote:i used lotsa banthas don't recall wich are commandos and penetrator, oh well i'll have a look
EDIT: i found no commando in arm's troops and penetrator is a joke, way too flimsy... lucky the guy with the krogoth was on my side
Annis do 6000 dmg per shot to krogs, if II remeber corecttly, And they have like twice the range!
And if you managed to get Krogs, Stop playing speedmetal. The orcone was shit anyways, killing single units in super-duper single shot attacks.
a stronger hawks owns
Stronger hawks kill game where com death ends.
It looks that way - one side is focusing on lvl2 asap, build 7 hawks, in one or two flights that kill commander. Of course aa will now works here well becouse it's one or two flights over target.
It easily ends game.
I thought that hawks are primary ANTI AIR stuff, not anti ground stuff.
It looks that way - one side is focusing on lvl2 asap, build 7 hawks, in one or two flights that kill commander. Of course aa will now works here well becouse it's one or two flights over target.
It easily ends game.
I thought that hawks are primary ANTI AIR stuff, not anti ground stuff.
wtf is up with dgun? it looks like its AoE as been lowered and half of the time it wont really fire..
and i liked the old way the buildpics were arranged alot better
now i have to go through all the freaking menus for everything
oh and balance flashes
and rockos dont outrange llts anymore.. they just stand inrange doing nothing
and i liked the old way the buildpics were arranged alot better
now i have to go through all the freaking menus for everything
oh and balance flashes
and rockos dont outrange llts anymore.. they just stand inrange doing nothing
Last edited by Day on 07 Oct 2006, 14:05, edited 2 times in total.
rocko's outrange llt's just fineDay wrote:wtf is up with dgun? it looks like its AoE as been lowered and half of the time it wont really fire..
and i liked the old way the buildpics were arranged alot better
now i have to go through all the freaking menus for everything
oh and balance flashes
and rockos dont outrange llts anymore.. they just stand inrange doing nothing
the commander script feels a bit buggy yes...
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
I think flashes and gators are finally balanced with each other, now they both just need to be brought down a notch to make other lvl1 tanks feasible.
I was also thinking it would be awesome for the medium tanks to have a sort of coaxial machine gun. to make them suck a bit less when they're fighting a swarm. It wouldn't have to be much the raider could just get the little boat laser and the stumpy a banshee machine gun or something.
I think besides being completely awesome, it would also stop medium tanks from being the least useful lvl1 units.
I was also thinking it would be awesome for the medium tanks to have a sort of coaxial machine gun. to make them suck a bit less when they're fighting a swarm. It wouldn't have to be much the raider could just get the little boat laser and the stumpy a banshee machine gun or something.
I think besides being completely awesome, it would also stop medium tanks from being the least useful lvl1 units.
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33