CA Strategies
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Re: CA Strategies
Cool Ashnal! I've gotta look around more often for the debris then.
- CarRepairer
- Cursed Zero-K Developer
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Re: CA Strategies
Tips for ceasefire games:
Don't ally with the strongest person all the time. Sure it's advantageous to you, but it's even more advantageous to him, which means in the long run it's disadvantageous to you. Backstab the strong and team up with the weak against them. It might not seem intuitive but you won't win by piggy backing on the guy with 2/3 of the map. When the others are dead he'll deal with you easily.
Don't send a giant fleet over my base unless you warn me that you're going to use it against someone else. I set restricted zones. Even if you warn me I'll probably still say no but I'll draw you a different route that I approve of.
Don't ally with the strongest person all the time. Sure it's advantageous to you, but it's even more advantageous to him, which means in the long run it's disadvantageous to you. Backstab the strong and team up with the weak against them. It might not seem intuitive but you won't win by piggy backing on the guy with 2/3 of the map. When the others are dead he'll deal with you easily.
Don't send a giant fleet over my base unless you warn me that you're going to use it against someone else. I set restricted zones. Even if you warn me I'll probably still say no but I'll draw you a different route that I approve of.
Re: CA Strategies
Real FFA tips:
1) be a jerk, rush one player with all your forces, posibly dying and certainly either crippling or killing enemy.
2) be a porcer. Sit back, dont attack anyone and get 2 nukes. Then ruin the game by killing random players
3) how to really use alliances - ally with everyone, use aircons to steal metal from battles and to deploy sensors across map. Attack weakest neighbours first. Only attack after you finished consuming new territory (reclaiming metal/securing area)
1) be a jerk, rush one player with all your forces, posibly dying and certainly either crippling or killing enemy.
2) be a porcer. Sit back, dont attack anyone and get 2 nukes. Then ruin the game by killing random players
3) how to really use alliances - ally with everyone, use aircons to steal metal from battles and to deploy sensors across map. Attack weakest neighbours first. Only attack after you finished consuming new territory (reclaiming metal/securing area)
Re: CA Strategies
I have a different unit idea for Gota...Gota wrote:Rename Krogoth to Gota kthx.
*evil cackling*
Re: CA Strategies
I'd like to see a unit called "JK"(hint:put JK intead of AK.
Oh and "carrepairer"...give that to one of the assist bots.
Oh and "carrepairer"...give that to one of the assist bots.
Re: CA Strategies
Question: what's the best way to take down a riot cannon with Logos infantry bots? Or even Logos tacbots? I get snagged every time I have to face down a Crabe, and usually just give up and overwhelm them with horrifyingly large numbers of Storms.
- CarRepairer
- Cursed Zero-K Developer
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Re: CA Strategies
Well the latter is easy. A Dominator can easily blast the stationary Crabe. If Crabe starts to move, send in a couple of Pyros to take advantage while its armor is off.
Playing Logos bots however seems to be a challenge in many situations.
Playing Logos bots however seems to be a challenge in many situations.
Re: CA Strategies
I would think the pyros would be pulverized - you'd have to use a large enough squad and spread them out, because you're going to lose a few on the way in.
Yeah, I still don't know WTF to do with Cloggers, and Logos infantry bots utterly fail against any riot weapon that outranges them (like the Crabe does) - I've found that hordes of Storms work to stop the Crabe's advance, which buys me enough time to build a new factory or a Stinger. All of the "heavier" infantry bots just get clobbered on their way into firing range.
Another question, while I've got your attention: what's the behemoth for? Does it produce energy? I've only built it after the game was a forgone conclusion, and found it overpriced for artillery duty - the Tremor is much better at that particular job (I can get the factory + 3 tremors for the same price). Is it supposed to be long-ranged defense, similar to the Annihilator? It appears to fill a similar role - trading raw firepower for some anti-swarm power, and buying longer range with higher cost.
Yeah, I still don't know WTF to do with Cloggers, and Logos infantry bots utterly fail against any riot weapon that outranges them (like the Crabe does) - I've found that hordes of Storms work to stop the Crabe's advance, which buys me enough time to build a new factory or a Stinger. All of the "heavier" infantry bots just get clobbered on their way into firing range.
Another question, while I've got your attention: what's the behemoth for? Does it produce energy? I've only built it after the game was a forgone conclusion, and found it overpriced for artillery duty - the Tremor is much better at that particular job (I can get the factory + 3 tremors for the same price). Is it supposed to be long-ranged defense, similar to the Annihilator? It appears to fill a similar role - trading raw firepower for some anti-swarm power, and buying longer range with higher cost.
Re: CA Strategies
I haven't tried with AKs, but two microed Glaives can kill a Crabe easily. One Glaive takes the shot and the survivor circles around the Crabe faster than its cannon can turn.
A group of Glaives can surround the Crabe and shoot it dead quickly, as long as they don't approach in a tight group.
A group of Glaives can surround the Crabe and shoot it dead quickly, as long as they don't approach in a tight group.
Re: CA Strategies
Oh. Yeah, that should work with AKs, or whatever they're called now.
Silly me - I was thinking "it's a riot unit - logically, I should attack it with something heavy enough that it is no longer a riot situation". Going the wrong way - try and let isolated units take the flak and then bring in raw DPS. Duh.
edit:just checked the guide, the bandit (AK) could do the job, but not as well - when fighting a big riot cannon, armour is immaterial and firepower is the ultimate argument. The glaive is all firepower and speed, no armour, while the bandit is a little more balanced. Should still work, but won't be as perfect.
Silly me - I was thinking "it's a riot unit - logically, I should attack it with something heavy enough that it is no longer a riot situation". Going the wrong way - try and let isolated units take the flak and then bring in raw DPS. Duh.
edit:just checked the guide, the bandit (AK) could do the job, but not as well - when fighting a big riot cannon, armour is immaterial and firepower is the ultimate argument. The glaive is all firepower and speed, no armour, while the bandit is a little more balanced. Should still work, but won't be as perfect.
- 1v0ry_k1ng
- Posts: 4656
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Re: CA Strategies
morty gangs should work fine
same with mix of storm+thud- you get alotta t1 bot for the price of a crabe
easiest way is just have a precision bomber or two around, perfect way to waste someones big investment
same with mix of storm+thud- you get alotta t1 bot for the price of a crabe
easiest way is just have a precision bomber or two around, perfect way to waste someones big investment
Re: CA Strategies
Many of the especially higher level units dont fit within the riot/skirm/raider/arty dynamic totally cleanly. The structure is an abstraction, afterall, just to help get a basic understanding of how the game works, since the counter mechanics are complex and based on an arrangement of physically modelled properties.
Its more of an AoE support unit, like the Banisher, or like a pop-up banisher. Riot is usually defined by doing lots of damage at close range while not being very fast or high HP. So, anything with less/same range as it gets ripped to shreds (most raiders are short range) and anything with more range than it (defenses, skirms) kills it relatively easily.
AoE is not the defining characteristic of a riot unit.
Its more of an AoE support unit, like the Banisher, or like a pop-up banisher. Riot is usually defined by doing lots of damage at close range while not being very fast or high HP. So, anything with less/same range as it gets ripped to shreds (most raiders are short range) and anything with more range than it (defenses, skirms) kills it relatively easily.
AoE is not the defining characteristic of a riot unit.
- CarRepairer
- Cursed Zero-K Developer
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Re: CA Strategies
Any new strategies?
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Re: CA Strategies
DAMMITGoogle_Frog wrote:Ticks + cloaker.
/thread
I did that the other day and thought myself rather clever :<
Anyway, in general I use a riot + 4 skirm build to counter the usual compush and raider spam. It's downside is that these units cannot protect a lot of territory (like a spam of fast raiders can) but you can use it to push hard to their base. Mostly its about keeping the pressure on.
After all, half of the game is 90% psychological

Re: CA Strategies
BD rush.
Clogger + Roach (clogger got a bufffff!).
Engine change means jumpers can jump into inaccessible places, including water. Combine with Newton launching for epic sneak attacks (usually not actually very practical!).
Clogger + Roach (clogger got a bufffff!).
Engine change means jumpers can jump into inaccessible places, including water. Combine with Newton launching for epic sneak attacks (usually not actually very practical!).
Re: CA Strategies
stick a rapier in half a dozen mobile shields to test AA and deplete mercury/screamer missiles. Also a very annoying tactic.
(I'm looking at you, leothebrave!)
(I'm looking at you, leothebrave!)
- CarRepairer
- Cursed Zero-K Developer
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- Joined: 07 Nov 2007, 21:48
Re: CA Strategies
3 nukes beat one anti. Go for it!
Re: CA Strategies
Car, it was an tactical nuke sub (which also had an antinuke), iirc a dedicated antinuke can block more than three. Nevertheless that was a pretty epic win vs det. 
