Absolute Annihilation: Spring 1.46
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flashes are much too good. I tested yesterday using them against various units.
60 flashes (they cost 6k) kill orcone(cost 50k) !! WTF
10 flashes kill 10 instigators easy
Flashes need to be more expensive or sth, they are best unit in game.
I also tesed 100 flahses against 10 levelers... levelers won :)
60 flashes (they cost 6k) kill orcone(cost 50k) !! WTF
10 flashes kill 10 instigators easy
Flashes need to be more expensive or sth, they are best unit in game.
I also tesed 100 flahses against 10 levelers... levelers won :)
It's not all "The unit with most cost will pwn units with less cost.."
Orcones die to most small range units... i mean, if 60 flashes survive to come so near, he's not using zues, mavs, levelers or even instegators to protect his orcone. Orcones high cost does not render them invicebole. They need backup. Ofen heavybackup bye level 2 and 3 to make em most efftive.
Orcones die to most small range units... i mean, if 60 flashes survive to come so near, he's not using zues, mavs, levelers or even instegators to protect his orcone. Orcones high cost does not render them invicebole. They need backup. Ofen heavybackup bye level 2 and 3 to make em most efftive.
on that notion - hardly anyone gives ocrones/krogoths mobile aa support (or even fighters) let alone ground support. people just seem to expect them to be invincible, lost count of how many times ive witnessed someone just sending a kroggie on its own and expecting it to kill everything on its ownKixxe wrote:It's not all "The unit with most cost will pwn units with less cost.."
Orcones die to most small range units... i mean, if 60 flashes survive to come so near, he's not using zues, mavs, levelers or even instegators to protect his orcone. Orcones high cost does not render them invicebole. They need backup. Ofen heavybackup bye level 2 and 3 to make em most efftive.
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- Joined: 14 Mar 2006, 09:50
arent orcones the karganeth equivalent or have they been reduced in power in AA spring? In TAUCP original TA with their energy shield they batter karganeths into the ground.Min3mat wrote:krogoths/orcones are rarely seen
kargeneths and the ARM equivalent however...like mobile AA, fairly good vs ground, shitloads of health ;.;
and also you said they were just fairly good against ground. it sounds like theyve been uselesified. in my old version one orcone or karganeth could just waltz not so daintily up to an enemy base and kill it all and not have a scratch on it after. they were 10 or 20 times the size as the L1 kbots and took about 30 mins to build? are they still like that in TA Spring?
This isn't TAUCP....
The 3rd tier bots go like this: [edit]Razorback-Karganeth, Bantha-Krogtaar, Orcone-Krogoth. Dumb mistake, thanks Egarwaen[/edit]
Try building them yourself to see what they are like.
The 3rd tier bots go like this: [edit]Razorback-Karganeth, Bantha-Krogtaar, Orcone-Krogoth. Dumb mistake, thanks Egarwaen[/edit]
Try building them yourself to see what they are like.
Last edited by FizWizz on 21 Mar 2006, 16:58, edited 1 time in total.
I think he's got his terms cofused, like he thinks that satellite internet is the same as wifi (as satellite has the characteristic crappy lag he described while wifi simply means wireless via router)
NICs I was waiting for came in today, working very nicely. Also decided, what the hell, I might as well get a wireless mouse too. MX610, very nice. Anyway, got net access here again and I should have next version out by tomorrow/next day, hopefully.
NICs I was waiting for came in today, working very nicely. Also decided, what the hell, I might as well get a wireless mouse too. MX610, very nice. Anyway, got net access here again and I should have next version out by tomorrow/next day, hopefully.
Trying to put together a unit guide on the wiki at the moment. Had my first go at level 1 units - arm kbots. I now have a couple questions:
Is there any good use for the warrior? They are too slow to raid, or to be a mobile defense force to respond to raiders. They are heavily armoured compared to level 1 units, but cannot really fit the role of heavily armoured defense line busters as by the time they get to attack the defence will probably be one or two HLTs and possibly a commander which is going to eat them alive.
What about the jethro? Hardly see them used. I had an opponent who went early air and tried using jethros as support for a force of thuds/rockos, and they got pwned badly. The whole force moved slow, and when the battle was joined the jethros were left behind a bit and provided poor air cover. I think I would have had more luck just swarming flashes and relying on their speed to get them past the air defenders to do damage. As base defense I prefer fixed structures as then you don't accidently order them to move somewhere and leave bits of your base unguarded.
Perhaps other players would use jethros and warriors as missile towers/llts and appreciate the fact that they can move them strategically...
Finally how much difference is there really between Hammer and Rocko? Many players seem to play just fine using one or the other without feeling the need to create a well balanced mixed force. The Hammer can fire over other units which is handy, and I think I've heard rocko does better damage against fixed units. Hammer seems like its supposed to be an artillery unit, but its range and durability is very similar to the Rocko. Perhaps Hammers could be given a boost to range, and a cut to hitpoints to play more like an artillery? Or am I and most players I play against getting it wrong and missing the point - that peewees should be the front line 'tanks' and hammers and rockos backline artillery types? The level 1 vehicle artillery also seems to suffer s shortage in range.
Comments?
Is there any good use for the warrior? They are too slow to raid, or to be a mobile defense force to respond to raiders. They are heavily armoured compared to level 1 units, but cannot really fit the role of heavily armoured defense line busters as by the time they get to attack the defence will probably be one or two HLTs and possibly a commander which is going to eat them alive.
What about the jethro? Hardly see them used. I had an opponent who went early air and tried using jethros as support for a force of thuds/rockos, and they got pwned badly. The whole force moved slow, and when the battle was joined the jethros were left behind a bit and provided poor air cover. I think I would have had more luck just swarming flashes and relying on their speed to get them past the air defenders to do damage. As base defense I prefer fixed structures as then you don't accidently order them to move somewhere and leave bits of your base unguarded.
Perhaps other players would use jethros and warriors as missile towers/llts and appreciate the fact that they can move them strategically...
Finally how much difference is there really between Hammer and Rocko? Many players seem to play just fine using one or the other without feeling the need to create a well balanced mixed force. The Hammer can fire over other units which is handy, and I think I've heard rocko does better damage against fixed units. Hammer seems like its supposed to be an artillery unit, but its range and durability is very similar to the Rocko. Perhaps Hammers could be given a boost to range, and a cut to hitpoints to play more like an artillery? Or am I and most players I play against getting it wrong and missing the point - that peewees should be the front line 'tanks' and hammers and rockos backline artillery types? The level 1 vehicle artillery also seems to suffer s shortage in range.
Comments?
The Warrior is arm counter to Flashes, gators, peewees ect on an offensive scale. Many flash spammers use the flash as defence to, and here a well mixed team of 5 Warriors can kill those pesky flashes in a 2/1 scale and then let the rest of the force go unhurt on the enemys base...
Gennarly k-bots aren't that fast unless your using Ak's... and almost every mobile AA in AA (
) is slower then the rest. I guess it would be to esay to pwn defences if AA was fast as a normal force...
Big diffrence. From what i've seen, the rocko is a tad more fragile and dosen't respond to flashes as well as thuds. Thuds can handle more hits and cause alot of damage in groups, and are really versetile, while rockos have to be lined up to use their full poteinal. To use Rockos right, line em up aginst enemy (prefferly LLT and slow units.) force fire at the target, retreat with the wounded and then your enemy dies. Mixed the forces become very effctive, with the thuds running in killing stuff and takeing hits while the rockos dish out extra damage without being badly damaged.
EDIT: Btw about the unit guide... the best thing to do is to just put the emety pages up there.... pepole will see them and fill em in :D
Gennarly k-bots aren't that fast unless your using Ak's... and almost every mobile AA in AA (

Big diffrence. From what i've seen, the rocko is a tad more fragile and dosen't respond to flashes as well as thuds. Thuds can handle more hits and cause alot of damage in groups, and are really versetile, while rockos have to be lined up to use their full poteinal. To use Rockos right, line em up aginst enemy (prefferly LLT and slow units.) force fire at the target, retreat with the wounded and then your enemy dies. Mixed the forces become very effctive, with the thuds running in killing stuff and takeing hits while the rockos dish out extra damage without being badly damaged.
EDIT: Btw about the unit guide... the best thing to do is to just put the emety pages up there.... pepole will see them and fill em in :D