I think that's the Leejen?TradeMark wrote:I found non-existing unit in the coralab canbuild list: corengin
Absolute Annihilation 1.5
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- 2pacalypse
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Just had a game where I tested core level 1 and 2 fighters. It was 2 vs 2 with msyelf (level 5) allied with a level 1, and against a level 2 and 3 pair. I played kbot spam while massing fighters. I took out one opponent fairly brutally and effectively with maybe 30-50 fighters, mostly level 1, but some level 2. But this opponent happened to have not built any anti air.
I then tried against the other guy, who did have anti air and found a couple waves of fighters eaten up badly by anti air before they could do any real damage. They were handy at killing some outlying mexes and focusing some attacks. But one issue with fighters is that they need to be microed; as far as I can tell they fire very infrequently at ground unless you give specific orders. So you have to give a lot of individual orders, and while doing so I found he'd snuck a force of pyros into a poorly defended area of my base where I had happened to try and build my level 2 kbot lab (bad choice on my part).
Later I then sent a wave of level 1 fighters and level 2 brawlers along with a massed ground attack. The brawlers were able to easily take out the commander and a few other juicy targets. Much more effective than the fighters. Although I had taken out maybe as much as half his anti air with ground, and he was relying mostly on missile towers and crashers for anti air - much better against fighters than brawlers.
Based on this I don't think core fighters are overpowered. But they are handy raiders against ground in a pinch. Might be interesting to test against someone who relies mostly on flakkers and see if brawlers or fighters do the most damage per cost.
And although fighters are dirt cheap in metal they cost a lot of energy and build time, and building the build time and energy producing resources do take metal.
I then tried against the other guy, who did have anti air and found a couple waves of fighters eaten up badly by anti air before they could do any real damage. They were handy at killing some outlying mexes and focusing some attacks. But one issue with fighters is that they need to be microed; as far as I can tell they fire very infrequently at ground unless you give specific orders. So you have to give a lot of individual orders, and while doing so I found he'd snuck a force of pyros into a poorly defended area of my base where I had happened to try and build my level 2 kbot lab (bad choice on my part).
Later I then sent a wave of level 1 fighters and level 2 brawlers along with a massed ground attack. The brawlers were able to easily take out the commander and a few other juicy targets. Much more effective than the fighters. Although I had taken out maybe as much as half his anti air with ground, and he was relying mostly on missile towers and crashers for anti air - much better against fighters than brawlers.
Based on this I don't think core fighters are overpowered. But they are handy raiders against ground in a pinch. Might be interesting to test against someone who relies mostly on flakkers and see if brawlers or fighters do the most damage per cost.
And although fighters are dirt cheap in metal they cost a lot of energy and build time, and building the build time and energy producing resources do take metal.
Apparently replaced with the Leejen, which is a fast, tough, stealthy scout kbot with a long sight range.espylaub wrote:Tell me, where did the Voyeur go? Either I had too much Vodka last night or it simply isn't there anymore. And there's nothing in the changelog. Makes doing anything with core level 2 kbots a bit hard, because they can't see very far by themselves.
Uh... You might want to double-check something, then, as I just checked, and the Voyuer's not there.Caydr wrote:Whaaat? No I didn't.
Oh yes, thank you.Also, Leejen has no radar jamming that I know of, it's just got a radar that's slightly longer than its sight range (for detecting cloaked things).
ok there is something wrong with antinukes ...
they dont even shoot nukes flying over them
i encoutered this in 2 or 3 games where builded 1-3 antinukes at different locations were unable stop 1 incoming nuke (even they were build on top of hill or in valley)
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another bug , CORE flaks start shoot into TOP of SKYBOX and loop constantly firing into sky ... no idea why ...
they dont even shoot nukes flying over them
i encoutered this in 2 or 3 games where builded 1-3 antinukes at different locations were unable stop 1 incoming nuke (even they were build on top of hill or in valley)
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another bug , CORE flaks start shoot into TOP of SKYBOX and loop constantly firing into sky ... no idea why ...
Last edited by Dwarden on 28 May 2006, 20:06, edited 1 time in total.
- Machiosabre
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