Page 2 of 5

Posted: 11 Jun 2007, 13:30
by Zpock
Why send the krog into the empty area of the map, doing nothing? "the right side it's still open so i send kroggie there"

Posted: 11 Jun 2007, 13:55
by Pxtl
hunterw wrote:
Neuralize wrote:I made Drolito upload the replay of demo's fast krog.

http://replays.unknown-files.net/?246
not that impressed really. i stopped watching at 13 minutes because a single tech 1 bomber during that entire time would eliminate 100% of demo's energy income. how none of the 2235 people on the other team did anything with air that whole time is beyond my comprehension.
Same reason most people don't play tech 1 air: because it's a big metal investment early in the game that is a huge gamble. You need air to find out if your enemy has AA deep in his territory, but you can't find out until you build air, so it's a chicken-and-egg problem.

How an air-rush usually works out:
1) Attacker builds airfield and a few ground attack units and a peeper. Peeper rushes out, finds enemy undefended, and player rushes out ground-attack-force.
2) Defender notices peeper, starts spamming out MTs.
3) Attack force blows up target, but then is gunned down by MTs.

End of air-rush. Attacker probably spent much more than defender, unless defender has Geotherms or some other squishy, moist target.


The real way to win Altored Divide:

1) find enemy chokepoint.
2) build army of gators/flashes.
3) Com-bomb chokepoint.
4) Rush through with gators/flashes and kill everything.

Posted: 11 Jun 2007, 14:34
by ralphie
4) The enemy thinks you are now attempting air attacks, thus will spend a ton of metal on anti-air
5) You can send air-cons on reclaim duty

Posted: 11 Jun 2007, 14:49
by Zpock
Here's my take on a fast krog, interestingly, I also got him out at 23:30.

http://replays.unknown-files.net/replay.php?id=248

It's funny also how my team is loosing, the enemy has taken out all allies but 1, and then the kroggie comes out and kicks their asses... until...

Posted: 11 Jun 2007, 14:56
by drolito
Pxtl wrote:1) find enemy chokepoint.
2) build army of gators/flashes.
3) Com-bomb chokepoint.
4) Rush through with gators/flashes and kill everything.
In my altored divide games i say some rules at beginning :

1) don't construct in opponent side

2) dont com bomb, com nap or others lame strategy before 10 minutes.

So it makes great battles and your strategy can't work :D

Posted: 11 Jun 2007, 15:15
by Pxtl
drolito wrote:
Pxtl wrote:1) find enemy chokepoint.
2) build army of gators/flashes.
3) Com-bomb chokepoint.
4) Rush through with gators/flashes and kill everything.
In my altored divide games i say some rules at beginning :

1) don't construct in opponent side

2) dont com bomb, com nap or others lame strategy before 10 minutes.

So it makes great battles and your strategy can't work :D
Which is why I miss the HoverComms mutator - personally I hate the comm-bomb. But if it's there, I'm going to use it.

Posted: 11 Jun 2007, 15:16
by NOiZE
Try using game ends :)

Posted: 11 Jun 2007, 15:20
by Pxtl
NOiZE wrote:Try using game ends :)
I don't like Game Ends for teamgames - too much domino-effect of "teammate's dead so now the whole left flank is fscked".

However, Game Ends for 1v1 or shared-comm is liquid-awesome-fun.

Posted: 11 Jun 2007, 15:49
by drolito
Pxtl wrote:
NOiZE wrote:Try using game ends :)
I don't like Game Ends for teamgames - too much domino-effect of "teammate's dead so now the whole left flank is fscked".

However, Game Ends for 1v1 or shared-comm is liquid-awesome-fun.
yes moreover in altored divide : one loose his com and if he was the one who had make the def at one of the three entries it makes domino as u have say ...

Com end make always poor quick battles ... in a good altored divide, we often finish with only 1 or 2 com alive :D

Posted: 11 Jun 2007, 16:24
by pintle
How common is air-dropping your com (assuming the player your'e dropping in on is com pushing to a foward chokepoint), dgunning whatever defenses then capturing their lab?

I very rarely play altored, even if i did enjoy the porcfest, my cpu wouldn't, but when i did it, it worked a treat.

Could be because XTA t1 gunships make air start way more viable, i dunno. Anyway it was fun and looked cool ^^

Posted: 11 Jun 2007, 17:08
by 1v0ry_k1ng
drolito wrote: 1) don't construct in opponent side
what? why?

Posted: 11 Jun 2007, 17:14
by Neddie
1v0ry_k1ng wrote:
drolito wrote: 1) don't construct in opponent side
what? why?
A few people caught him with it, and the games were much lest interesting due to it, I expect.

Those rules double the chance of the game getting to T3, which is, I guess, a good thing? For some people? Not for me.

Posted: 11 Jun 2007, 18:36
by 1v0ry_k1ng
i reckon any strat the ends a game of altored faster is a good one

Posted: 11 Jun 2007, 18:39
by DemO
Meh. I don't play serious in the majority of team games. Krog rush is not something i do because I think it's going to be most effective or do more damage than anything else. I do it because I've played spring for so many hours that its only fun to mess around and give myself new challenges in the average team games.

Put me into a team game with a nice lineup of top class players and then I'll play seriously. If I wanted to win the game there are many quicker and cheaper ways than making a krog. One of my favourites being the ominous core nuke and T2 bomber spam. Prior to that, try to win with T1 push.

Occasionally I rush my boy fast enough to get him past the enemy chokepoint porc then hold the fort just outside their base. Makes it much easier to dominate because enemy base is exposed from all sides as soon as units get through the chokepoint. Obviously there is the disadvantage of coming under constant pressure usually from 2 or 3 of the opponents all at once because of the obvious situation (comm outside teammates base - teammate needs help). This brings another advantage though. If you can stand your ground, you get a nice constant feed of corpses around your defence to eat up and overproduce your enemy.

And about porcing: I am always aware of the risks to my base when porcing. It was simply a choice to show negligence and leave my base exposed to a variety of different attacks. Why? Well for starters it was 8v8 and my opponents seemed rather pre-occupied with my other teammates. Secondly, the players are pretty low standard so there's a high chance I will be left completely non-harassed (as was the case). Thirdly, I really didn't care even if I was going to be attacked. I just wanted to make a krog fast, and the quickest way to do that is to spend as little resources possible on other structures/units outwith economy structures.

Posted: 11 Jun 2007, 22:10
by Day

Posted: 12 Jun 2007, 01:13
by overkill

Posted: 12 Jun 2007, 02:46
by manored
Not everone might agree with this, but even if a air raid fails it still helps something since it scares the enemy and makes he waste a lot on aa... :). Tough I must admit that starting air doesnt seens to be worth on any situation.

Posted: 12 Jun 2007, 06:02
by SwiftSpear
In theory if you go air you can micro to rapidly eliminate enemy map control... In practice air builds to slow and you end up overrun with weak ground units.

Posted: 12 Jun 2007, 08:51
by KingRaptor
Air starts in team games are effective, as long as your teammates can actually cover for you in the meantime. In BA, you can use T1 air to support your teammates here and there while you go to T2. Once you're at T2, you can really start dishing out the damage.

Posted: 12 Jun 2007, 10:34
by Lolsquad_Steven
Starting air in team games is effective if your allies can make up for one less player.