Orcones? - Page 2

Orcones?

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Johannes
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Joined: 17 Sep 2010, 15:49

Re: Orcones?

Post by Johannes »

Gota wrote:right not enough that it costs 30k M it also needs an escort that usually dies when enetering the defensive perimeter of the enemy and than the Krog gets Dgunned.
Just because something costs alot doesn't mean it shouldn't require smart use to make use of it.
pintle
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Joined: 19 Dec 2005, 16:01

Re: Orcones?

Post by pintle »

ginekolog wrote:krog si fine, jsut have aks and some AA around.
Anything that necessetates using a krog will obliterate an AK screen in literally seconds. If you can use AK to screen krog there was no reason to make krog in the first place.
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ginekolog
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Re: Orcones?

Post by ginekolog »

pintle wrote:
ginekolog wrote:krog si fine, jsut have aks and some AA around.
Anything that necessetates using a krog will obliterate an AK screen in literally seconds. If you can use AK to screen krog there was no reason to make krog in the first place.
Sorry, u clearly do not know why 100 scouts help krog.


PROTIP: to decloack comm + draw fire;)
HectorMeyer
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Joined: 13 Jan 2009, 11:20

Re: Orcones?

Post by HectorMeyer »

Scout/AK spam doesn't work when the enemy defense is too powerful. It will kill off any spam fast enough to get the cloaked comm in safely. The spam will always follow a predictable line anyway (at least after the initial wave). It's always the same: once the spam is gone and the solitary, wounded krog is about to break though the defense there is no choice but to keep pushing forward, making you look like a noob.

Krog works kinda well as support behind a big T2/T3 ground army, retreating once the main army starts to fall apart.

Main problem with krog imo is that it's almost always an inferior choice to vulcan. A single krog always dies to a single vulcan, which is OP anyway already. I'd like to see the krog have 90-100% LRPC resistance, in an attempt to make it a dedicated vulcan counter.
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Johannes
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Re: Orcones?

Post by Johannes »

HectorMeyer wrote:vulcan, which is OP anyway already.
Yep it only needs 7 adv fusions to fire full speed, mad imba
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Pxtl
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Re: Orcones?

Post by Pxtl »

Johannes wrote:
HectorMeyer wrote:vulcan, which is OP anyway already.
Yep it only needs 7 adv fusions to fire full speed, mad imba
Didn't TFC drop the extra "0" off the energy firing cost to bring that down to a vaguely reasonable level? Or is the "7 adv fus" thing after that fix?
pintle
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Re: Orcones?

Post by pintle »

ginekolog wrote:
pintle wrote:
ginekolog wrote:krog si fine, jsut have aks and some AA around.
Anything that necessetates using a krog will obliterate an AK screen in literally seconds. If you can use AK to screen krog there was no reason to make krog in the first place.
Sorry, u clearly do not know why 100 scouts help krog.


PROTIP: to decloack comm + draw fire;)
Lol you actually don't get it? Anything an AK decloak screen can survive vs= no krog necessary.

99.9% of the time just spam t2 bombers instead for much better results.
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ginekolog
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Re: Orcones?

Post by ginekolog »

For AK spam i use constant streams of AKs, so they never stop scouting and "never" die. That wokrs.

But T2 air is much better than Krog in 99% of situations, i totally agree.

TBH air is ultimate game ender in BA, atleast 50% better then all other ways.
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Johannes
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Re: Orcones?

Post by Johannes »

Pxtl wrote:
Johannes wrote:
HectorMeyer wrote:vulcan, which is OP anyway already.
Yep it only needs 7 adv fusions to fire full speed, mad imba
Didn't TFC drop the extra "0" off the energy firing cost to bring that down to a vaguely reasonable level? Or is the "7 adv fus" thing after that fix?
I just checked the value on newest BA from modinfo. I don't remember how much the old value was but maybe it was like 1,5 or 2 times more?

Though it's not mandatory to shoot it with full speed... It's still ridiculous to say it's too strong



And it's not like aks is only way to spot comms for a krog either, though it works in many cases no matter what Pintle says. Have some radar plane(s) for example behind it.

Btw I don't think air is as strong as people make it to be... Just have good amount of aa (when you scout or presume bombers), and somewhat spread out base, hide comm(s), and you should manage ok.
But problem is that mass air attacks are really boring and easy to do, just mass up and click on enemy base and hope for the best... Too powerful or not it's pretty bad concept.
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NOiZE
Balanced Annihilation Developer
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Re: Orcones?

Post by NOiZE »

ginekolog wrote:For AK spam i use constant streams of AKs, so they never stop scouting and "never" die. That wokrs.

But T2 air is much better than Krog in 99% of situations, i totally agree.

TBH air is ultimate game ender in BA, atleast 50% better then all other ways.
yeah perhaps THAT should be nerfed, some way.
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ginekolog
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Re: Orcones?

Post by ginekolog »

The OPnes of T2 air is that 100 T2fig + 30 T2bomber can only be stoped by 200+ T2 fig patroling (for cost).

Grund AA has just too low dps against bombers, imo.

Useless units like anti bomber turrent and stac flak should get cost down and anti bobmer dps up, that might help.

Gunships are fine on the other way.
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Johannes
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Re: Orcones?

Post by Johannes »

ginekolog wrote:The OPnes of T2 air is that 100 T2fig + 30 T2bomber can only be stoped by 200+ T2 fig patroling (for cost).
The thing is, you dont need to fully "stop" it like that to be ok. Since with air attacks like that you basically always lose all attacking units. So you need to do good amount of dmg to make it worthwhile... Which is easy though if enemy has his most of buildings stacked to 1 place, but spread out stuff is much harder to be effective against with bombers.

Chainsaw is far from useless though, it's pretty much the best turret against bomber attacks - great range so it can actually fire for more than few sec, 2 shot kill a bomber... It costs not much more than a bomber and kills one every 9 sec.

Maybe if air unit speeds were reduced it would be less about just flying over everything to bomb econ and hope for best? Then they take more damage from ground aa when they spend more time taking hits. Also makes it a bit easier to react to. And attacks vs targets near frontline wouldnt loose as much effectiveness.
pintle
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Joined: 19 Dec 2005, 16:01

Re: Orcones?

Post by pintle »

Johannes wrote:And it's not like aks is only way to spot comms for a krog either, though it works in many cases no matter what Pintle says. Have some radar plane(s) for example behind it.
I never said it didn't work, I said it was a pointless waste of resources: If it can work you didn't need krog. (You never ever need krog in BA)
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Pxtl
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Re: Orcones?

Post by Pxtl »

Anybody ever had luck making bases that can survive bombing runs? I tried to spread out my stuff for the longest time, but in the end that means creating a base that is nearly impossible to defend. It seems like most DSD players just cram everything together and accept the fact that one dead T2 building = game over.
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: Orcones?

Post by Wombat »

chainsaws (bomb resistant aa), t2 wall and metal storages saved my t2 labs couple of times, but it matters untill like 8~10 bombers imo
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: Orcones?

Post by hoijui »

theres this widget that manages a con-independent build queue.
if you use that, together with an other widget that lets you pre-build a queue, you could prepare a queue that builds chainsaws around your important buildings, to be used as nano shield walls. if you see bombers incoming, you just press your magic shortcut, the build queue gets activated, and your patrolling planes plus nicely spread ground cons will be building your nano shield (repeat on style).
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