certain kinds of defenses - Page 2

certain kinds of defenses

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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

defences lose games.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

j5mello wrote:manored plz tell me you realize that the post before yours was not only a joke but one by a common forumite :| (as to the joke, 6/10)
I realize that the post before mine was not only a joke but one by a common forumite.

Happy? :P
LordMatt wrote:
manored wrote:Static units are generaly more powerfull than mobile units that costs the same, and making static defenses also leaves your factorys free to make your offense force, so I think that you should try to use static units for defense and mobile units for offense.
Except that static units can't go attack your enemy...

Boirunner is a huge nub tbh. :roll:
Where you say me saying that you should have static units only? I just said you should use then for defense. And using static units for defense even improves your offense since your factorys stay free to produce your offense force. (Im assuming that people have organization enough to have one attack force and one defense force).
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

When possible you should use mobile units for defense. Static defenses should only be used in certain situations, which I listed above.
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RogerN
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Joined: 24 Jul 2006, 23:29

Post by RogerN »

The #1 best place to build defenses is: (drumroll please) near something worth defending. Like your economy.

Seriously, I think many players waste a lot of effort building defenses in the middle of nowhere, just for the sake of drawing a line in the sand. When the enemy goes around (or over) this line, there are no defenses at their primary base to repel an attack.

Static defenses should be light and expendable compared to your mobile forces. If you build too many static defenses in one area then you become heavy - you can't retreat with your defenses, and your investment is too large to give up if your opponent gains the upper hand. You're totally committed to defending that one spot, or all is lost.

Meanwhile, your opponent just looks for another way around... or a way to outrange you, etc...
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Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Post by Lolsquad_Steven »

Dragon claws are good in areas you think the enemy will be bombarding, build in late t1, they are crap against air since air makes them pop out, also they don't do much damage to air... that's all i can contribute.. soz.
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RogerN
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Joined: 24 Jul 2006, 23:29

Post by RogerN »

Here are my opinions on the (arm) level 1 defensive structures (Balanced Annihilation 4.61):

LLT (light laser tower)
Most of your defensive structures should be LLTs. They are cheap, efficient, and expendable. They cost less metal than a flash tank or instigator, but do more damage and have a greater range.

Always build a few LLTs at important points, particularly your base. The efficiency of your defenses will be hurt severely if you omit to build some LLTs. However, do not rely too much on the LLT. It is easily outranged by even level 1 artillery, and it has low health. A line of LLTs can be broken at any moment by artillery, heavy laser towers, bombers, or a strong tank rush.

Beamer (energy beam)
The beamer is not quite as efficient as the LLT. You're almost always better off by building two LLTs instead of one beamer.

A single beamer has a slight range advantage over a pair of LLTs. In very rare circumstances you may want to build a beamer in order to outrange enemy LLTs. Usually, though, this tactic just annoys your opponent, who will then build a heavy laser tower or employ artillery to outrange the beamer.

Dragon's Claw (pop-up lightning gun)
Compared to the LLT, this structure is very cost inefficient, and it has no significant range or damange advantage. It's invisible to radar, however, and is easily mistaken for dragon's teeth. Thus it may have some use in being able to surprise your opponent.

But surprises which can't move are only surprises once. You're not likely to win any major victories using defensive surprises.

The other advantage of this unit is that it can take a beating while closed (i.e. not in use). But this is only an advantage if you plan on taking a pounding without being able to shoot back. And what kind of a plan is that?

Sentinel (heavy laser tower)
Less cost efficient than an LLT (about half as efficient), and easily overwhelmed by a large number of small units. It has a range advantage over the LLT (and the beamer) which can be useful.

Outranged by level 1 artillery.

You may want to build one of these when you need that extra range boost, but it's very inefficient to make a lot of these.

Guardian (medium range plasma cannon)
Extremely expensive. This is an investment that you can't afford to lose (in the early game anyway), so don't build it unless you're totally committed, and can defend it against swarms.

The guardan's advantage is extremely long range. No other level 1 units can even come close to matching its range. It can fire over mountains and other units, which is useful.

Guardians are best used as offensive weapons to destroy an enemy who has built many static defenses, or as defense against artillery.

Once you've finished pounding the enemy position into dust, you may want to reclaim the guardian.
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