Page 24 of 72
Posted: 24 Mar 2006, 20:36
by Egarwaen
Kixxe wrote: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
That's what he and I have been doing. I've been filling in as I go, but I'm still too new to offer much real insight. (I can edit like mad, though!)
Warriors aren't
bad against HLTs. I seem to remember that, as level 1 units go, they're pretty good. So if your enemy only has one or two, you're set. They're also decent close support for L2 forces, as they've got enough armor to not explode as soon as they see the enemy. But that might not be cost-effective, I don't know.
Jethros/Crashers seem to be basically walking missile towers. The only use I've found for them is just that - plugging holes until I can get proper AA built.
Hammer/Thuds seem to play more like heavy L1 skirmishers. They don't have enough range to be real artillery. Their indirect fire ability lets them mix very well with Peewees/AKs, something Rockos/Storms have a harder time with.
The L1 vehicle artillery (shellshocker/whatever) is apparently getting a range boost next release.
Hm. Looking at the old TA Extract results, Storms/Rockos don't seem to have any damage modifiers, and Jethros/Crashers travel at the same speed as Thuds/Hammers. Storms/Rockos
do have a higher base damage than Thuds/Hammers, though.
Posted: 24 Mar 2006, 21:09
by Min3mat
Posted: 24 Mar 2006, 21:15
by FizWizz
no kidding! anybody ever heard of him, or is he one of those lurker nobodies who just comes out of the woodworks?
Plan on doing maps other than Comet Catcher?
Posted: 24 Mar 2006, 21:19
by Egarwaen
Isn't the Hammer's "unwrap" time fast enough now that it isn't a practical concern?
Posted: 24 Mar 2006, 22:03
by Min3mat
theres other maps than comet! *screws*
Posted: 24 Mar 2006, 22:44
by Caydr
I'm going to give anti-air units a more reasonable movement speed with the next version, so that'll clear that up.
Rockos/Storms are good for attacking defenses with - they have a long enough range that they can get at least one shot off even in the worst situations (unless the enemy has lots of HLTs or heavy L2 defenses), and their damage per hit is very high compared with units like hammers/thuds.
Conversely, thuds and hammers are more of a main battle unit - use them as a medium all-purpose bot, great for attacking over hills and in rugged terrain. They are a good choice for almost any mission, including assault, but should be mixed with their rocket counterpart for best effectiveness.
Yes, always put rocket units especially in lines, this'll improve their firepower exponentially. Some rockos/storms in a line at the top of a steep cliff are positively phenomenal for defense. Then have hammers/thuds or tanks standing by to assist or take out survivors. Radar jam them and your opponent's only choice to take the area without massive losses will be air.
Posted: 24 Mar 2006, 22:59
by Egarwaen
Caydr wrote:Yes, always put rocket units especially in lines, this'll improve their firepower exponentially.
I'm pretty sure you don't mean this
literally. I think that's impossible, unless Rockos give each other damage bonuses.
I've updated
the page with most of the info from this thread. I'd appreciate it if a more experienced player could check it out and adjust as necessary.
Posted: 24 Mar 2006, 23:14
by Min3mat
they are more useful exponentially
i.e. a line of 2 long rockos 5 deep is considerably less useful that a line 5 long and 2 deep :)
Posted: 24 Mar 2006, 23:31
by Egarwaen
Min3mat wrote:they are more useful exponentially
i.e. a line of 2 long rockos 5 deep is considerably less useful that a line 5 long and 2 deep :)
Oh, got it.
Got a comment on the Hammer unwrap time? If it really is still significant, I should probably note it in the guide.
Posted: 24 Mar 2006, 23:44
by Min3mat
all im saying is that hammers fire after thuds. no idea what this means for gameplay, studying all those script file things is too far for me
Posted: 25 Mar 2006, 20:44
by Caydr
I don't have the script in front of me at this moment, but doesn't it unfold *as* it aims rather than after it aims? If it does unfold AS it aims (which makes sense), the only place a thud would have an advantage in "who fires first" would be if they each met head-on.
Posted: 25 Mar 2006, 21:00
by Egarwaen
Caydr wrote:I don't have the script in front of me at this moment, but doesn't it unfold *as* it aims rather than after it aims? If it does unfold AS it aims (which makes sense), the only place a thud would have an advantage in "who fires first" would be if they each met head-on.
That's what I thought it was doing. I remembered noticing that it was substantially smoother and faster than in OTA, so I think that "disadvantage" has been scripted out of existence. Jethros also seem to walk around with their missile launchers open now too, or at least, they open up much faster.
Posted: 27 Mar 2006, 04:48
by Jerry6ok
I played 3 games of AA so far and was releived to see some of my Fav TA 3rd party stuff in there until I get hit with a flying Fortress...... Those need toned down a tad since missile forests arnt effective in spring.
I mean come on 6-7 Vamps and 15 or so anti-air ground units couldnt take one out.. Thats Broken.
Just my 2 cents keep up the good work.
Posted: 27 Mar 2006, 07:11
by Kixxe
Jerry6ok wrote:I played 3 games of AA so far and was releived to see some of my Fav TA 3rd party stuff in there until I get hit with a flying Fortress...... Those need toned down a tad since missile forests arnt effective in spring.
I mean come on 6-7 Vamps and 15 or so anti-air ground units couldnt take one out.. Thats Broken.
Just my 2 cents keep up the good work.
Nah, a flying fortress aint meant to be taken down bye regular AA. They are the strongest Air unit in the game, so they should't be shot down as esay, cuz then stopping AA would be a flick of a button.
Try using level 2 defence, it eats all Air up. Just rembear that the more for air the enemy is going, the more you'll have to build... maybe even up to (gasp) 3 flakkers per well defended area

Posted: 27 Mar 2006, 08:28
by .funkymp
Kixxe wrote:Jerry6ok wrote:I played 3 games of AA so far and was releived to see some of my Fav TA 3rd party stuff in there until I get hit with a flying Fortress...... Those need toned down a tad since missile forests arnt effective in spring.
I mean come on 6-7 Vamps and 15 or so anti-air ground units couldnt take one out.. Thats Broken.
Just my 2 cents keep up the good work.
Nah, a flying fortress aint meant to be taken down bye regular AA. They are the strongest Air unit in the game, so they should't be shot down as esay, cuz then stopping AA would be a flick of a button.
Try using level 2 defence, it eats all Air up. Just rembear that the more for air the enemy is going, the more you'll have to build... maybe even up to (gasp) 3 flakkers per well defended area

dont forget mercury's, kill almost everything air wise in 1 hit
Posted: 27 Mar 2006, 18:03
by Egarwaen
Bunch of new stuff in the Wiki. Could some of the better players please sanity-check it?
Posted: 27 Mar 2006, 19:17
by ginekolog
i checked wiki AA units page, so far so good. Most make good sense.
Posted: 27 Mar 2006, 19:17
by Dragon45
Mercuries and Screamers rape air. They are very long range, very powerful missile towers that can kill Crows in about 3-4 hits.
Posted: 27 Mar 2006, 21:32
by Min3mat
unless u mix in some scouts ^.^
Posted: 27 Mar 2006, 23:31
by BigSteve
I just played a game as arm and decided to test some mavs out again, they are listed as Heavy assault kbot, I built 4 thats abot 2600 metal, they were taken down by 7 llts which were bunched in 2's thats 560 metal...
there's something horribly wrong with mavs cost effectiveness, I microed them too I didnt just charge, their range is so crappy, they are slow and have little armour and hp, yer they have a big gun but that didnt do much against llt's when the mavs dies so fast, what would a tank like bulldogs do to a 700 metal mav?