Lame Tactics - a History and Analysis
Posted: 06 Mar 2006, 05:50
In this thread, we will be discussing the exercise of tactics and strategies that, while not breaking, or even bending any of the core rules of TA, or cheating in any way, are still found to be objectionable by many of the playing public - more indicators of societal norms than of any absolutes. It should also be noted that, while this subject has many fervent supporters with high-running emotions on both sides, this analysis shall be undertaken with the strictest adherence to deductive logic in the scientific spirit.
The term "lame tactic" is generally applied to any tactic that a poor sport loses to. In their turns, Nukes, Krogoths, and even Flash Tanks have been labelled "lame."
One of the most unique aspects of TA as a RTS is the wide array of victory paths. One of the not so unique aspects is a variance in player skill levels. As the two, combined with "huwt feewings" can combine for a large degree of unpleasantness, let's examine some of the more popular "lame" victory approaches, and their counters (using AA1.44 as the default mod, it being the most popular at present).
Krogoths - These Behemoths have pwned many a n00b, and when Core Contingency came out, were the subjects of much whining by noisy Arm players. Weighing in at something like 44,000 metal, they bloody well oughta pwn! Is there anyone present that can't kill a Krogothe with 400 Flash Tanks? In TA, it took closer to 50. Comparably, 20 Bralwers, 7 Nuke Mines, 5 Annihilators (or fewer), an Armored Transport, or a D-gun can kill them given even slight competence on the parts of their wielders. Final verdict: Not Lame, Unless You Suck.
Nukes - Given an expensive facility, slow build times and high energy costs, these much maligned strategic attackers can be countered by facilities that cost much less with weapons that cost less. Then can also be flat-out destroyed rather easily for the investment, and can even hit planes passing overhead while launching, which destroys their own users! Final Verdict: Not Lame, Unless You Suck, Except For The Part About Their Hitting Their Own Planes.
Flash Tanks / Zippers / Brawlers / Thuds / AKs / Peewees / Catapults / Any Other Units that gives you comparably more for your metal investments than similar units - Caydr has rebalanced AA at least 44 times over these units, and will probably rebalance it another 50 before he decides that it's not worth the effort or murders somebody. Even TA had units that weren't perfectly balanced - every RTS beyond the level of Timed Tic Tac Toe does. Final Verdict: Would Be Lame, Except Non-N00bs All Know What These Are, and Can Still Counter The Bloody Things With Each Other, Or With Superior Use Of Commanders And/Or Static Defenses.
Commnapping: Given that each Atlas built costs as much as 3 AKs (which are quite effective as raiders), that they can only pick up stationary Comms, that they have radar signatures, that they die ~very~ easily to a Comm's laser, despite being aircraft and that they chain explode, making swarms little short of suicidal.... Final Verdict: Not Lame, Unless You're Too Fething Dumb To Watch Your Radar Screen, Or Worse, Too Fething Stupid To Build Radar To Begin With. Honestly, if you have more than two stripes and let this happen to without having an opponent surround you and block your pathing with ground units that're mystically enchanted to make your comm only fire at them instead of the transports, then you need to make a new account and abandon your old one - you don't fething deserve more than two stripes. While you're at it, be sure to forget to Ctrl D your Comm so that the enemy can fly him into your allies, making you 1337er, somehow. Also, be sure to pause to D-gun lots in a laggy game when a transport is coming for you - this will make you 1337erer still.
Comm Rushing/Ground Variant - Walk into the other guy's base and D-gun his 700 metal factory, his 50 metal mexs and Windmills, and maybe an 80 metal LLT on the way. Sure, you possibly lose your (estimated value) 28,000 metal Comm in the process, and you spend so long walking that you've likely built nothing yourself, but you'll get to have everyone hate you for being a Comm Rusher because they were too fething, overwhelmingly, blindingly stupid to see your slow-arse Comm coming on radar from a mile off and build 3 LLTs to stop him. THREE, FETHING, LLTs! Final Verdict: If You Find This To Be Lame, Then You Deserve To Have This Happen To You. Twice. While Your Mom Is Watching.
Comm Rushing/Air Variant - Much faster than the ground variant of Comm Rushing, the air variant allows you to travel at the speed of thought, bypassing all anti-air defenses, and magically summons HLTs to defend your crappy air factory from the 1 AK it'd take to kill it. This devastating tactic can be defeated with radar (detecting a theme, here?), 1 50 metal Pulverizer anywhere between your Comm and the rusher's, and any proclivity whatsoever to see a Comm rushing and actually walk the other way instead of standing there, helpess in the face of the player who took his 28,000 metal cureall unit and turned it into a pinata with wings! Final Verdict: If Used Properly, Much As With Any Rushing Tactic, This Tactic Makes Dull Games Where People Just Sit And Porc Until Other Players Take The Time To Finish Them Livelier (much as the hated using AKs to raid tactic that makes lazy players actually do something outside of the fething lame build patterns that they once watched someone with one stripe more than they had use to pwn them), And Blessedly Shorter. God Bless All Who Use This Tactic And Get Away With It.
What I find to be "lame" are people who lose (as we all do roughly half of the time unless we only play in rigged games - 1337!) and then throw hissy fits about how they were gyped, or cheated, by X tactic (which is lame) because they were so awesomely, unimaginably 1337 that they couldn't possibly have lost outside of the realm of foul play. I am lame like this on occassion. I suck. Don't be like me.
For the blessed few who remember the way that TA was designed, the spirit of it, gg. Hope to see you soon.
And taunt you when you lose, because I'm cool like that.
The term "lame tactic" is generally applied to any tactic that a poor sport loses to. In their turns, Nukes, Krogoths, and even Flash Tanks have been labelled "lame."
One of the most unique aspects of TA as a RTS is the wide array of victory paths. One of the not so unique aspects is a variance in player skill levels. As the two, combined with "huwt feewings" can combine for a large degree of unpleasantness, let's examine some of the more popular "lame" victory approaches, and their counters (using AA1.44 as the default mod, it being the most popular at present).
Krogoths - These Behemoths have pwned many a n00b, and when Core Contingency came out, were the subjects of much whining by noisy Arm players. Weighing in at something like 44,000 metal, they bloody well oughta pwn! Is there anyone present that can't kill a Krogothe with 400 Flash Tanks? In TA, it took closer to 50. Comparably, 20 Bralwers, 7 Nuke Mines, 5 Annihilators (or fewer), an Armored Transport, or a D-gun can kill them given even slight competence on the parts of their wielders. Final verdict: Not Lame, Unless You Suck.
Nukes - Given an expensive facility, slow build times and high energy costs, these much maligned strategic attackers can be countered by facilities that cost much less with weapons that cost less. Then can also be flat-out destroyed rather easily for the investment, and can even hit planes passing overhead while launching, which destroys their own users! Final Verdict: Not Lame, Unless You Suck, Except For The Part About Their Hitting Their Own Planes.
Flash Tanks / Zippers / Brawlers / Thuds / AKs / Peewees / Catapults / Any Other Units that gives you comparably more for your metal investments than similar units - Caydr has rebalanced AA at least 44 times over these units, and will probably rebalance it another 50 before he decides that it's not worth the effort or murders somebody. Even TA had units that weren't perfectly balanced - every RTS beyond the level of Timed Tic Tac Toe does. Final Verdict: Would Be Lame, Except Non-N00bs All Know What These Are, and Can Still Counter The Bloody Things With Each Other, Or With Superior Use Of Commanders And/Or Static Defenses.
Commnapping: Given that each Atlas built costs as much as 3 AKs (which are quite effective as raiders), that they can only pick up stationary Comms, that they have radar signatures, that they die ~very~ easily to a Comm's laser, despite being aircraft and that they chain explode, making swarms little short of suicidal.... Final Verdict: Not Lame, Unless You're Too Fething Dumb To Watch Your Radar Screen, Or Worse, Too Fething Stupid To Build Radar To Begin With. Honestly, if you have more than two stripes and let this happen to without having an opponent surround you and block your pathing with ground units that're mystically enchanted to make your comm only fire at them instead of the transports, then you need to make a new account and abandon your old one - you don't fething deserve more than two stripes. While you're at it, be sure to forget to Ctrl D your Comm so that the enemy can fly him into your allies, making you 1337er, somehow. Also, be sure to pause to D-gun lots in a laggy game when a transport is coming for you - this will make you 1337erer still.
Comm Rushing/Ground Variant - Walk into the other guy's base and D-gun his 700 metal factory, his 50 metal mexs and Windmills, and maybe an 80 metal LLT on the way. Sure, you possibly lose your (estimated value) 28,000 metal Comm in the process, and you spend so long walking that you've likely built nothing yourself, but you'll get to have everyone hate you for being a Comm Rusher because they were too fething, overwhelmingly, blindingly stupid to see your slow-arse Comm coming on radar from a mile off and build 3 LLTs to stop him. THREE, FETHING, LLTs! Final Verdict: If You Find This To Be Lame, Then You Deserve To Have This Happen To You. Twice. While Your Mom Is Watching.
Comm Rushing/Air Variant - Much faster than the ground variant of Comm Rushing, the air variant allows you to travel at the speed of thought, bypassing all anti-air defenses, and magically summons HLTs to defend your crappy air factory from the 1 AK it'd take to kill it. This devastating tactic can be defeated with radar (detecting a theme, here?), 1 50 metal Pulverizer anywhere between your Comm and the rusher's, and any proclivity whatsoever to see a Comm rushing and actually walk the other way instead of standing there, helpess in the face of the player who took his 28,000 metal cureall unit and turned it into a pinata with wings! Final Verdict: If Used Properly, Much As With Any Rushing Tactic, This Tactic Makes Dull Games Where People Just Sit And Porc Until Other Players Take The Time To Finish Them Livelier (much as the hated using AKs to raid tactic that makes lazy players actually do something outside of the fething lame build patterns that they once watched someone with one stripe more than they had use to pwn them), And Blessedly Shorter. God Bless All Who Use This Tactic And Get Away With It.
What I find to be "lame" are people who lose (as we all do roughly half of the time unless we only play in rigged games - 1337!) and then throw hissy fits about how they were gyped, or cheated, by X tactic (which is lame) because they were so awesomely, unimaginably 1337 that they couldn't possibly have lost outside of the realm of foul play. I am lame like this on occassion. I suck. Don't be like me.
For the blessed few who remember the way that TA was designed, the spirit of it, gg. Hope to see you soon.
And taunt you when you lose, because I'm cool like that.