So, since my last competition was pretty much a discussion, I'll now close that and move over to this general colony discussion (the others are all specific)
TALK ABOUT ANYTHING RELATED TO COLONY (and beef burgers)
Lol. I was playin with a guest, and he keeps accusing that i'm a hacker cause i had so "many" snipers. He even destroyed his own buildings to say i made them disappear. And when he scrolled over to my screen (i had to teach him how cause he was a noob) he saw i had 8 Ground-Zeros. Well my partner left duh. He's saying they were "invisible". He even admitted himself he was gonna cry to his momma.
Lol.... Well, to everyone who is saying that the computer cheats when he gets outpost and barracks first in quickplay mode then makes several snipers, he isn't cheating. He is playing as communist. Which gives him 4 money 4 manpower every 4 seconds (lol a lot of 4s). When he builds his outpost and upgrades it to an barracks he'll have about 60 MP (or was it 50)and a about 12 dollars. He will make about 4 snipers and some amount of marines to back them up if you're partner is ingeniously making scouts. So you're partner is basically force feeding the communist, and you know what that means. He gets more money and influence. Allowing more money and from his already high MP he can make more snipers. Where they go from there, i'm not paying attention because i'm focusing on beating them lol. Anyway, i tried this in quickplay hard-hard with a few variations with it. So it goes like this.
1. Build outpost and make it generate MP. 2. Upgrade outpost to barracks. 3. Make a couple of snipers on the field and some marines to back them up. 4. Attack with the snipers, or if you're enemy has units attack them for money & influence. 5. Make more snipers. 6. Get an armory/hospital (Set armory on Energy) 7. Get an armory/hospital (if you didn't do one of them)/ upgrade the hospital to war sanctum. (Set armory on Energy) 8. If they keep making units to attack you with, micro you're snipers with the fire fall back. (hopefully you're partner has sakatas MK II out). 9. Build Special Operations. 10. Make Influence units (not special forces or mod. phantom). 11. Upgrade to Arsenal (you don't need you're armory on energy anymore). 12. Make units as best suits you, spend your influence, and launch missiles as suited for whatever extra money that you will not need (you will be getting an excess amount).
This build is very vulnerable to air if you're partner does not have Sakatas MK II out on the field at the right time. This is also bad against hovertanks/medics/blackqueens combo.