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)
Tanks are pretty good, but then you delay your Sniper timing by quite a bit. Snipers are needed to keep a contain on the enemy (you know, the magic spot where Snipers can shoot everything down once you get 10+?) Also, Marines die to the central cannon in a single shot, so they are really only good for picking of Scouts.
@Soy: What is this magical balance factor, hmm? I believe, with its 4/3/3/3 production, it does have the best overall production in the game, but that's not quite it.
Surprisingly enough, Tanks are much less efficient than Snipers are at mowing down a base. Snipers outrange the Central Cannon, which is a HUGE factor; Tanks will be destroyed before dealing enough damage, so all a Tank push does is make the opponent think of what to do. Normally, they'll choose to tech up.
Snipers, however, can fire at a base indefinitely until they're killed by a unit. It literally forces the opponent to build SOMETHING, or they'll die to your initial 5 Snipers (with more streaming in). Furthermore, they will be forced to waste resources on a Spec Ops (if they're not already running Specs, that is) to nuke your units once you have a decent number of Snipers and Medics (everything else will die in one hit); either that, or hope that they can grab a BQ out.
The only options they have if they're being mowed by Snipers is either to spam Romans (which are easily out-microed, and can be killed easily once you reach 8 or so Snipers), Marines (they die in one shot), Tanks (Even more easily out-microed than the Roman), or Scouts. Scouts are really the only "right" answer to Snipers, since Snipers have terrible AA damage. If they start to mass up Scouts, you just make Marines.
If you go Tanks first, they're free to tech to anything they want before your snipers come out, which isn't a good thing.
I am, of course, interested to see how Monarchy will play out. Prides are ridiculously good for such a low cost, and Saints/Medics/Sphynxes are all complemented.
hm you make a good point. the only problem with pure snipers tho is that they can (and im saying this from experience) produce hovers before there base is taken down
Surprisingly enough, Tanks are much less efficient than Snipers are at mowing down a base. Snipers outrange the Central Cannon, which is a HUGE factor; Tanks will be destroyed before dealing enough damage, so all a Tank push does is make the opponent think of what to do. Normally, they'll choose to tech up.
Snipers, however, can fire at a base indefinitely until they're killed by a unit. It literally forces the opponent to build SOMETHING, or they'll die to your initial 5 Snipers (with more streaming in). Furthermore, they will be forced to waste resources on a Spec Ops (if they're not already running Specs, that is) to nuke your units once you have a decent number of Snipers and Medics (everything else will die in one hit); either that, or hope that they can grab a BQ out.
The only options they have if they're being mowed by Snipers is either to spam Romans (which are easily out-microed, and can be killed easily once you reach 8 or so Snipers), Marines (they die in one shot), Tanks (Even more easily out-microed than the Roman), or Scouts. Scouts are really the only "right" answer to Snipers, since Snipers have terrible AA damage. If they start to mass up Scouts, you just make Marines.
If you go Tanks first, they're free to tech to anything they want before your snipers come out, which isn't a good thing.
I am, of course, interested to see how Monarchy will play out. Prides are ridiculously good for such a low cost, and Saints/Medics/Sphynxes are all complemented.
I would imagine, that mass romans and then some prides will probably get you out of that situation, as the romans keep comming, the prides get closer. They'll eventually reach the snipers, and kill them off.
but anyway before i go to sleep i want to mention that a 1v1 rush strat involving 1-3 tanks and around 10 snipers sounds like a viable build and im looking forward to testing it out
They can produce hovers, but by then, you will have teched to bigger things. For example, if you run that sample, rough-draft Monarchy build I posted, you will have Saints/Prides to kill any Hovers.
As for roman spam, it can easily be thwarted once you reach a certain amount of Snipers (I haven't tested for exact numbers yet). The only way the could tech to Prides is if they went for a Bank -> Forge -> Treasury -> Generator -> Spec Ops build, since you have to consider that Roman spam does take energy. All of that stuff isn't the cheapest thing in the world, and when you consider that you can easily pump Medics out, Romans into Prides doesn't seem very possible. The build above takes up ~270 Cash, while a Bank -> Outpost -> Hospital -> Rax build takes ~160 Cash, an additional 65 if you count the War Sanctum upgrade.
Plus, you get 5 Snipers out incredibly early; they won't be able to deal with that unless the went Scouts (counter with Marines), giving you some free leeway to tech up yourself (or just destroy them)
If they open with mass Romans in the first place, you can build a Tank
I loved how the population of colony skyrocketed the first few hours the update came out. Then sank to oblivion like it was a few weeks ago an hour later.
I loved how the population of colony skyrocketed the first few hours the update came out. Then sank to oblivion like it was a few weeks ago an hour later.
It was all thanks to me. sure Krin updated the game, but at 3:00pm I got on and noone was on. I was thinking everyone was on kong and I was right. I brought most of the Kong players to AG yesturday.
Anyways, I'm working on categorizing units into a spreadsheet with their HP, damage against the different armors (Light, Chronite, Special, Composite, specific units), and their cost/tech tree. It'll be one heck of a project.
Should I list individual damages against every unit, or every type of armor? I BELIEVE the 4 listed above are the only types, but I'm not sure. If every unit has an individual armor value, I will definitely want individual damages.