ForumsGamesGeneral Colony Discussion

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firetail_madness
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firetail_madness
20,591 posts
Blacksmith

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)

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CommanderDude7
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CommanderDude7
4,689 posts
Nomad

You are a noob, but many others are not. They can even spam missiles to own a hover tank build

I notice you dont mention that they would have to shoot all the weak units I string out before they get a crack at hovers. Is easy to put a scout a little ahead of other units to take any missle hits.
Eddy01741
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Eddy01741
341 posts
Peasant

Or just be smart and have 30 hovers (like I usually do), send one hover out to mid field to absorb missiles (they take a shitload of missile hits) while the other 29 stay back unscathed. Meanwhile, you hoard of resources and get more hovers.

CommanderDude7
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CommanderDude7
4,689 posts
Nomad

yeah your right. missles just arent very good since they can only hit closet enemy. I just use scouts because most of the time Im forge protecting so partner makes 30 hovers.

Zeke50100
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Zeke50100
168 posts
Nomad

You guys realize that Missile scouting is very difficult to do if the person using missiles is any good at all? >.>

Oh, and you'll be amazed at how easy it is to have at least 2 missiles ready at any one time.

CommanderDude7
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CommanderDude7
4,689 posts
Nomad

Do you realize how easy it is to have 2 scouts ready? jk yeah but most who use missles dont know how to use them like that. not sure but cant hovers take like 4 missles before they die?

Eddy01741
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Eddy01741
341 posts
Peasant

1 hovers>>>>>>>>>>>>>>>>>>>>>>>>>>>>>2 missiles. Missile costs 60 money+15 energy or vice versa, a hover costs 30 mp and 10 energy. One missile can't even beat one hover. MIssile guy will be spending much more resources. Plus, with the other player alone in making units, they're bound to be vulnerable to something (if air, sakatas, if non-hover ground, hovers, if hovers, phantoms).

CommanderDude7
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CommanderDude7
4,689 posts
Nomad

do missles have splash damage though? not sure since I dont use them but is it like a queen missle that can kill 20 infantry with one shot?

Zeke50100
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Zeke50100
168 posts
Nomad

1 Hover = killed by the army waiting for it. You honestly expect to have 30 Hovers, and the opponent to NOT have any Saints? :/

Missiles take money and energy, which are totally worthless to a Monarchy player. They'll have piles of it.

And yes, Missiles have splash >.> Otherwise, there would be no reason to scout a missile at all.

Eddy01741
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Eddy01741
341 posts
Peasant

*facepalm*

My team has a forge player and an outpost player (me), your team has missiles and let's say a spec ops monarchy player (since you said saints).

I put my hover "chicken" out there. My partner micros his sakata mk2s to destroy any air threats with ease.

You're done.

Zeke50100
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Zeke50100
168 posts
Nomad

Oh, haha, in 2v2? I normally play 1v1, so yeah. My posts refer to that.

In 2v2, Roman Rush + Pride Rush = dead opponents, unless they do the same.

Gades
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Gades
12 posts
Nomad

Hi guys

There's a few things I found out while playing this great game for like three months now.

1. Missile players beat up everything but hovers, black queens, saints and gladiators. Everything else will fall to them too quickly and turns completely useless.

2. In return they can't do much about good opponents that use these units. So the fight gets determined by what else your ally is doing. If he's getting black queens, you're probably going to face saints or sakatas. Both are resistant to missiles and can kill black queens within seconds. Also black queens don't match with missles, since they basicly do the same versus ground units.

3. This brings us to gladiators and hover tanks. The first one is expensive and ineffective against the mentioned units at the first point. That's when there's only hover tanks left. Those shiny bastards beat up everything but sphinx in a very short time and due to a synchronisation bug they can deal multiple hits. Also hovers got a great range for a ground unit, only second to the far sniper.

Conclussion:
Missle spam(capitalists) and Hover Tank spam(capitalists/communists/monarchy) beats up everything.

I tried this out with a friend against several other opponents and we pretty much always won. I quickly came up with a 23 win streak until I stumbled upon the first hacker(that was when an idiot made an easy to use flash hook and spread it in the lobby...)

You get my point, missiles and hovers are ridiculous powerful on their own, but combining them makes the ultimate game breaker. It's probably the main balancing issue of Colony. As long as the system with missile damage and special armor exists, it will remain like this.

Thanks for reading

SpeakerForTheDead
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SpeakerForTheDead
50 posts
Nomad

Missiles do have splash damage but what you are forgetting about is meds. Meds placed behind the Hovers will heal them and you can also spam romans to take the missile damage. The bigest problem with missiles is that after you use them you have nothing to show for it. If I make Hovs and queens and my partner makes sakatas and spams romans when they kill your troops i still have my troops if u make missile and kill my troops with missiles u have nothing left in your side of the field while im making more troops.

Zeke50100
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Zeke50100
168 posts
Nomad

If the opponent has a bunch of medics, hovers, AND romans, you're doing something wrong. Either that, or you have an equally large army at your own base.

Do you honestly expect the enemy to get 30+ Hovers, Medics, AND Romans (keeping in mind that it takes multiple production buildings and resource buildings for that, which takes a lot of cash), while you have no reliable counter? >.>

Obviously, if you have every high-rank unit available, you can't be stopped (even in 2v2s). You should very easily be able to completely dominate them before they even get to that point, though. You have to look at the entire build. There is no build that can harass in early-game to force the opponent to make certain units, then keep a solid mid-game, while becoming invincible in late-game.

Chances are, any "mass of this Tier 2 or higher unit" build is going to be very vulnerable in early-mid game.

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

People seem to only be racking up data and strategies but no one's playing...

Anyone want to play/team/1 vs 1? (preferably not the latter)

SpeakerForTheDead
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SpeakerForTheDead
50 posts
Nomad

The point u r missing in my post is that we are talking playing against someone making missiles which still takes time to build. You need tier 2 banks and gens plus a special ops building. Ive never lost to someone make missiles even when my partner is a complete noob.

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