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)
Plus, having a Spec Ops building is never a bad thing (unless you're ONLY making missiles, which you shouldn't be doing). Even Thaiberium agrees that Missiles are OP.
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.
I didn't say that. I said, by the time the opponent can spam missiles, you should have enough missile resistant units to tank it out (by using a "chicken".
Obviously there's no perfect strategy. If you go for an ambitious hover build (like say... armory, hospital, war sanct, generator, solar, outpost, barracks, arsenal, sell armory, hospital, war sanct), chances are, your rush defense will be shitty, but, if the opponent never rushes, by the time you've got your second war sanct, you will be pumping insane numbers of hovers out (a strat I do when I know my teammate is good at countering rush, but otherwise, no), and late game, it is unstoppable.
On the flipside, a rush-centric build is likely to get destroyed if the rush is stopped.
That said, I'm just saying, missile spam is an easy late game strategy to counter.
And firetail, we should play sometime, for old times sake. Don't know why you can't say anything in chat (unless you play as guest), and account data saving is spotty at best right now since the server change.
Anybody miss the old days, pre-influence unit update? Now it's like a guessing game when playing with good players. Before, there were builds which could adequately counter rushes while still having good late game production.
Now, with the influence units, it seems like you have to pick between a couple good strategies and hope it cannot be countered by the opponent. I mean, if you choose to rush, and the enemy has a late-game build, you might win it easy, but what if they have a mid-game build which can counter your rush and come back with something even stronger a minute later? Or conversely if you go mid-game strategy and the enemy goes late-game, but strong enough to counter your mid-game attack, then owns you late game.
Well, the thing with Missile spam is that Monarchy players have enough resources to use a viable strategy (if not the most powerful strategy), as well as using Missiles as a back-up plan / counter to any unit spam (such as Romans).
Hmm... ght is a bot, sending all 10 secs 10 times the URL to a website for hacking colony, and then "COLONY HACK!!!". YOS, tell it Krin... Me doesnt want to confrontate him with this lol