I strongly think they are. if you are monarchy you can make hovers (or chronites, which I prefer because its faster and in the long run, stronger) but the way the game is made is to keep every strategy weak against something, like for example: Outpost strategies usually come to hovers or snipers (i play in safe skies because im not a queen noob so i wont talk about that) and their weakness is the air and they need a partner to make sakatas to help. forging usually goes more around phantoms, roman charges, spider attacks, and sometimes, I haven't seen it recently, but gladiators. Their weakness for ground is hovers and for air is sakatas. both have weaknesses. my new strategy (im not going to tell you everything about it so people dont abuse it) besides forging is to be monarchy and build to get a certain way to get a LOT of chronites. because they have large splash, they can hit hovers in one burst and do insane damage, and with medics behind them, they're beast. The only downside is that phantoms can do some pretty heavy damage to them so i make a sphinx. not only does the sphinx beat hovers and other special armors but its anti air looks like a sniper bullet, but its more powerful, its faster, and i think it has splash damage. it makes my strategy bullet-proof unless the enemy rushes, but i'm a level 10 (Jason) and im smart enough to defend against rushes with chronites if i see one coming. You might argue, oh but light attacks from romans and marines (etc.) can kill it so easy! but if you think of it from my perspective, the chronites kill all light attacks in a burst which makes it so they cant reach the sphinx. this makes them almost untouchable, and with medics behind it, it really is unstoppable. Ideas to stop this are: 1) make sphinx range to air much shorter, the length of a marines missile. 2) make the shot weaker and have less speed. 3)If there is splash damage, shorten it or get rid of it. 4) cancel its ranged attack. These listed would make my strategy vulnerable to the air the way it should be so i can counter with the best anti air (in safe skies) that an outpost can make, groditz. this brings me to my next subject, the underused, and underpowered, groditz. These supposedly have chronite armor. i don't notice it. The require an armory, they take a pretty long time, i think its longer then chronites, they are effective against air to a degree but they can be beated by a chronite attack. i think Groditz are underused because they are EXTREMELY underpowered for their cost, time build, requirements to make, etc. and they need a major power up. here is a list of idea i think would help out groditz. 1)Instead of carrying machine guns, the could carry cannons that phantoms have, more ground impact and stronger. 2)Stronger armor/more health so they could hold their own. 3)Faster build time. 4)A bit longer range, maybe the range of a sniper? 5)Faster machine guns. 6)Have the legs of the Groditz to carry shock absorbing material making the phantoms ground impact and splash from everything less. 7)Maybe a bit more speed, like a marine's speed at least. Those are my ideas for the Groditz. Unlike the sphinxes idea though, I think it would take a combination of some of these to make the hold their own, ideas: "1, 4, and 6" together would do good, maybe even all, maybe all but one, i don't know but what i do know is that they NEED a power boost. More damage, range, and the armor/shock absorption would really help. Please comment if you agree or disagree on both of these ideas (sphinx and groditz) and please tell me your ideas to add or take away power. It would be very appreciated.
The main use of Groditz imo is to hold off an air assault if you dont have an air partner or something like that, or if you're in an EQ and your enemy glitches in phantoms or something. Groditz are surprisingly effective at killing phantoms when you spam them at your base.
Groditz are surprisingly effective at killing phantoms when you spam them at your base.
they build too slow to stop them if you dont notice the phantoms in time, they cost a little bit of your manpower, they are very slow compared to air so if its a saint or something it can run and heal... idk i think they need a booster and krin is going to buffer their hp up =] go krin!
The main circumstance I was considering was the EQ glitching situation I mentioned, and it takes quite a bit of time to mass enough phantoms to be able to overwhelm all forces, so you should have time to notice them early enough to get a few groditz up from the start. And yes they build slow, but they can survive for a sec or 2 even with a rather large group of phantoms shooting, so they can at least kill quite a few. Giving them an HP boost will help with this role, so I think it will be beneficial.
[quote]That and the fact that almost all air can be almost completely rendered useless by Sakata MKIIs or sphinx's :P.
Yeah, I don't see too many anti-ground effective units.[/quote] Prides and hover tanks are waiting for you, firetail. Talking about prides, I find that a groditz is worse than a pride.
I think that sphinxes are under powered maybe im just a idiot but sphinxes take so long to build your war sanctum isent generating man power for awail there ant air is ok but there ground to me at least seems horrid very very short range but i guess there fine at killing special units
Krins update is fantastic. You cant imagine how intense +30 HP for the groditz can strengthen it.
Its kinda hard to say, whos better - because they need other ressources wich are more/less important, but also, you dont use the groditz when u use the sphinx. They are good for other strats.
Well, the groditz is a stabile unit that can deal at least little damage against any unit. Also it can support your army well, basically seen.
Excuse me. Correct me if I'm wrong, but ren't Fascists stronger than Monarchists. I mean, they build everything double the speed. These guys build the sphinx like nothing. Getting glads is nothing. Takes seconds. They can get enough resources for anything if they got the right buildings. Here are some of my reviews of the units people underestimate, or think are too overpowered. Gladiators I hate how glads are really underpowered. One glad can own sphinx because of its "weak beam". Its speed is faster than pride, and has more hp, so it can own 2 prides alone, and if it has med support, glad owns em both. Its strength against air is stronger than sakata MK-II, but he is considered to be weak because of not having splash damage. In numbers they are unstoppable. Groditz Groditz are pretty good if you know how to use them. They can cause alot of damage. If you noticed, the only thing that its missing is moving speed. It is easy to make, has good HP(after the update), and has good range and its damage IS pretty good. Make enough of them, and they can be a good defence against air and ground. Prides People always think prides are too overpowered. Well I don't think so. They are kind of good with numbers, but if you noticed, its strength is so much pathetic compared to gladiators as I mentioned above. All they got as benefitial bonus is range and fire rate. Not mentioning its armor, that is pretty crappy. I mean they die faster than glads from hover splash damage. Sakata Spiders Ok this is one of my most favorite units. These guys in numbers are pretty unstoppable because of their self repair abilities. Although its fatal vulnerability is not having the resistance to missles like their predecessor sakata MK-II, who can withstand 2 missles from Spec Ops, and 3 or 4 from BQ missles. I think it also has anti armor capabilities. In numbers they own hovers. Sphinx These units are like the Predators(Aliens vs Predators). These guys are totally awsome. They withstand alot of damage, and can deal some good damage. However, their speed makes them extreamly vulnerable, and one thing that makes them more vulnerable, is range. It has the range of the roman(now I understand how pathetic the roman-range is). People think its powerful becuase of its hp and armor. But as you know, romans can own them, one glad can even own them. Their attack rate is slow to ground, got slower to air after the update. Its missle resistance is the same as hovers, it takes alot of influence to get it, for other goverments its deployment speed is pathetic. So that unit is not really overpowered. It has its role. One more thing. Forge can easily own outpost if used wisely. I mean I can own outpost people with forge. You just gotta use the right units. And be defencive. Sorry for making this long review, but I just wanted to share the piece of my mind on how people can be mistaken in unit strengths and weaknesses. Thank you for your time.
A machinegun normally uses the force from the bullet to reload the barrell and chamber the next bullet. A chaingun uses a seperate chain, perhaps powered by a motor, to do the same thing, so it could have a higher rate of fire. A minigun like the Vulcan or Avenger is a powered Gatling gun, but with a motor to spin the barrels instead of hand power, so it can have a very high rate of fire.
Also, the AI already causes units to spread their fire to different targets.
Sphinx is definitly not overpowered. Romans just kill it. Groditz are no necessarily weak just ppl cant find a good time in the game to use them. If theres is a sakatas and scout problem chances are the person will not choose groditz. Its just slow and low armor along with being only able to target 1 target at once makes them very vulnerable and only useful in ALOT of numbers