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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inflict
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inflict
381 posts
Shepherd

aye .....soy u almost have my doubble bank build nailed.....
[quote]Monarchy : Bank/Bank->Treasury/Forge (Delayed Roman-Wall Charge) Manufactory/ Armory (Mod. Phantoms & Phantoms)

but i would have more ground units becase you are now weak to aa pluss mossiles ......
monarchy: bank->bank->forge, make a small roman wall->armory,2 rounds of money then switch to energy,make mod phantoms whenever u can-> manufactory->make 3 phantoms and 2 mk2's-> tiler 3 forge.....make unlimeted glads and mod phants......i now suggest if its safe skies that you upgrade 1 of your banks to a tresury and knock down the other when you have enough for a hospital build it and make meds for glads when u run out upgrade and make manpower then make more meds....i also suggest you throw a saint or 2 in the mix

Endscape
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Endscape
1,182 posts
Nomad

..... that reallyy doesnt sound all that effective to me using monarchy.

SoymasterYos
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SoymasterYos
971 posts
Nomad

I told you I founded that build back in 2.0. The Monarchy addition, I create back in Nov.

Endscape is is sick in 2v2, and I use this strat in 1v1 to see if my opponent is decent.

inflict
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inflict
381 posts
Shepherd

i was using 2 banks in 2.0 but i wassent realy a well thought out strattergy......i remember a long time ago someone said monarchy is bad case it limmits your tech path.....this is not allways true erly on case if you build only infu units all your money will go twards upgrading and if you opponet builds 4 cronite tanks thats wasted 20 money...i play as monarchy 50 per cent of the time..the rest is mainly facist but a little cappy.....commie, normaly= bad idea...the reason monarchy appeales to me so much is and armory or sanctuary with forge means you can make only unlimy glads but not get worried from a hover rush case you will have mod phants or saints.......i lv saints and they can hit and run other air units and have healing properties and rather long ground range.

inflict
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inflict
381 posts
Shepherd

and the same for a hover army...use saint and spinx to help so air is no thret and they pwn all ground

inflict
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inflict
381 posts
Shepherd

does anyone remember a guy back in the first few versions called WingstoneDays or somthing he had bacicaly marstered the foxer before v2.0 he would play on ss as cappy and go bank outpost hosp gen sol and asap make a crontie tank pin then put snipers behind and send in a mod sakat when he could and take down the bace with it, and i would support on facist with unlimeted scouts then some phants

Peggster
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Peggster
483 posts
Nomad

I still think capitalist is by far the best government. Just because of how fast you can tech with it. And, how good you can kinda counter a lot of builds if you clock what the opponent is doing a bit before hand. You said unlimited glads with saints? If you tried this on cap, they would go for a double post forge build with armory set to energy to get a war sanc. forge for aa and hover for glads. Most 1v1s back in the day used to be pretty much just double forge/post builds.:L
I do remember WingstoneDays, he was an all right player. Not the best but he was okay.

SoymasterYos
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SoymasterYos
971 posts
Nomad

inflict, WingstoneDays rings a bell, but Ultimus was the first person to ever use and master the Foxer. He was also the first person to use units for influence in the beginning of the match.

The following didn't exsist in Colony v1.0:
Saints
War Sanctum
A27-Prides
Far Snipers
Sphinx
Monarchy
Jetzul (current server)
Resource Null Bug
Health Number didn't exist (only the bar)
S-Marines
Black Operations didn't exsist (Influence gathing action from Speacail Operations)
Ranks 6-10 didn't exist
Friendlist didn't exist (that includes all features related to the friendlist)
And So Much More!

Few balance things to note back then:
Gladiators cost was like 30/40/30 (I think)
Rescue Squad gave you 10 Meditecs
Meditecs had about 150% more Health
Meditecs took 8 seconds to deploy
Grodtiz range was shorter
Sakata Spider range was shorter
Influence Action cost 100 (later during v1.X the cost was reduced to 50)
Special Forces gave you 3 Speacial Forces, 2 Snipers, and 2 Meditecs (Speacial Forces are the same as S-Marines)
Sakata Spider cost more (0/0/28 I think)
Add More!

I think I missed a few things, but I covered the important stuff. Oh there weren't as many cheaters back then as there are now. One last thing, The level of play in Colony was so much higher back then.

Endscape
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Endscape
1,182 posts
Nomad

....wingstone still plays.... if he is the original i do not know, is he active NOW, no, but as early as 2 months ago he was on.... i think he hacked.... borxa was on 2 days ago btw...

inflict
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inflict
381 posts
Shepherd

yea soy is right on all that ... i remember the glads being 30/40/30 and all that stuff what do u mean influ at the beginning of the match...and whats influence action cost.....and ahhhh the good days were rescue squad gave us ten...back in the days when there was no morarchy i would allways play as fac and make huge glads and scata army...

inflict
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inflict
381 posts
Shepherd

oh and i think prides in v2.0 were only 35 influ....am i correct yos

SoymasterYos
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SoymasterYos
971 posts
Nomad

Yeah, I think that is right about Prides. Jakrin made reasonalbe influence cost in Colony v2.0.

When Colony came out I used a sick Gladiator strategy.

inflict
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inflict
381 posts
Shepherd

back then most people make just hovers and meds....pwned by glads and phantoms

Endscape
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Endscape
1,182 posts
Nomad

.... in 2.0 glads were just lcing(very expensive icing) on the cake, all u REALLY needed was a good scout rush.... nostalgia.... from my begining all the way to 5.3 i was a fascist. an above average one by those standards but i got better and better....more so as a cap...

Peggster
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Peggster
483 posts
Nomad

When Monarchy first came out, the fascist rush build I started using worked like a dream, not many people actually managed to counter it..Not sure why really but nowadays it is just *ops, spec team, missile, win.* lol.

I liked the old fast hovers for one person then aa and romans for the other...No skill in the game like there used to be, but this is just singing the same old song really, been going on about this for ages. Lol.

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