ForumsGamesGeneral Colony Discussion

6563 1063584
firetail_madness
offline
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)

  • 6,563 Replies
trying
offline
trying
468 posts
Bard

mass spec forces can destroy everything forge uses

inflict
offline
inflict
381 posts
Shepherd

agreeded.

Fascists isn't overpowered. There is a new style of Communist which is based off of infinite tank/marine with influence support. This new style is on par with the Monarchy shenanigans plaguing the game right now. Actaully it's more noob-friendly than Monarchy, but only in Communist versus Fascists. I don't know how it deals with the other match-ups.

i dont think fac is op. but i do think its good. without a forge in the mix you can be beat by mass phantoms.

yos: when you think about things, the game isnt unbalanced at all in 2v2, (witch was how the game was meant to be played). every build has a counter. mon is not op. you just need some really early units. nor is fac. com is slightly underpowered. but like you i think i found a way to play com a bit better. i think the key is communication. when i play with nubble who sits right next to me (bout a meter away) when we play. its very effective to play as com here are some rules to make playing com easier:
1. im not quite sure how but, play a mental game depending on your strategy its sometimes good to let the enemy know your com. ie: when rushing scouts to stop a marine spam or when your rushing. letting the enemy know can sometimes make the enemy hold back with mass units. but often you relay dont want them to know, like when foxing, if they think you cap they just will waste units on you not knowing you get resources from it.

2. make sure only one player is com. for obvious reasons.

3.communication is key. try to let the com player take as many kills as possible.

4. be aggressive as the com player.

5. let the second player start with a strategy that opens itself up to the enemy spaming units for the com to kill.

6. dont play the " we'll all gather a huge army of hovers and bqs at ether side and attak at the end game" case you will lose. attak at every opportunity right from the start.

there is more but i cba and yos tanks +com, dont normaly work case no splash recorce. so good luck.


soccerdude2:

i think your foggeting colony is 2v2. most pro teams have post+forge combo.
try massing air agents aa and saints. and if the forge player is toolbox or post is foxer.... good luck tryin to fend off spec opps at same time
Zyph
offline
Zyph
38 posts
Nomad

lol colony is really fun but got to rank 10 with like a 96% win ratio a LONG time ago like in 2009 lol

40P2P
offline
40P2P
161 posts
Nomad

Inflict you seemed to have stated somethings that we already know. Yes we know 2v2 is even. Yos is probably talking about 1v1. Yes ppl unconsciouly ALREADY play the mental game. Thats what colonys is: counter and react. Chances are that if you are communist, ppl can already tell. Letting them know is all part of the mental game we already HAVE been playing. Thinking of colony as an action reaction game should improve your ability enough tbh.

SoymasterYos
offline
SoymasterYos
971 posts
Nomad

2v2 is far from being even. It may seem like it is but it isn't.

DracoTheDragon
offline
DracoTheDragon
102 posts
Nomad

Missles pretty much don't do anything against glads


Point taken however glads require a lot of prerequisites such as a t3 forge thus requiring an armory. Having those means losing field advantage and ultimately Influence intake and micro manuverability. Which means You also lose divisive fire and must do a pinbreak causing you to waste even more resources. Resources is already something you don't have since u decided to go for t3.

spec ops troops die against sakata spiders and/or phantoms or glads


Correction. We have the pin since u decided to build up. Furthermore once u upgrade your resource reserves are low. Meaning Your sakata spiders you imagined drops down to spider. Furthermore if u do save up resources we still have the pin. Your units come out one at a time. So go pure spiders? the first 3 will die. Stack up more we will missile. Send out a gladiator? that is the equivalent to 1 special team. Since we have the pin you have no divisive fire we still win. Phantoms are not even close to a counter of special forces. One shot from 1 team they are instantly dead. Add in micro and this becomes a joke.

saints die against sakata MK II


1vs1 saint vs mk II= saint wins. Furthermore a saint is never alone. Saints are usually followed up by a tank spam or far sniper barrage. send in you 2nd mk then you waste 21 energy on a target you will never reach.

sphinxes die pretty easily against mod sakatas and sakata spiders


Once again sphinxes are never alone unless it is a pinbreak. They are supported by prides, speial forces, tanks, far snipers, or other influence units. You will only have 1 sakata spider and that is not enough to phase the reinforcements. Your mod sakata our will put up a fight and missiles will be your bane.

prides lose to glads


True however we have the pin. A pride is always supported by medics or other units. Like i said The glad losses to special forces

[/quote]sakata spiders


Correction- spider. Counters- missiles microed special forces, far snipers, air units.

[quote]and phantoms easily


Special forces micro easily kills that.marine micro can even kill that. plus u spend 23 money. Something that cripples fascism a lot.

[/quote]Marines suck against every single unit in the mechanics terminal except for Sakata MK II and scouts.


I lol'd. 8 marines will kill a stream of romans. Group the romans together and they are weak to tanks. They also outrange romans which means you can score in free hits. Attack with the romans and none will come back alive. In order for a roman group to be useful you must have atleast 4. 3 will die to tank reinforcements and base fire alongside marine fire. Mod phantoms costs 35 influence. Thats about the equivalant of 17 marines. Im not even gonna do the math but marine fire does about 20 damage to mod phantoms. Mods and marines have the same range. So that means proper marine micro that phantom is dead. Another interesting fact is divisive fire. Marines are a common divisive fire unit. For example if u have about 8 marines with 1 tank u can kill a pinned pride. Marines can also be used to divide BQs fire causing a saint to kill it. This can also be done in a sniper war. Marines forces enemy snipers to fire protecting your own, allowing you to counterattack. Marines are also useful in influence grabs. Assuming you do it right you can get 12 influence every minute at the cost of 24 mp.



[quote]If anyone has a comeback to this, please tell me

Challenge accepted
MiamiBigAL
offline
MiamiBigAL
105 posts
Nomad

Ahh some backup. I saw Soccer's response and decided it just wasn't worth responding...but yeah, ditto Draco's response.

When you play the game long enough you start to think of units in terms of whether they are "good value" for the situation you are in. There's always a cost-benefit analysis to every unit. Just because Glads are beefy doesn't mean they are worth it. In fact, they are almost never ever worth it.

NathanxD
offline
NathanxD
7 posts
Nomad

epic hate lists

inflict
offline
inflict
381 posts
Shepherd

Inflict you seemed to have stated somethings that we already know. Yes we know 2v2 is even. Yos is probably talking about 1v1. Yes ppl unconsciouly ALREADY play the mental game. Thats what colonys is: counter and react. Chances are that if you are communist, ppl can already tell. Letting them know is all part of the mental game we already HAVE been playing. Thinking of colony as an action reaction game should improve your ability enough tbh.


good to see you just couldn't keep away 40p i was about to argue, but then yos proved you totally wrong by saying it wanst even. witch yos: yes it geraly is. i agree that before match the whole gov thing is imbalanced, but assuming you all enter the game as any gov other thann comunist, the second you press go nobody is at a huge dis advantage. i asume you speek about the forge/post/influ in balances.

i cant be bothered to give a huge long post like draco but, lets say all player build bank first and are of a similar skill and knowledge :

red then builds a post
blue builds an opps
green builds a forge
yellow build an armory and produces a mod.

at this point nobody poseses a huge advantage
and if it were to be

red: post
blue: post
v
green: forge
yellow: post

i dont know bout you but this set-up does not make it imbalanced: therefore because, even if in a 1v1 post is better, the fact that often a forge+post team can beat or equal the skill of a post+post team makes the game balanced in that sense that having a forge gives you no immediate dis advantage...

and draco, im not sure, but i think mods might have slightly longer range and often, although this is off the point: when i attempt to counter tdh with bank, arm(mod), spec. as mon.... i find by the time i make a mod it works to my advantage that im being pinned by tanks and marins..... tanks are slow and tdh retreats his tanks while making marins behind. the large splash of the mod often kills marines when out of range beacase they are attacking the tanks bu splash hitting the infantry at the same time... but over all draco i agree with you. and teching forge is a bad idea case tier 3 forge is weaker and slower to get to than post.
SoymasterYos
offline
SoymasterYos
971 posts
Nomad

I really don't know what people think right now. Maybe it's because I am sick, but inflict said Tier 3 Forge is weaker and slower than the Arsenal. I honestly don't know why anyone would go Arsenal unless they won the game. Why, because post players are wide open when they upgrade to the Barracks. From there you still need an Armory and gather enough resources to afford the Arsenal. Therefore any player making a Barracks that isn't Fascists is either ahead or rushing to Snipers. Actaully one can beat both Tier 3 with only both Tier 1 structures. That's how broken the game is.

I would have ended this post better, but I have someplace to go, sorry.

soccerdude2
offline
soccerdude2
1,673 posts
Shepherd

Yes Draco, pinning pretty much does in forge, however, it's not like I can't make any teir two or one units while i'm waiting for more resources. So I can make a defense while your buildings spec op forces to attack me. Also, phantoms are way better than marines because their machine guns outdistance the marines' rockets, so unless the phantoms is attacking the base, marines are not very good at all against phantoms(I learned this the hard way).

Also, like I said, outpost has a pretty bad defense against air, so massed scouts can pown before the enemy realizes them and starts spamming marines/saints. I use this to counter black queens and hovers.

SoymasterYos
offline
SoymasterYos
971 posts
Nomad

Scouts are the Hard Counter to Hovers and Black Queens. I already said this. Did you read my post above. It is obvious you don't play high level games.

soccerdude2
offline
soccerdude2
1,673 posts
Shepherd

I don't see anything about counters to hovers and Black Queens

??

jordster5
offline
jordster5
70 posts
Nomad

thaaankkkk u Soy...Finally.... Soccer U Dnt Kno Wat Ur Talkin Abt... it REALLLYYY is Obvious Tht u dnt ^_^

GeminiDelta
offline
GeminiDelta
437 posts
Nomad

What annoys me is the fact you have to join/pay/get membership or whatever to play it. The last time I played this game was a long time ago, and i heard of a new gov type (monarchy) that you must pay for. Then, apparently, the entire game became P2P. I hope it's gone back to F2P, because I love it.

Showing 5836-5850 of 6563