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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SoymasterYos
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SoymasterYos
971 posts
Nomad

Before you comment on a game, check the facts. There has never been a time were Colony or any part of the game has been pay to play.

jordster5
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jordster5
70 posts
Nomad

Wierd Idea Thts Probably nver gona happen... But...

Wat u can upgrade units.... The More u Use It The stronger/faster/accuarate it is... how bout tht ?

SoymasterYos
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SoymasterYos
971 posts
Nomad

What are you talking about?

soccerdude2
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soccerdude2
1,673 posts
Shepherd

Even if you say comebacks to all my posts, I still think my strat is the best. I don't know, I just know all the units well and their strengths and weaknesses, and it seems like forge has the most unit strengths that can protect other units' weaknesses.. Hey, I'll use anything that gets me 95% win ratio (That is, until I get swamped by hackers)

Monarchy seems like a good strategy, but I think that the unit variety isn't too strong. All the units in the special ops building have a very annoying weakness to chronkite tanks. Once you can partner spec ops' with war sanctum, now you have a good variety, but it takes a long time and a lot of resources to do this.

inflict
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inflict
381 posts
Shepherd

Even if you say comebacks to all my posts, I still think my strat is the best. I don't know, I just know all the units well and their strengths and weaknesses, and it seems like forge has the most unit strengths that can protect other units' weaknesses.. Hey, I'll use anything that gets me 95% win ratio (That is, until I get swamped by hackers)

Monarchy seems like a good strategy, but I think that the unit variety isn't too strong. All the units in the special ops building have a very annoying weakness to chronkite tanks. Once you can partner spec ops' with war sanctum, now you have a good variety, but it takes a long time and a lot of resources to do this

honestly. do you have any idea what you are talking about.

and yos...how can you deny that under most curcumstances, tier 3 post is way faster to get to, and more useful than forge...
DracoTheDragon
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DracoTheDragon
102 posts
Nomad

and draco, im not sure, but i think mods might have slightly longer range and often,


It doesnt seem they have the same range however in most cases people see marines advancing towards mod phantoms for no reason. However if someone mixes in a bit of micro by putting a marine on hold the moment it is shot, the marine will fire and hit the tank


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.....


I find this a bit strange because whenever i see a bank arm i always think 2 things.... Ether old school tech up(easy) and monarchy mod phantom crush(not much harder).... Old school tech up is an easy build due to the saint and tank barrage. However mod phantom requires a bit more micro and macro... Ill explain this further in the message


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...


This is where tdh goes wrong. Mod phantoms has a single beam with splash that attacks in a cone like pattern. this means it has a fairly small sweeping like attack. If tdh retreats his tanks then the splash will of course hit the marines like you said. However what i do, is retreat my tanks till the first marine meets them( it reduces damage done to tanks without overkilling the marines), once this happens i set my tanks on advance and do the marine micro( hold when attacked). It sounds a bit careless but remember tanks have very high health. Add in a medic(optional) and this type of micro is very deadly against mods. You can choose other macro options however ill also explain why thats an issue if u continue reading :P

when i attempt to counter tdh with bank, arm(mod), spec. as mon


If you do just as you said you would lose your mod before you get 40 money. From you bank armory you have about 3 other reasonable options. Ops third, Forge third, or post third

Lets analyze the advantages then the weaknesses

Ops
pros- Access to missiles, special forces, prides, and far snipers.
cons- Not much security, easy to pin

Forge
pros- access to romans and scouts. Provides shelter to mod phantom. secure
Cons- lowers your energy alot, primary unit will be scouts hurting your eco

Post
Pros- access to tanks and marines, provides a defense against marines, secure
cons- Less dominant ground, primary unit will be tanks hurting your eco

All of these options can be difficult with improper macro. however after analyzing, these can all be countered by a special ops of your own. bank arm forge will technically shelter your mod phantom, however your mod phantom is threatened by 2 forces. Special forces or Missiles. Missiles of course are a easier solution but properly microed special forces is much more efficient. If you go post then i am forced to rely more on my tanks endurance to fend off your growing tank forces and mod phantom. However my special ops forces you to limit your tanks or else a single missile can wipe away your mod, or your tank. The more effective solution however is a pride. The pride makes killing your tanks and mod phantom much easier. As we both know a 1on1 battle between a pride and a mod phantom the pride will lose. Thats why its necessary to ether back it up with medics, microed marines, advancing tanks, or a missile. Countering special operations is also a simple task. You have to make the decision of ether creating another mod phantom or creating one of your special units or missiling or even all three. This can get a bit tricky however in a capitalists arsenal we have a pin of a pride, layered tanks, marines, a few medics, and 1 missile. Missile the tanks followed by special forces they die to the pride or missile. Use a missile and prides they cant endure the marines, 2nd layer of tanks, and a medicated pride of my own. Be fancy and missile my tanks followed with a pride and modphantom, your pride wont endure my medicated pride with marine tank and missile back up.

Actaully one can beat both Tier 3 with only both Tier 1 structures. That's how broken the game is.


i dont consider straight teching to tier 3 and losing broken. I also dont consider the fact influence units killing tier 3 units broken. What i do consider broken is the fact units arent put to their fullest. Ex. bqs not attacking air with a ground distraction



however, it's not like I can't make any teir two or one units while i'm waiting for more resources


You just defeated your own argument. If your waiting for resources that means you have none to little resources. You cannot make tier 2 units with under 20 resources nor can you make enough tier 1 units to scare away my own tier one and influence units.

So I can make a defense while your buildings spec op forces to attack me.


like i said you dont have a defense. Even if you did, special forces dominate romans and air

Also, phantoms are way better than marines because their machine guns outdistance the marines' rockets,


Incorrect. Marines on advance and phantoms on hold outdistance marine's rockets. Marines rockets and phantoms on hold have equal range, thus making you hurt your eco, while im still growing


Even if you say comebacks to all my posts, I still think my strat is the best.


All of us already proved to you why it isnt but ok

and it seems like forge has the most unit strengths that can protect other units' weaknesses


Its not exactly that that makes you win. Its about combining the extremes of each unit making it so your weakness is unreachable


Monarchy seems like a good strategy, but I think that the unit variety isn't too strong.


i lol'd. Monarchy has the biggest unit variety out of all the governments. However due to the slow and low eco, its not the best. This government is known to successfully reach tier 3 in 1on1s and can sustain ether post or forge and influence units

All the units in the special ops building have a very annoying weakness to chronkite tanks.


I lol'd yet again. Do you use micro?

Prides out range tanks, just attack and fall back

Special forces use their snipers to outrange tanks also, though its destruction is slower than prides and its more susceptible to tank fire it can still deal with tanks.

Far snipers greatly outrange tanks. Though its obvious not to spawn a far sniper when a tank is in your face but the distance and time it takes for a tank to reach it is ridiculous.



Once you can partner spec ops' with war sanctum, now you have a good variety, but it takes a long time and a lot of resources to do this.


Oh so now your talking 2vs2. This is in a reaaaaaalllllly long debatable theory. But this message is already long and i g2g.....
NullDragon17
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NullDragon17
21 posts
Nomad

thats a lot of information o_O

NullDragon17
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NullDragon17
21 posts
Nomad

did colony even change when summer ended?

DracoTheDragon
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DracoTheDragon
102 posts
Nomad

thats a lot of information o_O


thats cause theres alot of support for my ideas

did colony even change when summer ended?


nope but there is a colony 2 coming out soon
NullDragon17
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NullDragon17
21 posts
Nomad

when is it coming out, and why did u have to copy me

jordster5
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jordster5
70 posts
Nomad

Soy I MEANN......... The more Kills U Get With a unit.... Or The MORE U Use Something... The Stronger The Unit Gets!!!!
And Null way to waste 4 Pages :/

SoymasterYos
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SoymasterYos
971 posts
Nomad

That is false. The more you use a unit the weaker it gets in the metagame. When a player uses a unit to harass, the opponent will be forced to target that unit in an attempt to kill harassing unit or lower its health. Meditecs are the only exception to this, but follow the same idea. The more a Meditec heals the higher there threat is to the enemy, which is why they are at the top of the list in the pro-games.

I can not believe I just explained the term metagame.

Basically everything in Colony is affected by the metagame, which should be common sense.

SoymasterYos
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SoymasterYos
971 posts
Nomad

I have my current balance suggestions posted on my profile.

inflict
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inflict
381 posts
Shepherd

I find this a bit strange because whenever i see a bank arm i always think 2 things.... Ether old school tech up(easy) and monarchy mod phantom crush(not much harder).... Old school tech up is an easy build due to the saint and tank barrage. However mod phantom requires a bit more micro and macro... Ill explain this further in the message

yes. but mod micro is rather easy at that stage seeing as you have little other things to think about.

This is where tdh goes wrong. Mod phantoms has a single beam with splash that attacks in a cone like pattern. this means it has a fairly small sweeping like attack. If tdh retreats his tanks then the splash will of course hit the marines like you said. However what i do, is retreat my tanks till the first marine meets them( it reduces damage done to tanks without overkilling the marines), once this happens i set my tanks on advance and do the marine micro( hold when attacked). It sounds a bit careless but remember tanks have very high health. Add in a medic(optional) and this type of micro is very deadly against mods. You can choose other macro options however ill also explain why thats an issue if u continue reading :P


you are a true pro. this is a much more effective way of dealing with a mod. but this takes way more micro, therefore less time. but more important, it gives me (the opponent)time. and even you can not deny that even with perfect micro, even if you manage to destroy the mod. you have lost because the huge amount of resource and time spent on destroying it.

If you do just as you said you would lose your mod before you get 40 money. From you bank armory you have about 3 other reasonable options. Ops third, Forge third, or post third


agreed

All of these options can be difficult with improper macro. however after analyzing, these can all be countered by a special ops of your own. bank arm forge will technically shelter your mod phantom, however your mod phantom is threatened by 2 forces. Special forces or Missiles. Missiles of course are a easier solution but properly microed special forces is much more efficient. If you go post then i am forced to rely more on my tanks endurance to fend off your growing tank forces and mod phantom. However my special ops forces you to limit your tanks or else a single missile can wipe away your mod, or your tank. The more effective solution however is a pride. The pride makes killing your tanks and mod phantom much easier. As we both know a 1on1 battle between a pride and a mod phantom the pride will lose. Thats why its necessary to ether back it up with medics, microed marines, advancing tanks, or a missile. Countering special operations is also a simple task. You have to make the decision of ether creating another mod phantom or creating one of your special units or missiling or even all three. This can get a bit tricky however in a capitalists arsenal we have a pin of a pride, layered tanks, marines, a few medics, and 1 missile. Missile the tanks followed by special forces they die to the pride or missile. Use a missile and prides they cant endure the marines, 2nd layer of tanks, and a medicated pride of my own. Be fancy and missile my tanks followed with a pride and modphantom, your pride wont endure my medicated pride with marine tank and missile back up.


here is were i disagree. while that seems a logical thing to say. allthough not as much as fox, bank arm opps is a very flexible build.
sometimes i missile spec opps asap. but if i am winning and tdh is not about to come back i will build a forge and with a huge amount of energy, i would roman rush. and because of the fact i have tryed to gain as much influence as possible would back this up with 2 prides, 1 team and one mod phant. this would normaly win me ythe match and if i was pinned i would just wait a bit and make a missile before all that witch again would normaly secure me a win. but if his army looked threatening to romans i would make a hosp a go for loads of meds, switching my arm to man and upgrading my bank. unless tdh build an arm and then makes tier 3, if im fast enough will normaly win me the match.
but, you have overlooked the most killing stratergy to this. dual build (bank, post, forge) this is deadly to mine build and when i upgrade leaves me with
a) less influ. and
b) units on air and ground leaveing me needing 2 missiles seeing as the scouts are placed infrount... + tanks, romans and more scouts behind incace i missile.

Its not exactly that that makes you win. Its about combining the extremes of each unit making it so your weakness is unreachable

agreed...

draco, were on earth do you find time to write such long posts...
NullDragon17
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NullDragon17
21 posts
Nomad

hey, how do u add games, jord jord jord

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