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)
Yugi Moto uses Monster Reborn to revive this thread! Capi-dual bank-armory-post works beautifully. This is like my fastest time for getting a queen. Either that or the Beatrix build.:P Annnd currently....there's noone on. :'(
Some General Tips. About 5 Black Queens can 1 shot 1 Sakata MK-ll Sakata Mk-ll are Missile resistant. Mod. Sakata are not missile resistant. A-28 Gladiators are stronger than A-27 Prides. Anything can destroy a Sphinx if in a large enough groups. Groditz are extremely powerful in Earthquake if slightly behind Hover tanks. Groditz are extremely powerful if used.
First off, 2 Queens can kill 1 Sakata MKII And the Sakatas are not missle resistant MKII just has more life, enough for it to survive a shot from the Queen. A missle launch will definetly kill 1, maybe more in a swarm. Gladiators are not stronger than Prides. Prides have more life, are actually missle-resis, and have a faster firing rate. Sphinxes are overwhelmed by weak attacks. Romans and marines in a swarm can kill one. Groditz is the most underpowered in the outpost branch. The price for it is pretty high, but the fire power is about the same as the marines. While it does have mediocre range, and tank(chronite) armor, it is not worth the cost. The only reason it should be used is if there are phantoms, and you have no access to air units or any other anti-air. (Phantoms easily kill marines)
Yugi Moto uses Monster Reborn to revive this thread!
lol.
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Groditz are extremely powerful in Earthquake if slightly behind Hover tanks.
Groditz are extremely powerful if used.
Really? Groditz are underused if anything, but that is because they are not super powerful really against almost every unit. Especially in EQ, I'm pretty sure they are outranged by hovers anyway so they would be useless resources stealers.
Recently experimenting with Fascsim, bank forge gen ops and then arm, manu, grid (not necessarily respectively) is a decent build, at least for me. Your ops is up faster than a posters giving you an early pride if field advantage is played correctly, and also you can get AA sakatas to help take down saints.
First off, Sakata MKII are NOT MISSLE RESISTANT, they just possess enough HP and regen to withstand a Queen's missle. A missle from the Special Operations will definitely kill it. And 2 Queens will kill a Sakata. Gladiators are definitley stronger than a Pride. It has a price tag of 40 influence for a reason. It has more HP and a faster firing rate than the Gladiator, plus it is actually missle resistant. Groditz are complete useless in EQ. People would go for hovers or snipers and anhilate your Groditz before you knew what happened. It is a jack-of-all trades, and not worth the price. A mediocre anti-air and a horrible anti-ground. Only usefull when the enemy has phantoms. Mass scouts can kill it, and that is where the marines come in.
Since v6.1 (I think) has been out a while, I feel like giving Krin some suggestions.
1. Patching the influence glitch...People simply quadruple-click any influence unit(while they have enough to make the unit) and they instantly get 200 influ. 2. Different map sizes...Maps should be able to be chosen while the host start creating the game. Different backgrounds will also be nice. While the normal map is ok, longer maps will allow players to create waves. This will utilize more strategies and making it harder to pin. While losing a wave, you still have ground and can make a retaliation. 3. A new unit building...Post and forge are the main unit buildings. The special operations came in later, but a building that has some of the outpost units and some of the forge units would make things more interesting. For example: Tier 1 .Marine .Roman :Tier 2 .Sniper .Phantom :Tier 3 .Hover Tank .Gladiator I didn't really think out the units, but that's the idea. (I lost count)Aerial Medics...Having different medics will also change things up. For example, an aerial medic (deploys from war sanctum) can heal air units or ground units(I can't decide D will implement more strategy.
I meant to say Groditz are powerful if used properly.... you cannot edit posts.....
The reason they can be powerful is because yes, they out range most units and in massive teams can attack extremely fast, this can quickly destroy massive groups of tanks, it's best to have masses of them behind masses of Hover tanks where they won't be main targets. They are really only useful at the begging of all game modes other than normal, as in normal people tend to missile them. They are the best in Safe Skies and Low Tech where their only weakness is Snipers. And in Cold War one Black Queen will take out 50+ Groditz. They can be useful in earthquake, as they easily destroy Chronite tanks in masses, however if the opponent rushes or knows how to use snipers, Groditz are useless due to having weak armor.
In summery Groditz are extremely effective if massed as support units. I've won many games with them (And lost many as well).
[/quote]Anything massed will be extremely effective, and besides why mass a tier 2 unit when u can tech up?
In Low Tech you cannot "tech up", so Groditz are effective there. And to "Tech Up" gives Hover Tanks and Black Queens, Hover Tanks cannot attack air, and Black Queens Deploy too slowly, and like all air units, are weak to Sakata MK-ll, although Sakata MK-ll can be one shotted if Black Queens are massed, as you said, anything is powerful when massed. And in Safe Skies and Earthquake, Black Queens are restricted.
Different map sizes...Maps should be able to be chosen while the host start creating the game. Different backgrounds will also be nice. While the normal map is ok, longer maps will allow players to create waves. This will utilize more strategies and making it harder to pin. While losing a wave, you still have ground and can make a retaliation.
That's a great idea, it will change the way people use units as with a large field there will be more room to mass units and less room to pin the enemy. (as you said)
A new unit building...Post and forge are the main unit buildings. The special operations came in later, but a building that has some of the outpost units and some of the forge units would make things more interesting.
I think that`s a bad idea, the reason there is a forge and an outpost is because the forge units require mostly energy and the outpost units require mostly manpower, a mixed building would similar to the strategy of building a forge and an outpost. (Which, as we see is a terrible strategy and causes a shortage of resources),
Aerial Medics...Having different medics will also change things up. For example, an aerial medic (deploys from war sanctum) can heal air units or ground units(I can't decide D will implement more strategy.[quote]
Air medic is a good idea, although it could easily over power the forge. (Which has the most air units.) It could like you said deploy from something unrelated to the forge like the War Sanctum although this could over power the War Sanctum. It could come from the Bank/Treasury,(like Mod. Sakata's come from the Solar Grid). It could cost influence, although this may overpower the Monarchy.