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)
Ok then my suggestions are new game types, I have a few to run by and opnions after this post should be contraversal but we shall see.
1. King of the Middle : a bigger map maybe then there will be certain barriers where if having units inside of them give you points then there is a set point limit. basic King of the Hill idea
2. Capture the flag: there is a flag place in the middle of a bigger colony map im think that there should b a 1-2 minute time limit before the flag is up for grabs to prevent a forge first roman grab the player with the flag then retreats and makes it to base to score a point or gets killed by an enemy unit in which place the enemy will get the flag back.
3. Classic: I'm a fan of rushing dont get me wrong but sometimes you wonder how the old school players played all this is a 3-5 minute restriction on unit production
REMEMBER THESE ARE JUST DIFFERENT GAME MODES JUST AS IN DF THEY MIGHT NOT BE COMMON OR GOOD BUT THEY COULD PROVIDE A BREAK
~Gamemaster question comments or opinions just post ill b happy to read
Yes capture the flag would be hard but could be interesting if played by good players that makes sets of rules before the game and isnt dogfight a silly game mode yet like I said some people play it from a break from your normal and yes i was talking about dual cap builds or if 2v2 tech ed forge/post
*sigh*, I don't know why it didn't post before, but I'll try again....
@YOS splitting your scouts into groups might help, or it might allow me to elimitate them piecemeal. I won't go into descriptions of how I decimate your 'armada', as u can just not believe me, and we won't get anywhere.
so, instead, I'll give u a mental excersice. I take my marines, split them into groups of four each, and spread those groups across the field. there is now no overkill, no way to dodge shots, hit and run or charge And hold. no amount of micro will get u a kill ratio of better than 4:1. indeed, this isn't the most effective marine micro, but it makes my point.
@dark[insert long jumble of numbers here] you obviously have experience in beating noobs, but from the way you write, I don't think you have faced any people who actually know what they are doing. I suggest that you find some pro or semi-pro, and fight them until u get sick of losing. then come back, think about why u lost, and try again.
@MiamiBigAL I don't know if you'll read this, but I've been thinking about that new build of yours. I think that had I played more decisively, I could have won. the main weakness I could exploit is ops teams. now, something you couldn't see from your end, is that by the time my spec ops was up, I only just had enough inf for a team. this means that had u had a way to push me back earlier, and delay my teams by even 20-30 seconds, you could have pinned me, and ended it. what I was thinking is to go armory first, and thereby gain a few precious moments more to gain field. this would also give you more flexibility in your resource structures, and allow for an increased amount of units to be deployed. hope I have helped a master like you, even if in a small amount.
also, I think this will be my last post, as I am really sick of all the nonsense in the forums.... after only five posts as well....... *sigh*
I take my marines, split them into groups of four each, and spread those groups across the field
NUMBER 1: thats gonna take an extraordinary amount of micro, and with that time, the sacrfice scout will be out. Even with 4 smaller groups the scouts will Ra3p the marines.
Now you can do a mental excersice:
lets say you make 20 marines
20x2=40 manpwr
20/4=5 marines per group.. One sacrafice scout forward-5 marines kill it, rest of scouts kill ur 5. Group 2 comes forward. Scouts hit and run first group. Makes one scout hold. Group 2 kills the scout. Rest of scouts forward. Kills Group2. Repeat.
Do u even play the game or are u just posting to get AP because your posts have no thought into them at all and you sound like youve played just long enough to know half the unit names... you have no real reasoning of the game concept and your posts are just plain spam
Thank you vitamink, that is the basic version of what I was going to say.
The main reason why you can't split Marines like that is the projectile speed. A Scout will be able to set off all the Marines unless you retreat them and individually tell them to fire. But then you lose map control, and that's bad for Outpost because it relies on gimmicky influence rushes. Now your argument should be what if I don't have room to spread my Scouts. I don't need room, I just need one sacrifice, or if your that close to my base a group of A25-Romans. Your only answer to scout micro is building a Chronite Tank, if you're in the early game. This is the best scenario for both strategies, because 1 Chronite Tank means: less Marines, and slightly slower tech for the Outpost; A25-Romans are rendered useless, forced to delay tech due to making Scouts for Forge. This scenario would make an interesting game.
Do u even play the game or are u just posting to get AP because your posts have no thought into them at all and you sound like youve played just long enough to know half the unit names... you have no real reasoning of the game concept and your posts are just plain spam
Yes. I play the game. I don't mean to spam, I just think the "Groditz stink like heck" is wrong. I'm sorry if I'm being disruptive.
are u just posting to get AP
What do armorpoints do again? Avatars? I don't really care about that.
imo they still suck..If I cap/fascsit and had to go up against phantoms...Anti-airs would be more efficent
I think the point of Groditz even being there is something to counter air with when someone is using the Outpost. Your practically saying we should'nt use the outpost be cause Sakata MK-II are better than Groditz. Or that someone should build a Forge as well as an outpost just to get AA. If you and your ally both choose outpost, Groditz are an effective was to counter scouts Phantoms because they use resources that are native to the outpost (Unlike Black Queens which ), don't take forever to deploy, (like Black Queens), are not restricted in many game modes, (Like Black Queens), and are stronger than Marines. The Only units from the outpost that can attack air are the Black Queens, the Marines, the Groditz and the Snipers, (Which are too slow to attack and deal Mediocre Damage against air). The reason Groditz are not effective against air is because if they were it would overpower the forge. To make up for this, Groditz have the ability to attack land. And also outrange Sakata Spiders and Sakata MK-II, to make up for this excellent range, they have low armor. Groditz are made to have the advantage in game modes where powerful weaponry is disabled (safe skies and low tech). and the disadvantage during Normal. There are a lot of scenarios when Groditz could effectively be used but are not, this is mostly in Safe Skies, but not always. There are a lot of scenarios when Groditz should really not be used. However people should not jump to the conclusion that they are complete garbage, because they do have a use. They can be used effectively as support to hover tanks against Phantoms and Sakata Spiders, as Mainstream units in Low Tech, (Although easily destroyed by Far Snipers, Phantom Support from allys can counter this though.) and masses during Safe Skies to retaliate from tactical late game rushes.
They really should not be used in Normal though.
I think the Groditz discussion should end, here. Actually it should have ended with VitaminK's Response, but I didn't want it to end with "AA are more effective."
The main reason why you can't split Marines like that is the projectile speed. A Scout will be able to set off all the Marines unless you retreat them and individually tell them to fire. But then you lose map control, and that's bad for Outpost because it relies on gimmicky influence rushes. Now your argument should be what if I don't have room to spread my Scouts. I don't need room, I just need one sacrifice, or if your that close to my base a group of A25-Romans. Your only answer to scout micro is building a Chronite Tank, if you're in the early game. This is the best scenario for both strategies, because 1 Chronite Tank means: less Marines, and slightly slower tech for the Outpost; A25-Romans are rendered useless, forced to delay tech due to making Scouts for Forge. This scenario would make an interesting game.
Just Wondering. How would Monarchy act in this kind of situation, is there an effective was to counter S-marines with scouts?
@YOS np man, and the scenario you are describing is the start of a pro 1v1 that usually leads to something very intersting..(saw this with tdh and simeone else i forgot)
@Chess THANK YOU FINALLY someone whos has the sense to say that i was so close to spilling that...btw hows the tourney?
@POS i really dont think that guesty knows what he is talking about, lets not waste time replying to them.
Any other ideas?
Another one is a super-high altitude air unit that cant be reached by ground-to-air units (marines MKIIs) and can only be attacked by some other special unit. :P