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)
Phantoms gotta love em their so innocent in small numbers yet so deadly when in large, with their splash if used correctly can kill all the enemies forces including AA.
Darktroop07 has that many posts? Never saw him post lol.
Phantoms are amazing anti-grounds, and half the people in the galaxy don't know the amazing fact that they have splash! Yessir they attack in a cone like-manner:
Oh and btw YOS, CaptainCorps pwned me with the triplebank build....missles were AMAZING.
Here are summoar suggestions for none other than Mr. Krin himself:
1. ComboUnits!!: Well this has been going through ma head for a while...So basically you take 2 units..and u shove dem together...To make a new unit! Yessir the fusion of 2 fighting spirits! This has setbacks for Mr. Fusion:
1.Both units have to be out...so that means build time for the units that are gunna be fused
2. Fusing units will also take time
Hmm I think that only forge and post units can be fused...so there is no such thing as a tank + marine This will be achieved I guess through a little pretty button on the Base. The ownership of the unit will probably be 50/50, and since noone goes dual (that much) it HAS TO BE FROM BOTH PARTNERS!. The prerequisite will have to be forge/post on 1 players, and forge/post on the other.
Superduperidea #2: Using money to fix base. So since the ultimate destiny of the treasury (no inf unit D is to be for missles or phatnoms...money will be used for fixing dat base...now the prices will be....
$100000000000000000000000000:heals 1 hp..... jk
idk up to Mr. Krin for prices and if he will ever update colony or make a colony 2....
All this time he was working on flight....D:
Soonest this will happen is 2013 on my calender....
First, YOS makes the attempt to create a mixture of casualness and modesty. This, however, is blown away by the hilarious statements he often follows up with.
I have a build for every unit.
The two primary forces which hold the colony community in a tight, everlasting state of solidity and preservation are Continuity and YOS. Without these men and their essences, the community would not be nearly as funny as it is today.
And another unit thats not used very often but talked about alot... phantoms... I havent played in many games recently when phantoms actually came into play effectively or efficiently.
I'm actually not sure whether I use phantoms a lot or a little compared to others, but I think it leads more into the little side. The cost of phantoms in money is really a crusher, and when you're going for upgrading or getting more/better resource structures it really can slow you down. Also, three phantoms is basically a missile's worth of resources, which by the way can easily kill those three phantoms. They are one of forge's real defense to special forces, but still with micro phantoms will lose to forces unless it's more of a 3v1 type thing. They work well somewhat against marines/tanks/snipers/these mixed if you use a scout sacrifice or something else, but also the time it takes to kill enemy ground units is usually quite awhile with phantoms, enough to breakout any aa/meds before a large amount of damage is done.
Superduperidea #2: Using money to fix base. So since the ultimate destiny of the treasury (no inf unit D is to be for missles or phatnoms...money will be used for fixing dat base...now the prices will be....
I just don't really see that working especially with pins it would just be a waste of money. Unless it was extremely cheap but still...
From what I've seen, phantoms tend to be used as aggressive harassment units that don't exactly turn games around on their own. They specialize in pressuring your opponent to invest in antiair while your teammate might have a ground force that also demands attention.
In terms of their cost, it's highly appropriate for their tier and cost. Phantoms cost very little energy, which is necessary for forge players to use them in conjunction with their other major units. By the time a forge player has manu, armory, gen, and bank, they can be considered to be fairly high in the tech tree at that point. It is often the case that real 2v2s do not progress to tier 3 forge, and tier 3 post is even more uncommon. Phantoms in mid-game serve a similar role to ops teams in mid-game: they are often a short-term quickfix for a problem that can be more effectively solved in a more risky, expensive, and time-consuming manner. Thus, forge players often need to make a decision between making phantoms to harass the opponent while losing tech potential, or conserving money and having less field presence in exchange for reaching spiders sooner.
Also, phantoms are air units. Missiles cannot target both air and ground units at the same time, and if phantoms are missiled, it could mean that a wave of chronites or snipers are left alive. In terms of missiles, phantoms present a strong threat that is unlikely to be of the highest priority, but it cannot be ignored either.
There's no argument that modified phantoms are extremely useful, as it is a unit you can get from a resource building. But when it comes to phantoms they are less useful and very situational.
In 1v1s, I generally only find them useful with dual builds which tend to result in an excess of money as a resource and a short supply of manpower and energy. This is a consequence of using a building spot for that extra forge/post building that would normally otherwise be used for a generator/hospital in other builds.
The above scenario is perfect for the money-hungry phantoms, which use a lot of money compared to their energy consumption. It also helps that you have loads of ground units to play with that decoy the phantoms from missiles.
In the colony early days, you also used to have phantom rushes that were quite effective, but those forge mono-builds would not be effective today when facing the now commonly used influence rush builds.
Otherwise, any other build needs to justify spending money upgrading to a manufactory, and then more money on top of that for expensive phantoms, and possibly even more resources/time delay on top of that for an armoury if you also want Anti-Air Sakatas to protect the phantoms from air units. The opportunity cost of obtaining phantoms is huge, and is besides the fact that phantom builds are generally very inflexible and give fewer options for creative strategy or countering ability.
Phantoms really only come into their own as reactive units--ones that should only be sought/built as a counter unit. Facing two outposts in a 2v2 is a prime example. This is in contrast to all tier-1 units which are all very much proactive units that are commonly beneficial to build irrespective of what the opponent is doing.
Did I mention that Phantoms have splash? As Fascist having a treasury or dual banks comes in handy right there, Phantoms will easily kill Hovers, and if you are playing 2 players that are post, you have a sure win unless a Sphinx or Scout comes in, or if one of them gets smart and goes dual. And as a Fascist, the balance of money and energy is very crucial.
Now for Mr. Pos, and just as I was saying resource balance..
Gladiators are a little Ace-In-The-Hole for a Fasicst who is dealing with a Missiler. By making an initial 2 Gladiators, and following up by tearing (possibly armory) down for a hospital, will give u a missle shield. Stick them in front lines and build ur little army behind. Obviously if your partner has meds or hovers or whatever, this won't be neseccary. Now before someone starts *****ing that Hovers will pwn Gladiators, I will say right now that they do. Both in resource and in a firefight, the Hover is the obvious choice other than the Gladiator.
Ladies and gentlemen, that is not how it is meant to be used.
It is a damage SPONGE. It will soak up damage better than a drug addict on a mountain of crack. Hovers are without a doubt the best AG (anti-ground). But Gladiators can also attack air. Very costly and not ment to be massed. EVER.
NEVER MASS GLADIATORS, YOU WILL END UP IN A BIG PILE OF DOO-DOO.
One or two in a little army makes a world of differences. Looking at the Gladiator, it is meant to be a tip-of-the spear unit, and hence it also has the fastest movement speed, and for any retards that doesn't get what that means, IT IS MEANT TO BE FAST AND GO IN FRONT LINES TO TANK ALL THE DAMAGE FROM ENEMY. This allows back lines to go unhurt. This will also work a lot better if you have medics.
And any Roman family unit is very nice with meds. I rarely see romans + medics, but when I did, it was BEAUTIFUL.
Glads are very useful against air units form a range but they need to be kept safe from chronites and hovers since they are devastating versus glads. As for glads their perfect for destroying sakatas which are weak versus glads.
What? Is that the Vitruvian Man I see on the page with the A25 Roman?
Glads... to tell you the truth they're not very useful at all. I'd basically rather have a Pride than a Glad any day due to the Pride's range bonus. Even though Glads do have a whopping amount of health. Sure they are decent AA, but for the cost... Sakata MK II are much more useful, at least against air. Against ground... there are still easy counters to them, besides hovers. Snipers, Chronites, Pride can soak up their fire easily without losing much health, even Sakata MK II are a very good damage soaker against them. Besides, who techs for a Tier 3 Forge these days?