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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soccerdude2
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soccerdude2
1,673 posts
Shepherd

First off, Sakata MKII are NOT MISSLE RESISTANT


I think you're thinking of a sakata spider.

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.


You can make waves on regular-sized maps. I think a bigger map would not do much imo.
SoymasterYos
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SoymasterYos
971 posts
Nomad

Longer battlefields is actaully something this game needs. I think it would help balance the current game. It would force people to start controling their units on the basic.

vitamink
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vitamink
37 posts
Nomad

Thanks for the replies guys!
(Guess my Monster Reborn worked)
Hmmmm heard from Darktroop07 that Krin said he won't update it. D:
And from what I know, this is the current timeline..
Sinjid-Sonny 3-Colony 2

Sigh....

Anyways here are more suggestions.(And I know there is a thread for this, but Krin is moderator so...)

1. Suicidial unit..Haven't decided from forge or post, but a unit that will be sent to enemy lines (ground only) and detonates like BOOM and will act as a missle, but less powerful...

2. Treasury unit...treasury is almost never used other than if you have phantoms in mind...with a treasury unit, it will probably be more used. A 50 influence unit...possibly an air unit that only attack air...

Replies will be very appreciated...

TheDoubleAce
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TheDoubleAce
3 posts
Nomad

Well, what I meant that the Sakatas aren't meant to be missle-resistant...It just has enough HP like the Gladiator and can withstand a Queen but not a missle.

Gladiators have a much lower firing rate than Prides.....

chessmaster102
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chessmaster102
656 posts
Peasant

Treasury unit...treasury is almost never used other than if you have phantoms in mind...with a treasury unit, it will probably be more used. A 50 influence unit...possibly an air unit that only attack air...


With this Monarchy will be overpowered... think about it. First you build bank, upgrade it and now you can make the the influence units and make money for special operations to fund the unit. The idea of a treasury influence unit has been passed along before and the the vote was a dead win for a Modified Groditz. The prices varied between 35 influence(I hated that idea) and 85+(my idea and I love it :P)

I like the idea of an air attacking only unit since there's only one in the game so far and there's 8 ground attacking only units in the game right now. I think it'd be kind of nice to have.

Well, what I meant that the Sakatas aren't meant to be missle-resistant...It just has enough HP like the Gladiator and can withstand a Queen but not a missle.


TheDoubleAce please stop saying false information. The Sakata MK-II can and will survive a missle attack from either a queen or from the special operations. And no unit in the game is truly "missle-resistant" is you use your definition. Every units in the game will die if enough missles are used. The reason I think that Sakata MK-II are concidered missle resistant is because they can survive a missle attack over and over again when given the chance to regenerate health.

Gladiators have a much lower firing rate than Prides.....


But a gladiator will beat a pride in a 1v1 match everyday
vitamink
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vitamink
37 posts
Nomad

Thanks for reply Chess! (Your tourney -_-)

I never knew about the suggestion for a mod groditz... But Krin should modify the normal groditz to forcus more on anti-air instead of ground..It's kinda useless in both situations...Marines are the onls serious anti-air, but the short lifespan doesn't help....

Suggestions cont.

1. I'm not really sure about this, and haven't given it much thought, but maybe when a unit dies, a corpse is left for a set amount of time...and from a building (idk) can deploy a necromancer-type unit that can resurrect a unit with about 1/2 of HP...maybe can only heal 1 unit, and the closest unit? idk.

2. Portals (random)
Maybe a portal thing on your side of the field (btw would only work if Krin makes a big map) and can set a portal to the other side of field... idk if you guys understand but..

Portal <-Units Enemy Portal->Units

I don't know really.. but I've seen suggestions about a "sea" type unit...but that's kinda pushing it...That means that Krin would need to modify every unit to see the effectiveness of the attacks against the sea units...

Sub-ikata lol

SoymasterYos
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SoymasterYos
971 posts
Nomad

Top level microed Scouts decimate any amount/controled marines.

Sphinx kills all air with easy.

guesty9999
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guesty9999
23 posts
Nomad

so..... I've been playing for quite a while, yet only lately have I realized the true. level of skill and strategy required to play at even close to pro level. I am sure there are others, who like me, haven't understood the basics perhaps until an actual pro shows them.
for this reason, I am gonna put what I know and have learned In this post.

let's start from the basics, the victory condition is to eliminate the enemy base, and all of his units. the ONLY way too achieve this, is by making units ones self. (I count missiles as units)
now, I am assuming all players start equal, and discounting the side advantage for the sake of theorizing properly. all players start equal, therefore, to win u must gain an advantage somehow. there are a few ways of doing this, and I will go over them.
the first and most common way, is getting 'better' units. this generally involves 'teching'

guesty9999
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guesty9999
23 posts
Nomad

sorry, hit submit.

anyway, this involves teching, or upgrading to get higher tier units. this is generally seen by the pros as a very poor way of playing. I could explain why, but I don't think it will help, but I will say that one reason it doesn't work, is that it loses field control, and also is very easy to copy.
the way most pro's play, they gain there advantage in a few ways. the most basic, and it was designed in the game, is field influence. this is the gain of influence from controlling areas in the field. if u don't know how this works, try to find out as soon as possible, either ask a pro in game, or search in google or something. the reason this is such an advantage, is that it gives u units for practically no cost. in theory, if two people fought perfectly, the one with more 'free' units would win. but it is deeper than that, influence units aren't just more units, they are unique units that can be used too acomplish things that normal units can't.
in addition to field inf (short for influence) there is also 'inning'. pinning, (aka blockading, spawn point trapping, and others) is where u put your units just out of range of the base defenses, so that they will shoot enemy units as they are made. this is a HUGE advantage, and if done correctly will pretty much mean victory in most cases. this is such an advantage because the enemy units can only attack u one by one, and therefore get crushed one by one. in addition, pinning will get u a significant amount of field inf. this is so significant that a tier 1 pin with inf units, executed properly, will beat a tier 3 pinbreak.
those are the big advantages too be gained, but there is another more subtle one. micro (short for micromanagement) is this advantage. micro is the control of units on the battlefield, generally to increase there performance or keep them from dying. micro is critical, and makes all the difference. there are many ways to micro, and I will list a few:
unit alignment - this one is probably the most basic, this is where u keep your units aligned straight, to provide more divisive fire, increasing there individual lifespan.
unit layering - pretty much the opposite from the last one, this is where u layer your units or spread them out, to minimize the effects of AoE attacks, such as missiles or cronite tanks.
invincible unit - ths is in some ways an expanded version of the last one, here u have a unit, prefferably missile resistant, in front of a group of meditechs. this means that that unit is much harder to kill, and is completely missile proof.
charging units - this is the counter to invincible units and other things. u use charge and hold to get passed some units to hit others.
these are the basics, but there are many more. the most basic micro is charging and holding. units set on advance have less range than units on hold, so charging and holding lets u get shots of from farther away.
in addition to al these ways of getting advantages, there is 'unit vs unit', or what units are effective against which, in a certain position. I won't explained this, as it is very complex, and people that don't know it to begin with, probably won't understand anyway.

now that I cleared that, let's move on too builds. I will go over the basics of 1v1 and 2v2 , then go over builds for them. everything written here is for normal mode, though might work in others. this is because normal offers the most options, and is therefore most interesting to play.

1v1:
in 1v1, you are responsible for everything. you need to make the right units at the right time, and micro them properly. successful builds in 1v1 tend to be very efficient, use all the resources, and have variants for different opponents. I will go over the builds by government, as that is the only difference between players.

capitalist
the most well known build here is obviously bank post, aka tdh build. this build is very powerful, and was the first to systematically develop counters for all builds known at the time. the basic variant is bank post hosp ops, but the build order and even build itself can change depending on the opponents build.
fascist
the basic fasc build is bank forge, then varianted to fit the enemy. against capitalists, u fight a post v forge micro battle, where u try to kill marines with charging Romans, then use the time gained to wreck the tanks with scouts. the most common way to develop the build is bank forge gen ops, make a pride, then demolish bank for a hosp, make meds and go for a pride pin. there are other builds, but u can learn them the hard way :P.
monarchy
this is the most flexible gov for 1v1, and has MANY builds. mon v cap: against capitalists, there are many builds that can provide a fight, most of them can be countered, but some are basicly desired by micro. such builds are: bank forge gen, bank forge arm, arm forge, bank post hosp, bank post arm, bank forge hosp, bank post ops, etc.... as I sad, most of these can be countered, but there is a very specific counter, that often relies on very good micro. mon v fasc: here there are even more builds, I won't go over them all, but it is my personal opinion that fasc SHOULD win here, but it is basicly decided by micro.
communist
this is a very interesting gov in 1v1, and basicly plays as a variant of cap. I won't explain it, as it is very tricky, but vs cap, it is basicly mirror with a slight time delay, and against everyone else it plays like cap with bonus influence.

I hope u enjoyed the 1v1 summery, mow lets move on to 2v2.
in 2v2 u are cooperating with your partner to achieve victory. this mode stil
requires micro, but it is more cooperative micro, where u time your units movements with your ally. good 2v2 games are much more rare than good 1v1 games, because you need four good players to be on at the same time. in 2v2, by far the most effective way to win is having one player as forge, and the other as post. this leads to battles that open with scout micr battles in the air and tanks holding the marines away, eventually developed into snipers on the ground. from there it can develop many ways, depending on the match up.
there are many variants for 2v2, and I won't go over them, at least not in this post.

thank you for reading the whole thing, and I hope liked it and that it helped you. this is only my opinion and the things I learned from experience, and therefore I might be inaccurate or wrong, but you may help with feedback. I will try to avoid posting again, as I find the forums a place full of nonsense, but I will probably see replies.

good luck and have fun in your future games,
~THE guest.

guesty9999
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guesty9999
23 posts
Nomad

oops, that came out as a wall of text, also, there are a few spelling mistakes, but oh well......

vitamink
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vitamink
37 posts
Nomad

Post HaX0R$ here:

shadowstep123
dozer12

PowerOfSauce
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PowerOfSauce
502 posts
Shepherd

If an influence unit were to be added for the treasury, it would need to be highly situational. The idea that it could be a unit that only attacks air actually seems to be a pretty good idea. However, this unit itself would need to be an air unit as well, or else it would be overpowered.

They can be useful in earthquake, as they easily destroy Chronite tanks in masses


I haven't been on colony recently, but hilarious things like this serve brilliantly to remind me of what I've missed.
chessmaster102
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chessmaster102
656 posts
Peasant

1. I'm not really sure about this, and haven't given it much thought, but maybe when a unit dies, a corpse is left for a set amount of time...and from a building (idk) can deploy a necromancer-type unit that can resurrect a unit with about 1/2 of HP...maybe can only heal 1 unit, and the closest unit? idk.

2. Portals (random)
Maybe a portal thing on your side of the field (btw would only work if Krin makes a big map) and can set a portal to the other side of field... idk if you guys understand but..

Portal <-Units Enemy Portal->Units


All of this would have to much lag, the portal idea will ruin the game with roman rushes and such but would also make it fun-ish if people dont abuse it. The corpses would just be to much lag but could add some good graphics.

I don't know really.. but I've seen suggestions about a "sea" type unit...but that's kinda pushing it...That means that Krin would need to modify every unit to see the effectiveness of the attacks against the sea units...


There have been some suggestions on this also, mostly different races and the winner was a alien type race. Sea units were mentioned but people did not like the idea and personnaly i think it just turns the game into a "Multiplayer Strategy Defense".

I like the ideas and hate to burst your bubble of creativity but this is kinda the truth. Keep adding ideas if you like and I'll continue posting my opinions and others from previous conversations.
soccerdude2
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soccerdude2
1,673 posts
Shepherd

With this Monarchy will be overpowered... think about it. First you build bank, upgrade it and now you can make the the influence units and make money for special operations to fund the unit. The idea of a treasury influence unit has been passed along before and the the vote was a dead win for a Modified Groditz. The prices varied between 35 influence(I hated that idea) and 85+(my idea and I love it :P)


What if the unit (Modified Groditz or other) has a cost other than plain influence, or not even influence? It could be sort of a special unit in that case. The cost could somehow hinder Monarchy a little and could also give Communism another edge because of its influence gained from kills.
vitamink
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vitamink
37 posts
Nomad

Idk and thanks for replies chess, but how bout the treasury unit cost influece, AND other resources?

And btw its an air unit that can only atk air.

Haven't thought about the lag part, but when deciding government, how about deciding the drops for enemy kills? For example, instead of influence in communist, how about manpower?

Another idea is an anti-vechile or anti-human unit.. A unit that only goes for vechiles or humans....

And the game needs a powerhouse unit...something like the Ultralisk or Thor from Starcraft....

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