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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trying
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trying
468 posts
Bard

I like beef burgers too.

colony101
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colony101
44 posts
Shepherd

But sphinx can counter far snipers with ease

chessmaster102
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chessmaster102
656 posts
Peasant

Lol trying... Im pretty sure your the only one who has made a post like that in this forum in at least a year... congratz

And Farsnipers are way to underused. Most people have no idea the strength they possess. I blame it on the cool roman to the right of it, the cool marine to the left, AND THE BIG THINGS THAT SHOOT AND MAKE KABOOM ABOVE IT! thats why i think farsnipers are under used.

GLArmy
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GLArmy
8 posts
Nomad

We should be able to upgrade the headquarters, those energy weapons won't excatly cut it when your fighting hover tanks and Black Queens, (espcially when said defences cant even hit Black Queens)

soccerdude2
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soccerdude2
1,673 posts
Shepherd

We should be able to upgrade the headquarters, those energy weapons won't excatly cut it when your fighting hover tanks and Black Queens,


Actually the headquarters have decent to powerful weaponry already, and I don't think making them stronger would work out. The base already can easily kill a hover if it's in range, and if the base had the range of a black queen that would make it cut scouts and other air units to pieces making it almost impossible to pin using air units because of the range of the base and the range of other air.

Farsnipers... the reason they are underused is that like Chess said, why get a far sniper when you can get special forces or a pride? The special forces already comes with two regular snipers along with medics and S-marines. Also when medics come into play farsnipers become a lot more useless unless you get them in larger numbers, which you could be spending that amount of influence on something else. Throw in a queen, and they all go splat.
trying
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trying
468 posts
Bard

Far snipers are really only useful when you have 2 teams that refuse to fight and just sit back and build up their army.

PowerOfSauce
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PowerOfSauce
502 posts
Shepherd

I want YOS to post again, it's so fun without him D:

SoymasterYos
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SoymasterYos
971 posts
Nomad

[quote=trying]I like beef burgers too.[/quote]

I made that comment a few months ago and some staff member deleted it.

[quote=trying]Far snipers are really only useful when you have 2 teams that refuse to fight and just sit back and build up their army.[/quote]

This comment is really disappointing to read. Far Snipers are very useful, but people refuse to try new ideas.

PowerOfSauce
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PowerOfSauce
502 posts
Shepherd

OHHH

HE ANSWERED TO THE YOS CALL

Again, I agree with YOS completely.

trying
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trying
468 posts
Bard

This comment is really disappointing to read. Far Snipers are very useful, but people refuse to try new ideas.

Explain to me one situation where far snipers would be better than normal snipers. Maybe you can generate some new idea.
SoymasterYos
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SoymasterYos
971 posts
Nomad

[quote=trying][quote=SoymasterYos]This comment is really disappointing to read. Far Snipers are very useful, but people refuse to try new ideas.[/quote]Explain to me one situation where far snipers would be better than normal snipers. Maybe you can generate some new idea.[/quote]

Here's an old one:

[quote=SoymasterYos]I used Far Snipers in a more psychological approach. I make 3 at a time so that they do enough damage to force my opponent in attacking. While their units are running across the map, some of them might die, or all of them take a little damage. This puts you in a favorable position.[/quote]

The problem with this idea is it was made by me, and no one likes my ideas because of the skilled required to perform them. What I have to do is think of something that is noob-friendly. That is the kind of test you give to the most experienced player in the community. Give me a while to theorycraft.

PowerOfSauce
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PowerOfSauce
502 posts
Shepherd

The problem with this idea is it was made by me, and no one likes my ideas because of the skilled required to perform them. What I have to do is think of something that is noob-friendly. That is the kind of test you give to the most experienced player in the community. Give me a while to theorycraft.


If sigs could be made on armorgames

this, a thousand times this, would be mine.
Dark123456789
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Dark123456789
23 posts
Nomad

Explain to me one situation where far snipers would be better than normal snipers. Maybe you can generate some new idea.


If you build Far Snipers from the beginning against slow opponents they won't be able to build any land units. However if the enemy isn't slow this won't work, unless your ally guards your far snipers somehow. This is really only effective in Earthquake, Safe Skies and Low Tech, and in Cold War if you can evade Black Queens.
trying
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trying
468 posts
Bard

I make 3 at a time so that they do enough damage to force my opponent in attacking. While their units are running across the map, some of them might die, or all of them take a little damage.


That's basically restating what I said in my earlier post. Your opponent is sitting back and so are you.
MiamiBigAL
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MiamiBigAL
105 posts
Nomad

There's a couple situations where far snipers are the appropriate unit to get. If you're against 1-2 prides with no med backup, you can pop out a far sniper with tanks to missile cover your Far Sniper. The pride will die pretty quickly. If you see spec forces pop out, throw a missile in there for good measure before the pride heals.

Far Snipers are also good for late-game against hovers when spec forces and prides become pretty useless. However you would have to keep any black queen at bay with some form of AA and probably a Roman spam.

Besides prides and hover tanks, Far Snipers would probably not be the most efficient use of influence in any other situation.

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