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Changes to USA Superweapon General


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#21 Pendaelose

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Posted 14 April 2010 - 09:56 AM

So a build limit of one SDI cannon that can kill other super weapons? So is the Longarm basically taking its' place as the "badass" standard base defense?


No, it has a toggle for what mode you want. You can set it to "Tactical Overwatch" or "Ballistic Overwatch" and it will behave accordingly.

To make up for the new "limit 1" on it the turret now turns a little faster making it stronger vs aircraft and horded little units (this is also needed for ballistic overwatch), and the Long Arm Support tubes pickup some of the slack at T3.



I would like to see the SDI cannon take on a quad MIRV launch


actually, if the MIRVs come in range before they can split it will own them. If they split at the very edge of it's range thats a different story, it may have a harder time, but it's anti-ballistic damage potential is super huge.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#22 Jester22

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Posted 15 April 2010 - 01:47 AM

I had gathered there would be a toggle for different modes on it, I was more guessing at the Long Arm taking over as a more imposing role in the base defense arena. SDI still owns, but as you can only have one, the Long Arm will be stepping in where you would want to place an SDI but cannot because you've already gotten one built.
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#23 Jester22

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Posted 15 April 2010 - 01:51 AM

GAH! Replying to all that, I forgot to mention how extremely squishy initial base defense is vs robots. The missile defense sites don't seem to bother them too much, even with battle drones. I noticed on a couple of the 2p maps even with spread clusters of 8-14 missile sites at least a couple would be banged up from some (what I thought to be) relatively minor incursions from the basic infantry. Missile sites work well, of course, against vehicles. Even with some humvee backup filled with infantry, you're making a sacrifice, either your sites or your vehicles with infantry inside. Was this intentional balance or an oversight?
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#24 Capt.Drake

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Posted 15 April 2010 - 05:03 AM

In the internal test version there already is a tier 0 anti-infantry defence

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#25 olli

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Posted 15 April 2010 - 02:52 PM

And an early game long range anti tank defense. (anti artillery basically)
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#26 Jester22

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Posted 15 April 2010 - 10:31 PM

Sweet! I was wondering why a "turtle" strat based general would have a weakness against some of the most spammable units in the game, a horrible weakness against Infantry General to say the least. >:D Anyhow, back to pwning/getting pwnt!
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#27 olli

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Posted 15 April 2010 - 10:51 PM

In the next version, you will see SuperWeapon Gen has much better defenses making it a proper turtling general. She has a lot more of a "Superweapon" feel.
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#28 m3rc1l3ss

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Posted 16 April 2010 - 02:29 AM

Woot, I always wanted to turtle as Superweapon ^^

#29 Jester22

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Posted 16 April 2010 - 03:47 AM

Heh, now the question will be what is everyone's strategy for knocking down a mean defense like this. :D
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#30 olli

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Posted 16 April 2010 - 08:56 AM

Ahh, now that is for you to discover!
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#31 Pendaelose

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Posted 16 April 2010 - 09:12 AM

Heh, now the question will be what is everyone's strategy for knocking down a mean defense like this.

Thats going to vary a lot depending on what general you play as, but as a general statement massed artillery mixed with infantry works well. The HellfireII base has long range and high damage, but a piss poor reload speed and can hardly target infantry at all. If you scatter infantry around your artillery pieces they will draw a lot of the missiles and will protect your artillery. Or, if thats too much trouble, just swarm it with numbers. It can't destroy them all at once.

The picture perfect SupW base defense line would use all 4 defense types... Patriots and 30mm guns out front with HellFireII and SAM sites right behind them. now, 4 defenses at 3 power each will require a whole power plant to themselves, so the enemy can't have too many of these defense lines. Even if he has 10 power plants to feed 10 such groups for the same price you could easily field 30-40 artillery pieces to shell him into submission. If he builds all Hellfires that wouldn't work too well, but then it's infantry or air strike time.

Also, don't forget we're talking about "how to battle a turtle" here... if he's using his hard earned doh to build a wall of defenses this means you can build units and claim the resource points all over the map and have a much higher income to spend on teching yourself up as fast as possible.. T2 Tanks, Planes, and artillery units make short work of T0-T1 defenses.

Also the defense wall is power dependent, and as it techs up it becomes even more power dependent. Every general has some kind of attack that can hit those power plants in advance of a major attack. Turtling works well vs the AI but not in PvP.


A short break down by General focused on T2 (T1 is fairly universal and fits the above description)

AirF: T2 has a Laser Point defense upgrades, cruise missile bombers, and Auroras.

SupW: Get your supers online first... Use Auroras to crush his power and super weapons

Laser: Mithrals can protect you from both the hellfires and the Long Arm defenses while you're artillery units destroy the defenses.

Robot: A bulk swarm of spider mines can work wonders. Laser point defense drones in a swarm can protect you from missiles while you use artillery

Nuke: Nuke cannons have some of the best range in the game, easily owns up up Hellfires.

Infa: 100 mortar troops fear no defense line. T2 artillery spotters out range the defenses.

Flame: Pheonix bombers and the Smerch can clean house on them. Flame does high damage to buildings.

Tank: This is probably the toughest fight. There is a natural degree of Rock paper scissors in ZeroHour, and from Vanilla 1.0 SupW has been the bane of Tank. At T2 you can use mobile supers to target power plants. Then roll tanks in.

Stealth: Mass Sabotage, or Saboteur can shut down power before a frontal attack. Or, you can let them bunker down and leave all those base defenses up and running for nothing, never let him shoot anything while you spam powers from the black markets and let your monuments slowly ravage him. Your Jammer station will keep you protected from super weapons and powers preventing any meaningful retaliation.

Demo: Swarms of suicide units are cheap and effective, high end artillery is effective. You can also use Mass Sabotage or the Saboteur spawn to shut down his power just in time for a huge suicide wave that will clear out the defenses.

Chem: the Toxin tree is very effective at shutting down buildings. If you can get even a few T2 or T3 artillery shells to land in the area you can start shutting down the defenses and have your way with his base.

Aslt: No one has more artillery and counter artillery than assault. Build your Faithful cannons and shell him into submission.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#32 MasterZH

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Posted 16 April 2010 - 10:26 AM

Nicely said Pend.

Edited by MasterZH, 16 April 2010 - 10:26 AM.


#33 Jester22

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Posted 20 April 2010 - 01:50 AM

I like that... think you should post strats vs every gen in their respective forum areas. :p But seriously, very nice.
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