I recall that a requirement can only go up to 3 buildings. If this is so, then I vote Barracks + Cyberkernel + Cloud Piercer since it would make Piercer more important to have (and plus all spies from other factions need labs), and for what Snow said above, not to mention that Clairs also do get boosted by spinblades, while being a high necessity for outside-the-base stealth detection. I'd like to see this happen so Clair/Jackal rushes won't be as powerful as they are now.
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Admiral_Pit
Member Since 07 Dec 2013Offline Last Active Jan 22 2018 04:30 PM
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In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
23 March 2017 - 02:45 PM
In Topic: Favorite Monster Tank
23 March 2017 - 01:15 PM
Have to go with the Catastrophe. Its mixture of speed, power, durability, extra power boost from the infantry inside, and capability of AA is something to be desired. Honorable mention to the bulk and brilliant voice of the Mastodon.
In Topic: Least competitive faction in 3.3.1?
20 March 2017 - 12:04 PM
My previous votes went to EA and Psi Corps, but both have gotten improvements, so currently null vote. Both got buffs since last time and they're much more dangerous.
What has surprised me was all the Psi Corps votes. Gehenna and Magnetron range buffs make em more formidable, PC is still the best of Epsilon when it comes to naval warfare with most of their exclusive units being amphibious, and speaking of magnetic, some probably forgotten that said magnetic tech pretty much slows down the majority of Foehn ground units (excluding Engineers or Huntresses). And let's not forget those Psychic towers being another mind control method, too. You should come across a decent Psi Corps player and see how brutal it can be (of course this goes without saying for any subfaction that a player's really good at).
In Topic: Favorite Main Battle Tank
19 March 2017 - 10:54 PM
Qilins are definitely #1 for me for their power and durability and their lovely quotes. Then there's Bisons for their healing. Honorable mentions to Opus and Dracos for their concepts.
In Topic: MO 3.3 // Overused/Underused/NotUsed Units, Buildings & Support Powers
17 March 2017 - 10:57 PM
Peace through power, brothers!
Beware, my post will be quite long because i'd like to discuss all units, powers and building. which are useful, which are not and why and which are simply not used much for no real reason. Those that i don't mention are mandatory and its useless talking about them. (this is all based on my experience and the units i do or do not use)
Soviets
emp mines. underused. useless
irradiation. underused. this power is good for its cost (no cost) and can deal some additional damage but most of the time i rely solely on the firepower of my units and its a rarety something would come close to my nuwas.
wallbuster. underused. only useful against a lot of costly defences so its uses are limited and it is not very cost effective otherwise.
gear change. underused. this economy power looks interesting but is only useful if you are completely broke and dont have any immediate means to get money. as long as you have a healthy economy, the power will only hurt your production.
emp. underused. i find myself rarely relying on this support power to fight vehicles. and i think this shouldnt be the case
gyrocopter. overused. highly mobile units with good damage against masses of infantry. easily why i dont use more eradicators.
yunru. underused. can emp own units, useful as support but most of the time not cost effective. useless as eathshaker.
main battle tanks (all) deal no damage against infantry, base and air and they cant run over too many units. they fail as assault units and thats why most prefer to tech up and/or use different units. underused
centurion. underused. its limited quantity makes it too slow at dealing damage. nuwas are often the better assault unit. even at support (yunru, eradicators) the centurion is somewhat failing because of its slow speed. if you could built 2, then we would be talking.
dragonfly. underused. too much micro and monetary investment for large armies. could be very useful if small armies meet. very fragile.
sentinel. overused. fantastic anti air and its heavy specialization can make the unit useless when no air units are used.
dustdevil. underused. completely useless. for the confederation as the smoke bombing support power is much more effective and lot less costly. very situational use. against big strong armies with limited anti air they can prove useful but that is a rare sight.
As a China main, what I see kinda bothers me, especially the ones in bold kinda bother me most, and I shall go through each of em.
-EMP Mines: Try putting em next to enemy forces in your base. It's actually very lethal, even though they'll be getting nerfs soon.
-Irradiation: You can ask those who've played with me enough of the potential this ability.
-Wallbuster: A favorite of mine, which has helped me get stolen tech so many times. Besides that, it's still useful against a group of base defenses, and that really helps against turtlers.
-Gear Change: It's not bad, especially during low-money stalemates so as long as you can last.
-EMP: Try em against most non-fiber'd Foehn infantry too. It really helps. And imagine if it's just Foehn infantry that are coming, cue hungry Terror Drones after that.
-Gyrocopter: Really good that you know of their use. Just know the balance between them and Eradicators.
-Yunru: Ah, the big one. She's almost like a necessity when it comes down to shutting down armor divisions or most non-fibered Foehn infantry, and she can stunlock 2 groups if you manually control her well (best out of the Cent). As for Earth Breaker, I've made use of it in the past, and actually will be willing to do it again just to show you that it aint useless... if you ever come across me that is...
-MBTs: Each have their use, like Mantis/Bulldog/Jaguar rushes early on (that can run over infantry well with their speed), or the power + durability of Qilins. They shouldn't be underestimated, and I say this for many reasons.
-Centurion: You always have to have one of these when it's late game. It's really the only thing China has that can outrange many things like T3 base defenses, can harass armor from a distance if controlled and supported well, has AA as well, and well, more.
-Dragonfly: It is underrated, yes, but it still has many uses, like sinking hover units on water, or slowing down enemy economy by holding down miners (which you can also kill if they're undefended), and they can even jam enemy radar if you can sneak one close to the enemy's radar.
-Sentinel: Definitely good, but one should know the balance between using them and Halftracks, as Halftracks have some perks over Sentinels sometimes.
-Dustdevil: Not useless. Just being able to debuff the attack of groups of enemies if handled well can turn the tides when armies clash (and even distract AA troops in the process).
While I may slightly understand if it's your preference, but I can still see you're not seeing the full potential of some of those things. As for China, I'll gladly show you some potential with em if we do fight,
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