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tho12

Member Since 05 Aug 2017
Offline Last Active Sep 18 2017 04:40 PM

Posts I've Made

In Topic: Feedback from a new player

18 September 2017 - 04:40 PM

Since you're a new player, you probably don't even know how much this " feedback " is flawed and not researched.


2) Atleast in the PVP scene, Invaders, Wolfhounds AND rocketeers are VERY situational. Thor gunships are a combination of EA's army, used for offense against INF and AIR.


PVE has some serious issues, like the AI not being clever enough to build like more than 5 anti air units against for example: Wolfhounds

 

PVP, most of these points are just bland.

 

Also by what I'm seeing here, you want more automated things and more " Jack-Of-All-Trades " units, why tho? this isn't some cheap RTS like Halo Wars.

 


 

 

Nowdays, I only play one challenge - Heavyobject (w/o Superweapons). 

1) building repairs. This is a chore to do constantly. Since you're bombarded all time with various bombs, rockets etc. your buildings constantly take damage. Might not be enough to kill them, but they will blow up after a few hits. Clicking "repair" button several thousand times isn't fun. Is it possible to make an option so that bulidings auto-repair?


In Topic: Feedback from a new player

07 September 2017 - 04:08 PM

you mean EA. PF has no Prism or Thor, unless you somehow capped the EA's base

Yea, it was EA.

 

 

Salamander is far more superior than Wolfhounds in the fact that it has 2 sets automated confusion rays (one is shot in long range, the other is applied to units below) and dense armor. It's not good at attacking infantries, but with the confusion ray it doesn't need to.

Kind of...I don't really care about armor on air units, tbh. Most of the units can't attack them anyway. With sufficient numbers (much easier to obtain with Wolfs than Salamanders) even dedicated AA stuff dies before it can do any serious damage.


In Topic: Feedback from a new player

06 September 2017 - 06:50 PM

If you're playing Epsilon, you have lots of Tier 3 AA option.

 

PsiCorps : Gehenna - They're powerful and their Dybbuk-Is can arguably reach infinite range, but the platform likes to follow up with the Interceptor, which makes constant vigilance a requirement

 

Scorpion Cell : Oxidizer - I don't use these often, but they're bunkerable, and Alstar has long claimed that combining this with Gattlings will make any air units a history. Oxidizer is a support unit and can't damage aircrafts themselves though

 

HQ : Colossus - They deploy literally instantly. Just move them and deploy, perfect stationary AA. Try to shield them with Chimera Core/Hazequad and even Uragan (the guy that shoots plasma orbs) can't outrange them.

 

Don't rely too much on stationary base defenses or Tier 1s. They won't do much. Also, adepts are nice line of defenses against tanks.

 

I managed to beat Heavyobject with PSicorps, Coronia AI ally; normal difficulty. Gehennas were pretty bad actually. If one could put this in a bunker, A+ rating. Since you can't, it's kinda bad. I even tried walling them, but wall doesn't give the protection you get from a bunker...Overall, I didn't like them. Even when I finally managed to make a push towards Foehn base and take infiltrate CC and Lab, Salamanders kinda dissapointed me. They're neat and all, but Wolfhounds seem to work just as good and are readilly available. Basilisks were great vs buildings, when massed they seem to be somewhat decent vs units due to large AoE of their attacks.

I also beat this with PF. Not too shabby - when those Future Tanks + Quickshifters became available it was rather easy to both push and defend with a wall of Rocketeers + Thors backing up several Prisms, while tech units provide a steady base for pushing. Fortresses & Aircrafts I didn't even bother building. 


In Topic: Feedback from a new player

31 August 2017 - 09:25 AM

PsiCorps : Gehenna - They're powerful and their Dybbuk-Is can arguably reach infinite range, but the platform likes to follow up with the Interceptor, which makes constant vigilance a requirement

That's rather annoying to deal with for me. My base is usually so crowded that I have issues finding them after they move. And if they venture beyond the turret wall, they're dead. If one could "deploy" them, that'd be a perfect option.....

 

 

Scorpion Cell : Oxidizer - I don't use these often, but they're bunkerable, and Alstar has long claimed that combining this with Gattlings will make any air units a history. Oxidizer is a support unit and can't damage aircrafts themselves though
Oxidizer is great, probably my fav aa unit in the game. But SC I find to weak in Heavyobject to be viable. Maybe I'm just bad with them.
 

 

HQ : Colossus - They deploy literally instantly. Just move them and deploy, perfect stationary AA. Try to shield them with Chimera Core/Hazequad and even Uragan (the guy that shoots plasma orbs) can't outrange them.

Good point about cloak shield, will definitely try it out. Somehow I tought cloak doesn't do much vs AI so never bothered with it....

Even if this makes defence work, I'm still having trouble pushing forward with Epsilons.

I did have a rather nice attempt yesterday with Psicorps (Russia ally) on Hard difficulty. Stilll got ran over about 50 min in game, due to a grave mistake - I lost several power structures, which led to psychic towers going off-line which led to quick defeat.

On a sidenote, I believe Pacific front may be quite good here. Norio can hold the left cliff alone probably, while Tortoises + Zephyrs/Blizzards/Supressors can push forward. Also they get Skyray cannon, which is probably the best static defence in the game and can outrange Uragan.


In Topic: Feedback from a new player

30 August 2017 - 07:39 PM

Re repairs:

I'd simply put this as an additional option (I'm pretty sure one mod for CnC stuff has this), hell, disable it for multiplayer if it would disbalance the game somewhat. Personally, I play this game for the combat, not searching for smoking buildings. I wouldn't even mind a worker, as long as he's automated somewhat.

 

Re infantry:

Rocketeers may be considered shit, but they're exellent for defense; at least vs AI.  I'm not saying "T1 infantry should be late-game viable for the conscripts' price range". But at least a "bad option, but still an option" material.

 

Re Euro:

I know how powerful Charons are, it's just that micro is too much when faced with obscene number of enemies. I believe for Euro to really shine you need to combine a multitude of units, which gets rather clumsy - in between the corridors your army moves through, enemies, pathing, lag due to hundreds of units etc. it's just a chore to deal with.

 

Epsilon:

I do believe they're probably the most fun faction to play (I think stolen-tech wise, they do get the best units - Salamander is Wolfhound on steroids, Wormqueen is insane while Scavanger is a very decent front-line unit). What pushes me away from them is that they are extremely vulnerable vs air attacks early on. In Heavyobject, my general strategy is to create a big wall in front of my base (turrets, bunkers), fill the blank space with infantry (they'll die quickly but you need to build them) and rush up to some kind of flying units so I can protect the Tech Machine shop on the top left part of the area. It will be attacked by numerous enemies, and afaik the best way to protect it is by using some kind of aerial units - occasionaly three Iron Dragons spawn which kill most ground units instantly. Wolfhound is perfect for this job - quick so he can maneuver around (if you get too far north there are Quickshifters there), does big damage to tanks and air units, and is overall a total beast of a unit. Thus, I place about 5-10 of them there, and the rest I make hold the front line. From there, I slowly push to the right, inch by inch,  take down cliff defences, use SCUDs or Kirovs to take down big guns, and slowly grind my way to victory. Sometimes, I get lucky and my AI ally does something useful. Usually, what happens is that they can't get past certain choke-points so I clean up those with Kirovs/Wolfs/scuds. I get stolen tech from Foehn base and take 4 derricks in the lake there, it's kind of gg. With America, things were similar, I just needed to add more units to the mix (Aeroblazes).

Playing this challenge with any Epsilon subfaction, it's very hard to protect the base from aerial assaults. Regardless of how many gatling tanks/turrets I make, their range is poor, their damage vs big aircrafts is pathetic, and higher-tier aa units simply come a bit too slow. Usually the first time that flying hero that shoots big orbs comes he levels down all of my base defences, I have no means of taking him down. He outranges everything. When he breaks the defence line, tanks pour in and demolish me in seconds.