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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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quote: Originally posted by Petek
Disband the unit (hotkey is Shift + d). You'll be presented with several options, one of which is "Activate self-destruct overload sequence!" |
Yup and be careful since the self-destruct effect works on all adjacent units including your own!!
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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quote: Originally posted by Dissident
I'm just not that impressed with self-destruct. I may mess around with it some more in the future though. |
As UR pointed out, its usually not worthwhile against a single unit but
1. it can be superuseful for say a chopper where you have attacked a few times and would die when you crash-land-- move it adjacent to as much stuff as possible and destruct it with a move remaining
2. Its excellent against stacks when you might otherwise have a disadvantage on the attack. One self destruct might be enough to allow you to kill them all. (although for health reduction I confess that I prefer artillery)
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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quote: Originally posted by Commy
Or you could just use missiles... |
Missiles Prove the value of self destruct tactics-- You do much better destructing and killing a stack than losing a missile to merely kill a unit in the open.
Missiles IMHO are best for self destructing or for trying to take out a strong defensive unit in a base. Otherwise I rarely fid them to be worth the mineral cost
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Gremnon
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Missiles, like Needles, have the uses. I prefer to cover the enemy in Fungus with fungal missiles first then move in and knock them out while they're busy getting rid of the fungus and the natives.
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Sebed
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i can say one single thing:
in times of choppers the role of needlejets is marginalized - you can live without them indeed...
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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quote: Originally posted by Sebed
i can say one single thing:
in times of choppers the role of needlejets is marginalized - you can live without them indeed... |
I agree.
While I can find some uses for my leftover planes, once choppers are in play, I rarely build more planes
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foxfire4321
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I think needlejets are essential to my strategy. As I am typically running Pirates I typically have a few planes running patrols on the borders and then use a base near my enemiy to just soften up the cities defenses. After conquest I always hurry an Air Base (Per Cloudbase Academy) and then move the main force there to leapfrog to the next city.
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Senethro
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Ah, I never thought of that. Designated defender mind worms, interesting. Get the Neural Amplifier and some sensors and you're laughing.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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quote: Originally posted by sentry33
Native life is good counter to nerve gas kamikaze runs, which might be important if you can't popboom to recover lost population. |
The "empty base " tactic works as well . I've done this in my "secure" interior on some occasions as a cheaper way to keep the base population up.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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quote: Originally posted by Sikander
Yea, I've gone the native life route on occasion to deal with enemy aircraft when I don't have any aircraft of my own and they are definitely an improvement. I know I hate them when my choppers are ravaging the world, as they are typically a lot more effective than other units. They don't care much about weapons or armor, and don't care at all about reactors. |
Totally agree . . . Even when you kill native life, it causes so much damage that a chopper is ineffective for a second attack and often will die if it can't return to base.
The counter to natives though is artillery. If you can bring any amount of artillery at all to the scene of the fight, it shreds natives. So the result is that natives are very useful against longer range marauding but this effectiveness is lessened once enemy ground troop and arty are on the scene.
I used to be a HUGE fan of native life until I saw what arty can do to them
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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quote: Originally posted by livid imp
Aircraft trump infantry,
Mind worms trump aircraft,
Artillery trump mind worms,
Hovercraft trump artillery,
whatever vs whatever.........
The point is if I make you have to show up with a large well balanced army to cover any potential counter, then I have caused you to spend minerals you otherwise could have used for building infrastructure.
You may always win the fight, but at what cost? |
A point I have made many many times. There is no magic unit and EVERYTHING is vulnerable in the open to something. Cost of the forces is key . . . The reason I used to like natives is that I thought they could have decent survivability and this made up for their cost. Arty changed all that for me . . . I just no longer see them as being worthwhile all that often.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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quote: Originally posted by Commy
Anyway, I think the closest thing to a "super unit" than can cover almost anything is either a 24(30 for SMAX)-12-gravship with clean reactor and blink displacer or clean reactor and air superiority...the only weakness is that AAA tracking can hurt them...but since weapons are twice as good as shields, it doesn't really matter, its an equal battle...plus, with blink displacers, base defenses are down... |
Yup and that gravship could be shot down by a basic SAM rover/scout with a 13 weapon or above. or self sestruct ANYTHING with a big enough weapon next to it
The only way to build really survivable units is when you have tech superiority. There can be a window when you first get to fusion when you can make it prohibitively expensive to kill your units for example but with tech parity, everything can die to something and it comes down to industrial capacity and some tactics
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Gremnon
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There might not be any magic unit, but when it comes to defending bases, I find I use several units, with different abilities to help.
Normally two arty, one of each native, two standard land and if it's a sea base two standard sea and a transport.
I find that normally works for me. It costs a lot to maintain, but if you get high support or minerals in it shouldn't be a problem.
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Senethro
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Thats a large roster you have Gremnon. How do other people compare, before and after the advent of Clean Reactor?
Defense is not a strong point with me. I'm still stuck on my builder roots and have a single TrancePolice scout in my bases until needs dictate otherwise. Instead, I tend to have a large offensive force patrolling my borders and scouting units beyond that. If my force gets beaten in the field I tend to fold.
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Gremnon
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quote: Originally posted by Senethro
Thats a large roster you have Gremnon. How do other people compare, before and after the advent of Clean Reactor?
Defense is not a strong point with me. I'm still stuck on my builder roots and have a single TrancePolice scout in my bases until needs dictate otherwise. Instead, I tend to have a large offensive force patrolling my borders and scouting units beyond that. If my force gets beaten in the field I tend to fold. |
Before the Clean Reactor, the others have the advantage of being able to build virtually unimpared. But after clean reactor - then they have problems keeping up, since I extensivly mine for mineral, but I have to or I can''t keep my base defences intact.
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