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BlackCat
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Sensors yes, they are good.
Haven't had any use of bunkers and airbases. Actually, bunkers are a nuisance if there are a fungus pop.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:24
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The best use of airbases is in MP when you know you are infiltrated. The human player knows his opponent has x number of choppers, planes and drop units but if he hasn't spotted the airbase he doesn't know where they are-- Great suprises
Its also good if you want to create a forward attack base but fear that your opponents elite MCC aided probeships might steal the base .
I build lots of sensors
I never build bunkers. I have never seen the benefit
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Mead
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quote: Originally posted by Commy
I was just wondering, do any of you ever build these, and for if so, I am just wondering why... |
Sensors - Definetely. The best trick I learned here about sensors was building one on a future base site before the base is established. this does two things. One, the sensor is now indestructible. Two, it will not interfere with other teraforming plans (you can't put things like solar, condensor, borehole on the same square as a sensor).
Airbases - Only once so far in SP. Flubber explained how they can be useful in MP. In SP I was doing a 3 city challenge where I had to protect my extensive energy park crawlers from being picked apart. I placed several in the park and stationed interceptors there. Nice thing about them is that you can combine them with a sensor on the same square- it looked kinda cool.
Bunkers - Never used them. I guess one benefit to them is that they can slow down an advance. An invader has to use one unit to capture each one along the advance or go around them.
Mead
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:24
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quote: Originally posted by waab
I use sensors...never bunkers or airbases. But bunkers could be good I guess but I end up holding a cruciel city instead. |
How do units in bunkers fare against the self-destuct tactic? Are they treated like units in abase or units in the open.
My knock on bunkers is that I've rarely seen a chokepoint that was worth the effort of a bunker and multiple defensive units. Its my bias toward attack that would make me instead build a road down from said choke point one or two tiles so my rovers can rush out and kill something and then withdraw again. If its an area where you could conceive of having a sensor and bunker, in theory your opponent shouldn't have these things there. In the ground era, your enemy HAS to come into range and let you take a shot (or not attack). With no terrain or sensor modifiers, his defenders get killed.
And the beauty is that once you kill a few units, you are likely to have very high morale units tio potentially upgrade and use in future attacks. Plus the rolling attacking roadblock is mobile . .. It can go wherever you have enough time to plant a road and good killing terrain. If the chokepoint can be bypassed, your bunker is useless but those attack rovers remain useful
** Note that arty changes things as your road and mobility advantage can disappear in a single barrage. On the flip side it can make your prepared kill zone all the more potent if supposed attackers face multiple barrages on the way in.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:24
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quote: Originally posted by Commy
After a little research, I have found that units in bunkers cannot be damaged more than 50% by artillery...if these means anything...perhaps building them on a square and building a base over them? |
IIRC units in a base cannot be damaged more than 50% by artillery anyway (except for probes-- I think spies suffer from super shellshock
Its great when you want to probe a base-- Give a naval barrage or two and then have your probes kill theirs with minimal effort
Back to units-- 50% damage can be huge. In many many instances it means you can kill the defender with reasonable certainty
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:24
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quote: Originally posted by Chaos Theory
Probe teams will not suffer more than 50% damage in a base. Still, this will easily tip the scales in favor of an attacking probe team, and will cripple the mobility of defensive probe teams (if they weren't on infantry chassis to begin with). |
Really ??
I could have sworn I saw 80% in my SP game ( but this was regular SMAC with no patches) I'll have to test this with my fully patched version since perhaps this was a fix in one of the patches along the way
Agreed though that even 50% means attacking probes usually easily win (unless there is a reactor difference)
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:24
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quote: Originally posted by livid imp
The biggest problem with bunkers is when you get them..... Advanced Military Algorithms. Typically the next two techs I pick are PSA and then Doc: AP. Once you have aircraft, bunkers lose most of their usefulness. There are times much earlier in the game where'd I like bunkers and can't get them. On the other hand, airpower comes too early, but that is a subject for a whole other thread. |
Well I typically get D:AP BEFORE I get AMA.
Oh and my fluid attacking defense means that arty usually doesn't get a second shot at my bases.
I still think roads are your best friend. If you have a situation where you are mobile on your road network and your opponent is not, you can choose the time and place where you attack him and you can react creatively to flank attacks
A fixed point defense is just that. If that point is impregnable, its still not much help if the enemy goes around you. Don't get me wrong-- I have seen chokepoints worthy of a strong defense. . . its just that I will build roads and attempt to kill everything that moves into range
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All times are GMT. The time now is 05:24. Apolyton Time is 00:24. |
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