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Ned
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of Aptos, CA
Oct 1999 time: 21:14
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Yeah, I typically equip my copters with gas pods + a morale upgrade. Later, I have a mixture of GAS, WAVE and Empath, WAVE copters.
I don't know the precise odds, but it seems that GAS is equivalent to a +25% attack bonus. It is good against everything except native life. Viewed this way, it is better than blink or a morale upgrade.
For infrantry, I typically use drop, cloak or drop, AAA.
For speeders I typically use empath and air superiority, although I have used WAVE to get past ECM units.
For naval, I use empath or marine in combo with deep radar.
For artillery, I just use empath. Might try gas.
Ned
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WhiteElephants
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Toledo Ohio
Mar 2000 time: 00:14
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Careful when you assume that sporific gas gives you +25% on attack. To be correct it means the defender loses -2 morale, which differs quite a bit from +25% on attack. For example, +25% to attack (incorrect) means a heck of a lot more for my elite missle rover (1.5 x 1.25 x 6 = 11.25, which is actually only 1.5 x 6 = 9) than -2 morale for a hardned synthmetal defender (normally 1.25 x 2 = 2.5 / sporific 1.0 x 2 = 2).
I think those numbers on defense are correct -- a hardened unit would become a very green which has no modifier on defense, and a -12.5% on offense, if I remember correctly.
Last edited by WhiteElephants on 30-05-2001 at 05:43
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:14
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quote: Originally posted by Solver
Whatever manual says. Someone wrote it's 2 morale levels. But I don't use it, anyway - expensive, for the little boon. And, I'm a builder by nature. |
Are you speaking of the high morale special ability here? If so, it has one very excellent use, which is that it gives the unit a permanent morale boost,even if you upgrade it later. I build almost all military units as 1-1-move Trained shells, and then upgrade them. Most types are easily finished in a turn, upgraded, and ready for action the next. This is truly devestating, one good unit per base per turn as long as your money holds out.
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Ned
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of Aptos, CA
Oct 1999 time: 21:14
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No, actually if you individually upgrade the unit, it retains its morale upgrade. Start with a 1-1- trained scout, speeder, tank, jet, copter or sphere. Upgrade it to the unit you want, perhaps with two special abilities, one of which is not high morale. The result is a trained unit, with the two special abilities you really want.
The beauty of this approach is that it takes very little to produce the "shell." Captured cities can usually do it in one turn with a small rush. Upgrade, and presto, you have a trained unit of your choice in the captured city.
(Just as an asside, I now carry out the majority of my assauts on land using a combination of wave copters and AAA or ECM, police, best armor garrisons. The latter are upgraded from trained scouts, and are elite, assuming the command nexus and the cyborg factory are yours. The copters clears out a base, and the garrison move in. The AAA or ECM, best armor garrison holds the city quite well against counter attacks. Next turn, the captured base produces a trained scout, and the assault continues apace.)
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big_canuk
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Leamington, ON, Canada
Jul 2000 time: 00:14
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Two things about trained:
On a scout its a free special ability: it doesn't increase the cost. 1 row for a scout or trained scout, 2 rows for a clean scout, or a clean-trained scout. So for upgradeable shell production, go for it.
Secondly, obviously, you don't need trained to go above elite, though it may keep those units elite if you switch back to wealth. And if training just makes a unit elite, then it is very worth it, cause of the extra movement point.
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DrFaustus
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Los Angeles, CA, USA
Jan 2001 time: 21:14
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Ned -
Instead of adding wave, I usually add blink, because that late in the game, enemy bases can have tachyon defenses. I'd rather bypass the +200% defense thing.
Of course, the best way to do all this would be to send in enough probes to disable the tachyon and perimeter defenses, and then go in. I do that whenever possible.
But it is often my experience that I end up attacking my largest rival late in the game. And my intent is usually to disable their offensive (the AI makes war on you when you're ahead, right?) by bringing the problem to their part of the planet. But, of course, their bases start folding quickly, one after another, and I find myself hyperextended all over a continent, taking out base after base. So eventually my assault vehicles are far away from their probe team support. And I'd rather make a bunch of drop tanks than drop probes... So, I often end up slugging it out with some pretty heavily defended bases.
In that case, I've found blink is a beautiful thing. The defenses just *aren't there*.
Nice thing about soporific gas is that it occurs so much earlier in the game. And if my nice little builder-world is being harrassed by some amphetamine-charged enemy like Santiago, it's a relief to bring them down several notches with gas.
And they die with such beautiful smiles....
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