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Clear Skies
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looking for a saviour in these dirty streets
Jul 2000 time: 05:15
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Hmmm...
My heart says good, my brain says bad, my liver says maybe and votes are still coming in from my spleen and kidneys...
My personal jury is still out on this one. For less than the cost of a Con Missile, you can get a Noodle that, while it has slightly less range, nevertheless is reusable and can kill more than one unit. If I had the choice, I'd spend my cash on Noodles and Choppers.
However, they can be useful - until, that is, the enemy discovers Tachyon Fields and Neutronium armour. AFAIK, that brings defence up to 16, the exact attack of the Conv Miss. If their reactor levels are equal, I think there's a 50-50 chance of either one winning. That's when missiles start going out of fashion...
Happily, there's nothing any amount of tachyon fields or even stasis generators can do against a good old PB....
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DilithiumDad
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Againt the AI, there's no need for missles. In multiplayer, there's a very narrow window when they're useful --after Orbital Spaceflight but before Neutronium Armor. Missles are useless against 1<8>1 units.
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bobyk464
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My opinion sez that conventional missles are too expensive. For defense in the early air-power years, I'd rather have multiple needlejets standing by to answer the threat of incoming transport ships. And I find that by the time I can afford to build enough missiles for offense later in the game, they're outclassed by better armor. Also, by that time, choppers, hands down, pack the biggest bang for the buck.
I've had the AI use missiles against me pretty effectively a few times. Against sea bases. The AI would empty the base using as many missiles as it took, and then a ship would stroll in and take the base without a fight. Seems like a pretty inefficient way of doing business - the AI infrastructure had to have been lagging due to the cost of building all those missiles. Oh well. Caught me off-guard well enough, anyway...
Last game I played as Aki-Zeta 5, and I watched as Zak built up a sizeable missile repository in a sea base within striking range of the east side of my mainland. But he didn't fire. Maybe 'cuz I didn't have any sea bases on that side of the continent for him to snag; or maybe 'cuz he didn't have any transport ships or drop troops ready to go. When I was ready to hit him, I probed the base away and captured 18 missiles in it, while simultaneously dropping 4 artillery, 14 infantry, and 4 tanks (all shard) in an empty pocket between Zoloto-Gold and University Base. The newly-acquired missiles made the invasion that much easier. This was the first time I'd used missiles in an offensive, and it felt pretty good. But I wouldn't invest in building them like that myself. In actuality, my main concern before I started the invasion was just to prevent that missile stockpile from flying at my forces and obliterating everyone after they touched down in University territory. These were all the missiles he had, and all in one place. I had contemplated a few chopper suicide runs to eliminate the stockpile at first, but then decided I could wait several more turns for a cruiser probe to arrive and see if I could buy the whole lot. If the probe action failed, I would have done the chopper deal. I'm surprised he didn't blow up the cruiser. He certainly had the firepower. Rumor has it that the AI knows where all your units are anyway, yes?
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:15
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I personally love 'em....not too many, but a random handful or two can really add some kick to your overall attack force.
As has been mentioned, a "Missile Cruiser" is a pretty scary customer, capable of supporting a conventional attack from afar and/or dealing with any unexpected threats that may arise.
Also, they're great for sinking incoming enemy trannies if you don't wanna pull your chopper squadrons off of their assigned duties--and besides, the choppers will invariably take a bit of damage, meaning they'll be unavailable for a turn or two while undergoing repairs....if the attack might tie up assets you'd rather have free, best to lob a missile at the upstarts and keep your forces doing what you'd rather they be doing, instead of doing the mop up work.
In the same vein, the two missile variants (tectonic and fungal) can be devastating on an opponent who just finished some fancy, schmancy terraforming, or if you're looking to create an instant fungal highway and drive right up to some juicy interior bases, capitalizing on a certain SP you completed earlier....
The trick is to only use missiles when you can make them pay, cos they ARE pretty expensive...thus, sinking a transport loaded to the gills with baddies is a good trade....you're netting more mins than you're losing. Likewise, if you pretty well know that yonder chopper would die trying to root out that AAA garrison guarding the town, save him for later--when you could maybe take out 6-8 units--and blow the defender away or seriously weaken him with a missile first...
-=Vel=-
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