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2dfx
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/squatter
Nov 2001 time: 15:17
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Does anybody use it?
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k.k.fly
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not my cup of tea
I am looking very forward for some information though.
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Vytae
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Basicly worthless,although it dominates worms,but thats all its really useful.
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:17
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Its not something I actually use a lot, but I definitely build them and they are good for a variety of different things.
I often prototype with an infantry artillery unit as it usually seems to be the cheapest (hence fastest) weapon-equipped unit you can buy. True, there are other units that cost the same thing, like a plain infantry unit, but you can't upgrade to something that you haven't prototyped, so I like to prototype something fast and I generally have other requirements, like armor or special abilities for the other types of units I want and those add a row or two to the cost (which is then increased by the prototyping surcharge). Of course, if you have a Skunkworks, you don't have to worry about that, but I believe that you still have to actually build the prototype, even if it doesn't cost more.
Arty can be very effective against native life.
(Land based) Arty gets a special bonus versus ship's artillery.
When used against bases and/or units stacked in the open and on transports, your artie gets one shot at each of the enemy units (unless they are stacked with an enemy artie, which will fight in their stead).
If someone attacks you with artie, you want to have some yourself, or else all your troops lose hit points. Troops also don't get repaired in a base as long as you keep up the attack.
If you are attacking a stronger force or an equal with higher morale or if you just want to improve your odds, you can soften them up with one or more turns of artie barrage until they get weak enough for you.
Ships can do all this stuff too, except for the disadvantage they have w/r land based arty.
I like rover based artie for taking on a land campaign because they can keep up with your rovers; they are, however, kind of expensive, especially when upgrading weapons levels.
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Yxklyx
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Arty is awesome now with all the patches. I'm still trying to master it's use. They're the bane of armor-less speeders.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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I do not build bunches or arty but have found two uses
1. same as Mattyboy to make the odds a bit easier when attacking a tough base. When hitting a well defended base, a couple of arty might knock 20 or 30% off the defenders health
2. Anti worm--Mid to late game I will create a few SAM arty rovers. These things just decimate locusts and worms. 80-90% damage seems pretty typical and then they are easy pickings for anything else you have handy. Since I have adopted this strategy, I almost welcome the locust hordes for the cash influx
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Yxklyx
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Yeah, same experience here. Yang had (6)-1-1's everywhere - like 7 or more to a base. It was impossible getting my 6-1-2 Speeders in position. I think your only choices are to either close the "artillery gap" by building a bunch yourself or wait until choppers. Moving ships around was hard too though it looks like the AI never targets your foil transports with artillery.
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mrdynamic
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Minnesota
Jul 2001 time: 05:17
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Artillery works well for defense also. I usually try to keep at least 1 artillery in every front line base. There have been times when the enemy has weakened units inside of my base to 50% making in much harder to fend off an attack. If I keep artillery in the base, their artillery unit explodes trying to use it on my base 85% of the time.
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Yxklyx
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Though I rather not build artillery I find I'm forced to, either to prevent shore bombardment (there's nothing worse than losing a borehole to artillery) or to protect my lightly armored units. I think one arty per base for defense is a good idea.
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NorthSwordsman
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quote: Originally posted by Fitz
If you stick trance on an artillery unit, does it get +50% on psi defense in an artillery duel with a spore launcher? |
IIRC, yes.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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I am experiencing the power of arty at the hands of the AI in a MP duel known as thunderdome (I replaced deimos in Thunderdome I). The map is such that there are a lot of 1 tile wide sea channels and strips of land. My rovers are under constant bombardment from arty which they cannot access by land as they go up the only land route to a certain destination
On one occasion my stack of 3 rovers and a probe team were bombarded 3 times, twice by one faction and once by another. They were weakened so much as to be ineffective and I retreated. THe only solutions I see are to get arty cover there or a transport so the rovers can get to their tormentors. It almost reminds me of the offshore spore launcher that never lands but plays havoc with your improvements.
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NorthSwordsman
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Be interesting to see if the AI is effectively using those chokepoints as they are supposed to be used- chokepoints. This has been an interesting thread.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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I doubt it was intentional but the AI was always hitting my units where the strip of land narrowed to 1 tile wide. How they could see me since it was a fungus tile and there are no sensors anywhere . . . well thats another issue.
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k.k.fly
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it is really annoying when A.I. crusiers start bombing my coastline, my trees, my forests. And I cannot do much damage to him with my artilleries.
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