Clear Unit Failures

Last post 11-16-2009, 4:29 PM by Tomanater00. 29 replies.
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  •  11-16-2009, 1:04 AM 772509 in reply to 772506

    Re: Clear Unit Failures

    Arbiter 1337:

    Stop blaming bad units for your own lack of skill.

    Hunters and Jackals work fine. Theres several Covy players in the top page, and they work around the "OMG WTF UP units"

    Everyone is so quick to point the finger at balance and not skill.

    No he is right about the hunters being underpowered towards grizzlies. Hunters get steamrolled by grizzlies the only way hunters could stop them if their dead bodies clogged their tracks -_-
    You can't play halo wars until you see this video
    http://www.escapistmagazine.com/videos/view/zero-punctuation/645-Halo-Wars
    I've been perma-banned at bungie.net :(
  •  11-16-2009, 1:21 AM 772526 in reply to 772506

    Re: Clear Unit Failures

    hunters kinda suck but jackals are somewhat good. position is key with jackals and numbers is key in hunters, you have to somehow out produce him with hunter wise and just have a few jackals in the back to pick off the flamers. its all about a balance against hogs and flamers.

    more hogs=more hunters

    more flamers=more jackals

  •  11-16-2009, 2:14 AM 772561 in reply to 772466

    Re: Clear Unit Failures

    Go Ahead Ban Me:

     

    http://www.halowars.com/stats/StatsGame.aspx?Id=15869704-9056-6300-4780-000000000000

     

    i just looked at the game stats

    you played bbqpokemon who is the 7th best cutter according to the cheesypooflist

    release favors cutter over prophet.


    crusaderking:
    Tomanater is like a supply elevator. nuff said.
  •  11-16-2009, 3:03 AM 772573 in reply to 772506

    Re: Clear Unit Failures

    Arbiter 1337:

    Stop blaming bad units for your own lack of skill.

    Hunters and Jackals work fine. Theres several Covy players in the top page, and they work around the "OMG WTF UP units"

    Everyone is so quick to point the finger at balance and not skill.

    I play as Forge lol.

  •  11-16-2009, 3:30 AM 772577 in reply to 772476

    Re: Clear Unit Failures

    gunter:k man if a guy rushes u wid wart hogs dnt bother goin hunters cos they *** ani vechicle just go straight banshees n get upgrades 4 them asap they tear up wart hogs if u got reapting cannons plus flamers cnt ataak banshees, they fast u can out manuevere his warthogs (ur wraiths cnt do tht), n it takes UNSC 3rd tech to counter them.But watch out if u vs andres dnt forget about the cryo bomb. seriously dnt go hunters if he attks ur base n u attck him hell just run away n if u leave ur base he can run bak n attck it, ur hunters r too slow, u wnt be able to attck him n defend. just go straight wraiths or banshes. Hunters r still good but they crap anti vechicle if u got a decent number at the strt they pretty good 4 rushing they do heaps of damage 2 buildins n they alright anti infantry they even beat flamers.

     

    I am the leader of the Grammar Nazi squad. If you can't use good grammar... don't *** post! 


    I'm the Angel of Death...
  •  11-16-2009, 3:58 AM 772580 in reply to 772506

    Re: Clear Unit Failures

    Arbiter 1337:

    Stop blaming bad units for your own lack of skill.

    Hunters and Jackals work fine. Theres several Covy players in the top page, and they work around the "OMG WTF UP units"

    Everyone is so quick to point the finger at balance and not skill.

    http://www.halowars.com/stats/StatsGame.aspx?Id=51664139-5796-9835-5370-000000000000

    Here's a dilemma:

    If you go for numbers, those Hunters won't be upgraded enough to do much good(which is what happened to that poor Prophet).  If you go for upgrades, you won't have enough Hunters.

    And meanwhile when you're preparing that minor annoyance, my hogs will stop you from expanding while I'm expanding to a new base every minute(thus increasing my hog production capacity and the economy needed to pump them out constantly).  If you're too much of a threat, I can hit your teammates.  If you move to defend, I'll have dropped one of their bases already and I'll be heading for your now undefended base.

    Usually by the time my opponents can stop my hogs, all 3 of them are spamming out counters as fast as they can.  And it just so happens that all of those counters are ground based units with no anti-air capability.  All I have to do now is take advantage of my vastly superior economy(aided by the fact that I've been expanding on YOUR side of the map and I've been upgrading my SPs to HSPs everytime I reach full pop).  I'll have 3 air pads up, dual-pumping hornets while upgrading them at the same time.  Inside of 2 minutes, I'll have a full population of fully upgraded hornets ready to wipe out the counters, assuming my teammates didn't already do that.

    The only time I really have trouble is with an upgraded Arbiter with veterancy.  That alone is more threatening than a cute Spirit Bond Hunter spam. 

  •  11-16-2009, 5:38 AM 772585 in reply to 772466

    Re: Clear Unit Failures

    Go Ahead Ban Me:

    While this is not new news, I'd welcome some advice on how to overcome the fact that covie hard counters (minus vamps which actually work) do not do what they are supposed to, case in point.

    http://www.halowars.com/stats/StatsGame.aspx?Id=15869704-9056-6300-4780-000000000000

     Im by no means a good prophet but felt like switching it up a bit, and I was only playing a halfway decent cutter, I shudder to think what this wouldve looked like if he was running anders. 

     But the moral of the story is that spamming hogs and turtling seems to beat the prophet everytime, sheild and turrets kept him off my base but I had nothing that could match the speed of his hogs, and not a single unit I could make would have countered him. Wraiths maybe but theyre spartan food, and frustrating to use if your opponent has decent micro.

    Spam flamers + Spam Hogs seems to > Anything Prophet

     

    Tips?

     

    Depends on what map.

    The last time I played a Good Anders like this (I'm low TrueSkill due to not playing often and some times a little not seriously.)

    We were on pirth, I grabbed a reactor and went back to my base to babysit my shield generator (It didn't go up in the end, but regardless they ran away.) 

    I went to their base with about 2 Hunter squads and 4 or 5 unupgraded jackal squads. Then kept pumping more through. After destroying a HSP I realised in the back they had a VD, they pumped 3 tanks I think and ran back to my base. I eventually destroyed their base then moved back to protect my own. He grabbed the Free 2nd base and so did I.

    After that I cleaned out one of his reactors with jackals Upgraded to spirit bond and mixed in a few banshees with boost and I was away.

     After that it was all Micro for the victory. 


    A 0 star fully upgraded cyclops instantly gains 3 stars upon killing a scarab by itself.
    Just thought you would want to know
  •  11-16-2009, 9:14 AM 772622 in reply to 772506

    Re: Clear Unit Failures

    Make something that counters both of those, make Wraiths. Just make sure u keep them away from spartans, especially on that map, and u would have done fine.
    lol, me and Viobolo Bashing on some fine gentlemen.

    http://www.halowars.com/stats/StatsGame.aspx?Id=13508405-9643-9284-8796-000000000000

    i love me 15 star wraiths :)
  •  11-16-2009, 11:51 AM 772661 in reply to 772622

    Re: Clear Unit Failures

    if you're worried about gauss hogs, outrunning all of your covie units.

    i suggest building fully upgraded ghosts you may not be able to beat his army fully but hey at least you would be able to keep up, ghosts are insanely powerful when you have got a large force of them.

    ghosts have saved my ass plenty of times when the enemy team countered my vamps with wolverines, BELIEVE IT!

  •  11-16-2009, 12:47 PM 772676 in reply to 772466

    Re: Clear Unit Failures

    Here's a "trick" strat:

    Spam Banshees at UNSC till they panic and spam Wolves...then send in a secretly built Scarab or something and rip 'em a new one.


    "I have no words that would do justice to the atrocities you commit to the English language, as well as your continued assaults on the concepts of basic literacy and logical reasoning."
  •  11-16-2009, 1:01 PM 772681 in reply to 772676

    Re: Clear Unit Failures

    Veraam:

    Here's a "trick" strat:

    Spam Banshees at UNSC till they panic and spam Wolves...then send in a secretly built Scarab or something and rip 'em a new one.

    Uhh, Volley Wolverines kill Scarabs.  Just about anything does really. 

  •  11-16-2009, 1:02 PM 772683 in reply to 772676

    Re: Clear Unit Failures

    make only ghosts!

    no one every expects that and that counters everything!

  •  11-16-2009, 2:14 PM 772759 in reply to 772683

    Re: Clear Unit Failures

    Hawk Spam.
    Whenever a thread was hijacked and there were big quote boxes and lots of flame, I was there!

    Rank:Master Hijacker

    GT: I DFang I

    http://averagejoesgames.com
  •  11-16-2009, 3:15 PM 772831 in reply to 772506

    Re: Clear Unit Failures

    flamers + hogs > Covy sadly, something that works decently is brutes and jackals


    StrengthOfSteel.
    SaYHi2BoOyAh:
    what a nice guy
  •  11-16-2009, 4:29 PM 772872 in reply to 772831

    Re: Clear Unit Failures

    Something Legit:

    flamers + hogs > Covy sadly, something that works decently is brutes and jackals

    lol at your sig
    crusaderking:
    Tomanater is like a supply elevator. nuff said.
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