Re: Expert Players Only

  •  08-19-2009, 4:16 PM

    Re: Expert Players Only

    ValorUnderFire:

    The purpose of this is to clear some air on a few things. Some of the more expert players should feel free to comment. Newer players should just shut up and listen; i.e. if you haven't played the game from the begining, shut up.

    nice way of saying that.  Now, you shut up and listen, and let the big boys do the talking.

     

    ValorUnderFire:

    Rushing and anti infantry... 

    First, a leader rush can be beaten, lock down your base and produce anti infantry units and release when you have about fifteen. And call for help from your allies. DO NOT use leader powers. All your doing is wasting your resources on a finite attack and if you use units you can keep the ones that survive. The purpose of the leader rush is to screw your economy so don't waste more than you have to.

    Now, lets say this is 1v1.  You have no allies to help you, so that point is kinda of useless.  And, if you do get rushed, what happens when you don't have a hall or barracks?  You can't expect people to always build a barracks at their first base.

    ValorUnderFire:

    Jackals v. flamers. They're on roughly equal footing, it's the upgrades and your ability to control them that wins the battle. And use stun grenades for god's sake.

    Jackals win because they can kill you before you get to them.  All you have to do is shoot and back up, or have some vehicles to block them.  Stun grenades won't help from fifty feet away.  However, if you should get close enough to use the stun grenade, you're useing the jackals wrong.

    ValorUnderFire:

    If you know they are going for a warthog rush, try to beat them by attacking their base first. Hunters aren't going to chase them down, but if you're damaging their base you might be able to force their army to come to you and fight(and screen them with infantry so that ten warthogs don't run you're hunters over).

    Where is the UNSC way to stop it?  If you know they're going for a rush, you don't rush back, you turtle.  You obviously don't know basic RTS stratigies.  The best way to turtle is to build turrets and anti-vehicle units.

    ValorUnderFire:

    Don't toss a leader bomb if you're not going to kill the leader you toss it on. If he escapes he can heal or at the least make it back outside your LoS and start warping in troops.

    It's a d-bomb first off.  And save it for when you need it.

    ValorUnderFire:

    Tanks and things that go BOOM...

    Lame pun...

    ValorUnderFire:

    As a general rule look at the amount of money that went into something, thirteen grizzlies= at least 9600(6500+400+900+1800) resources- tech level costs(achieved in different ways so I don't think the devs factored that in; including pop level). Scarab=3000-tech costs. Who do you think is going to win? You can also look at who has more guns. So naturally wraiths aren't going to be very successful against a grizzlie attack.

    WTF!?  The last sentence made no sense.  Wraiths are good against grizzlies.  Scarabs are just useless anyway.

    ValorUnderFire:

    Locusts have a great attack, but their defense is lacking horribly. So I try to adopt a wait and see approach when spamming them. Are they going to use that carpet bomb on the hunters running in ahead of me or will they wait to see if I have locusts comming in to kill their base.

    You shouldn't spam units anyway idiot.  Try to adopt the stratigey "have units to protect the base killers."  Locusts should stay back while the front forces take most of the damage.

    ValorUnderFire:

    Wolverines are great anti air vehicles, except one small problem... air is faster. They provide great cover for an attacking force but spamming them to beat the Anders your playing is largely a bad idea. Most decent players will just move elsewhere and take minimal casualties.

    You know, you don't have to move every wolverine at the same time.  Make groups of them to protect the bases along with turrets.

    ValorUnderFire:

    Cobras are a great defensive measure against tanks. But like their anti air counterparts mobility is an issue. They usually work better as a supplemental arm of your army(great with cutter and his ODSTs).

    You don't need a lot of them to take out tanks.  Have four or five behind your wall of main units to hold off the advancing units while they shoot from behind them.

    ValorUnderFire:

    This may shock some of you but ghosts actually serve a purpose; they make great cheap anti air units. And they're fast enough to give chase. Be careful of enemy tanks though. Oh and they do a number early on against flamers and other anti infantry units. 

    Unless you made a lot of them with shields, air will kill them easily.  Of course they work well against anti-infantry units, they're anti-infantry, not anti-vehicle.

    ValorUnderFire:

    Despite what people say hunters are the best counter to all vehicles. Mobile and they fire a constant stream of damage when fully upgraded. NO you will not beat that army of grizzlies with only spirit bond. Go back to the money equation. You have not invested enough to kill them and they will micro to avoid you're shots. If you notice though shots out of the regular cannon will seem to change direction when they hit the hunters. Their shields will deflect the regular rounds of tanks sometimes. This isn't to say it's not possible to beat a group of hunters with your grizzlies, however expect losses and realize you're going to have to have room to move around. Don't stand and engage the whole force, hit corners and KEEP MOVING.

    What are you on?  Wraiths are much better anti-vehicle units. 

    ValorUnderFire:

    Air support

    Air units aren't just used to engage soldiers and supplement your troops. Yes they counter vehicles suberbly, but they also harrass bases successfully. Think of them like our bombers in WWII. If the enemy can't build his tanks, planes, or soldiers... he can't very well mount a successful defense. Harrass his production first and be aware of any Anders players and the status of their Cryo Bomb. If you're allies are in trouble you can always fly back to help air units are the fastest in the game.

    Air units are incredibly weak.  I use them all the time as a mid game unit, but pretty much that's all they're good for.  If he built any wolverines, you're done.

    ValorUnderFire:

    Vamps are hands down the best anti air counter. With the stasis ability you're able to freeze your enemy in place and drain their health for your own. They are also faster than wolvies and their regular attack is comparable. Be aware though that when you engage stasis, you are just as stationary as your prey, making you even more vunerable to a Cryo or incoming wolvies.

    Besides the fact that needlers are not anti-air weapons, vampires are complete crap.  anything other than air, vamps will get completely owned.

    ValorUnderFire:

    Vultures are usually best used late game as a breaker. If you're a forge, and you know that your enemy has just built all cobras to beat your tanks then sending in an army of vultures will quickly and decisively knock out your opponents bases. Be wary though, this strat requires you to anticipate your enemies motives, watch the status of your opponents cryo's and watch for any anti air units(expecially vamps). Also understand that Uber units have a tendency to be out numbered and out gunned. And be sure that you deal enough damage to your enemies troops before you spam them to ensure you have the time to build them.(As a rule of thumb 3 Airpads).

    Anything a vulture can do, a flock of hornets can do better. 

    ValorUnderFire:

    Banshees are great earlier game units to stunt your enemies developement, but they are taken down easily buy gauss cannon. Avoid engagements with enemy troops and instead focus on production.

    bashees are good against bases, vehicles and infantry. 

    ValorUnderFire:

    Infantry(the real Inglorious Bastards)

    lame pun again...

    ValorUnderFire:

    Ok so we all know they die. We all see that individually an infantry unit might as well be firing blanks out of his weapon. But with the right support they add an extra punch to your army. Sure that army of grunts couldn't scratch a grizzlie. But they can use their needlers to take down the aircraft eating up your allies hunters. This is the only area they beat marines, but marines do gain the ability to launch their grenades at air targets. You have to look specifically at what each unit is weilding and the way the game counters work. Most of it should be fairly obvious.

    grunts are useless.  marines are useless.  only the anti-infantry infantry units are worth while to get.

    ValorUnderFire:

    If your going to build only ODSTs though send an elephant or two behind them to constantly resupply your troops as they take casualties, while using the hot drop to resupply when you get hit by a cannister shell. And a little btw, I know you want to get them out quickly, but space your hot drops. Too many times I watch my enemies lose ten troops the second they land all because they fire them into one spot to get cannistered.

    ODSTs are easily destroyed without an army backing them up.

    ValorUnderFire:

    Jackals are a great counter to a raging Arbiter. But make sure that your enemy is making other infantry units. Otherwise you'll soon lose that entire army to tanks.

    The only good counter to a raging arbtier is another raging arbiter, or a d-bomb.

    ValorUnderFire:

    Hunters are a great substitute for Locusts, but make sure you have air cover. They'll eat the tanks that come to them, but aircraft will chew them up.

    locusts are far better than hunters.  And they can shoot air.

    ValorUnderFire:

    Turrets

    They're just essential. Upgrade them and cover every base you have with them. And focus on whatever you're most mobile enemy is building as their upgrade.

    Unless you have support for your turrets, they won't do much good.

    ValorUnderFire:

    Scouting

    This should be your first priority. How much does it suck to get all the way to that PoR base with your tanks only to find out that he's got an army of hunters. As your getting chased back across the map think about how this all could have been avoided with a little scouting.

    If you made to that base with tanks, you just won the match as hunters are crap to tanks.

    ValorUnderFire:

    Hopefully this is helpful and one more thing PT tanks can't beat grizzlies. Pull your heads out of your ass and realize the simple things.

    This was a waste of time to read.  Most of your helpful hints were completely wrong.  PT tanks win against grizzlies because the canister shell isn't scattered out like the grizzlies.

    Pull your head out of your ass.


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