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Newtons+Valkyrie+Skuttle

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1.Build many Newtons, a Valkyrie and a Skuttle.
2.Let the Valkyrie load the Skuttle.
3.Move the Valkyrie to somewhere above the newtons.
4.Let the Newtons attack the Valkyrie, Valkyrie would be pushed to a very high altitude, beyond enemy AA's reach for a while.
5.Immediately move the Valkyrie to your enemy's base, then self-D, the Skuttle would fall down and explode.
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12 years ago
...and then?
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12 years ago
>and then?

And then realize that AA uses cylindrical range, not spherical, flying over them automatically places you "in range" no matter what.
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And then, any enemy units directly below the Valkyrie would be damaged or dead.
AAs does use cylindrical ranges, but their projectiles have a maximum flying time.
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12 years ago
>projectiles have a maximum flying time.

They all have enough flying time to hit a Valk no matter how high you can get it with Newtons.

>directly below

Good luck with that. Skuttle has tiny AOE.

This is an interesting idea in theory, but what if instead of NeonStorming you actually produce a game in which this is used successfully? I have a feeling you'd spend much more metal on 550 Valk, 550 Skuttle, and 20x 200 = 4000 Newtons than you would kill. For the same cost, you get the ability to 2000 damage every 7 seconds at nearly any range with a Bertha.
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I already tested it before, with 5x5 newtons.
It works very well, it can kill any single target accurately and would ignore the shields, and no matter how high the valk is, it still has its LOS.

Screenshots:




Look, the missiles of the Screamer start to fall down before they can hit my valk, and the ohter AAs didn't even fire, this is quite weird, consider they use cylindrical ranges.
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12 years ago
Wow, that is seriously messed up.... can't wait to try it!
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12 years ago
LOL
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12 years ago
I think of this as classy
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And if you used the skuttle's jump ability in midair, it wouldn't die when it hitted the ground, same for other units with jump.
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12 years ago
WHAT? How did you get it this high? Doesn't it fall down very quickly with no newtons powering it? Are newtons cylindrical? They are aren't they? And the valk can adjust its position enough to stay directly overhead? I think Newtons are going to have to be spherical.

I didn't imagine this being any more practical than any other newton shenanigans, but if it can waste AA shots..... IMAGINE DOING THIS WITH A BRAWLER! It would get height bonus for its weapon!

Another kind of newton trick I saw jK (?) do in a FFA: I tried to bomb his mohogeo, which required me to dip underneath a shield, which put my bombers low enough to be totally stopped by his newton. 5-6 made it through to the shield, but not one dropped thier bomb.
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Yeah, the valk fall down quickly, but it takes minutes to return its original flight altitude.

Brawlers' projectiles are too dispersive and too slow for high altitude like this, and it seems Cranes and Athenas can build things on any altitude.

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12 years ago
I knew about stuff like this. Valk might just be too light or take too long to change altitude (is there a tag for change altitude speed?).
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12 years ago
Haha, clooks cool
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12 years ago
Why doesn't the other AA shoot at the Valk? I always thought the Hacksaw missiles had infinite-something flight-time.

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12 years ago
Maybe the range-cylinders have maximum height, or the warning-reaction-ranges are spherical.

It seems just 9 newtons is enough for this trick on the most maps, pretty cost effective.
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12 years ago
Don't "fix" it yet! This opportunity is too awesome to not experiment with!
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12 years ago
I'm surprised nobody has started using this in regular games. It works really well :)
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12 years ago
There is no such thing as infinite flight time, or missiles would circle forever after missing.
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I agree with 80sJanitor, please don't "fix" this unless it become too popular.
And if this trick is OP, maybe we can add a new missile in the missile silo, with medium range, low damage, low price, tracking and more than 3 minutes of flight time.
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