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Reef

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Date Editor Before After
10/5/2015 8:12:15 AMAUrankAdminAquanim before revert after revert
10/5/2015 8:11:48 AMAUrankAdminAquanim before revert after revert
Before After
1 I'm inclined to think the problem is more due to other units and general unfamiliarity with sea as opposed to Reef. 1 I'm inclined to think the problem is more due to other units and general unfamiliarity with sea as opposed to Reef.
2 \n 2 \n
3 Sea games tend not to end early. This is partially due to the raiders being much less good at raiding statics - Duck, Dagger and Skeeter/Snake fare much less well against Urchin than Glaive/Scorcher does against Lotus/Defender. The grindy, long-range units like Crusader, Enforcer and Penetrator tend to dominate, and Reef/Warlord is just a natural extension of that. 3 Sea games tend not to end early. This is partially due to the raiders being much less good at raiding statics - Duck, Dagger and Skeeter/Snake fare much less well against Urchin than Glaive/Scorcher does against Lotus/Defender. The grindy, long-range units like Crusader, Enforcer and Penetrator tend to dominate, and Reef/Warlord is just a natural extension of that.
4 \n 4 \n
5 I would also posit that there are no good sea "assault" units, which on land are a common way to turn an advantage into a win. 5 I would also posit that there are no good sea "assault" units, which on land are a common way to turn an advantage into a win.
6 \n 6 \n
7 Sea is also lacking in good anti-heavy options. (Sea striders can be beaten with submarines rather quickly if the opponent is sloppy with sub defence, but besides that there's not much to work with.) 7 Sea is also lacking in good anti-heavy options. (Sea striders can be beaten with submarines rather quickly if the opponent is sloppy with sub defence, but besides that there's not much to work with.)
8 \n 8 \n
9 With respect to Typhoon, there is a sweet spot where they are strong ( the point where you can move around with half-a-dozen of them with anti-sub support) but they do not scale well, and rushing them too early is an invitation to get wrecked by subs. 9 With respect to Typhoon, there is a sweet spot where they are strong ( the point where you can move around with half-a-dozen of them with anti-sub support) but they do not scale well in my experience, and rushing them too early is an invitation to get wrecked by subs.