1 |
So
why
does
the
jumpbot
factory
receive
a
bot
that
can
fight
while
submerged?
Only
ships
and
amp
bots
have
those
units
otherwise
-
ships
only
1
such
unit.
Most
factories'
bots
cannot
even
see
submerged
units/structures
let
alone
attack
while
submerged
themselves.
I'd
go
into
how
it's
already
probably
the
strongest
factory,
but
that's
not
really
relevant.
|
1 |
So
why
does
the
jumpbot
factory
receive
a
bot
that
can
fight
while
submerged?
Only
ships
and
amp
bots
have
those
units
otherwise;
ships
only
1
such
unit.
Most
factories'
bots
cannot
even
see
submerged
units/structures
let
alone
attack
while
submerged
themselves.
I'd
go
into
how
it's
already
probably
the
strongest
factory,
but
that's
not
really
relevant.
|
2 |
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2 |
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3 |
The question is why give that ability to jacks, and not other land units? E.G. what about all projectile bots - after all water is not going to stop a projectile, maybe slow it down, but not stop it?
|
3 |
The question is why give that ability to jacks, and not other land units? E.G. what about all projectile bots - after all water is not going to stop a projectile, maybe slow it down, but not stop it?
|
4 |
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4 |
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5 |
It really gets annoying with newton thrown jacks reking economy with no counter except massive faraday/newton coverage or somebody having an a few armies of gnats waiting for it. Might as well just remove anti-nuke from the game because flying jacks can do just as much damage at less cost than a trinity. The amount of faraday/newton coverage necessary to stop flying jacks/units far exceeds the cost of a couple anti-nukes. The counter to doomsday weapons, which is what flying jacks are, needs to be less expensive than the weapon itself. The newton ramp to launch costs about 1.5k metal and you'd need about 1k metal in defense over any economy to stop the jacks - a much more expensive proposition than building 2-3 anti-nukes to cover an entire battlefield.
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5 |
It really gets annoying with newton thrown jacks reking economy with no counter except massive faraday/newton coverage or somebody having an a few armies of gnats waiting for it. Might as well just remove anti-nuke from the game because flying jacks can do just as much damage at less cost than a trinity. The amount of faraday/newton coverage necessary to stop flying jacks/units far exceeds the cost of a couple anti-nukes. The counter to doomsday weapons, which is what flying jacks are, needs to be less expensive than the weapon itself. The newton ramp to launch costs about 1.5k metal and you'd need about 1k metal in defense over any economy to stop the jacks - a much more expensive proposition than building 2-3 anti-nukes to cover an entire battlefield.
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