Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Rover strategies

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
5/3/2022 2:46:26 PMTWrankshin_getter before revert after revert
5/3/2022 2:45:44 PMTWrankshin_getter before revert after revert
5/3/2022 2:44:22 PMTWrankshin_getter before revert after revert
5/3/2022 1:25:13 PMTWrankshin_getter before revert after revert
Before After
1 Rover in the pot: 1 Rover in the pot:
2 \n 2 \n
3 Rover lacks alpha, hp or anti-mobility options making it especially poor at unit killing without taking losses. The factory is kinda schizo in that in favors either extremely open low density situations or porc fights. It works better as support factory than anything and I don't like it as solo factory in any lane. 3 Rover lacks alpha, hp or anti-mobility options making it especially poor at unit killing without taking losses. The factory is kinda schizo in that in favors either extremely open low density situations or porc fights. It works better as support factory than anything and I don't like it as solo factory in any lane.
4 \n 4 \n
5 1. Ravager strategy is based on assault, which depends on opponent force disposition and require a reclaim strategy to keep strength, a tricky problem for fast forces without survivable builder relative to other assault comps like tanks or cloaked puppies, I think it is harder to pull off than most build concepts, and ravager take specific micro to make up for its poor projectile tracking. For anything less than multi-rank deep assault columns, halberd is likely better. With new rank moves, I wonder if mixed fast assault could work (halberd ravager blitz...maybe even mix in limpet and back rank scorcher) This will take some labbing and experimenting... 5 1. Ravager strategy is based on assault, which depends on opponent force disposition and require a reclaim strategy to keep strength, a tricky problem for fast forces without survivable builder relative to other assault comps like tanks or cloaked puppies, I think it is harder to pull off than most build concepts, and ravager take specific micro to make up for its poor projectile tracking. For anything less than multi-rank deep assault columns, halberd is likely better. With new rank moves, I wonder if mixed fast assault could work (halberd ravager blitz...maybe even mix in limpet and back rank scorcher) This will take some labbing and experimenting...
6 \n 6 \n
7 2. Badger's main value is counter cloak, and probably one of the better means to win cloak-vision wars. Use "fire towards" enemy plus micro to keep a screen of mines to mess up cloaky bomb/riot/spotters. The shortish range, no alpha and low dps density ( badger is quite big for its dps) means massing enough to kill is asking for big AoE losses and generally a bad idea unless opponent have neither AoE or effective range fire. 7 2. Badger's main value is counter cloak, and probably one of the better means to win cloak-vision wars. Use "fire towards" enemy plus micro to keep a screen of mines to mess up cloaky bomb/riot/spotters. The shortish range, no alpha and low dps density ( badger is quite big for its dps) means massing enough to kill is asking for big AoE losses and generally a bad idea unless opponent have neither AoE or effective ranged fire.
8 \n 8 \n
9 Shielded badger (with riot cover) can be survivable, but it means even less killing power and would probably get pushed back by tanky/arty heavy comps. At least you are safer from snitch/imp, so maybe it can be added to shieldball as alternative to outlaws. 9 Shielded badger (with riot cover) can be survivable, but it means even less killing power and would probably get pushed back by tanky/arty heavy comps. At least you are safer from snitch/imp, so maybe it can be added to shieldball as alternative to outlaws.
10 \n 10 \n
11 3. Impaler is a great unit to have 1 in every "lane" if microed, and building up to 5 per area is okay as you can start alpha-ing harder defenses and reclaiming coms, but it is better to spread out to more of the map. Going beyond only make sense against heavy porc (cerb, silo, gauss forest) and/or shield unless one have a immobilization strategy in place: widow, placeholder, shockley and so on. Time to fact switch if one is going beyond that imo. 11 3. Impaler is a great unit to have 1 in every "lane" if microed, and building up to 5 per area is okay as you can start alpha-ing harder defenses and reclaiming coms, but it is better to spread out to more of the map. Going beyond only make sense against heavy porc (cerb, silo, gauss forest) and/or shield unless one have a immobilization strategy in place: widow, placeholder, shockley and so on. Time to fact switch if one is going beyond that imo.