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amph lab

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12 years ago
this lab needs either a total rebalance, or massive buffs to all units

they are at this moment totaly uncompetetive against other labs
+0 / -0
I'd say the lab is viable for 1v1 on Tangled Isthmus and Coastal.
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Don't forget Rapids. Unless I'm missing something amphi seems to be the factory there.
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12 years ago
On water maps they are ok. They can also stand on the beach and throw torpedoes into the water. Also you should see an amphibious assault consisting mainly of scallops on a largely unfortified area, it did more damage than the nuke that finished the job.
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12 years ago
so are we seriously saying that amph lab is fine cause it works on gimmicks(hovers not having a torp unit), and poorly made maps(where nothing else can path) and when you massively outeco some noob and make 2000 scalops to troll them?


hell even jumpbot lab is more versetile then that...
+0 / -0
12 years ago
Ducks and Scallops are fine. Not many reasons to build Archer although.

Problem could be too big prie difference between Grizzly and Scallop (2000 - 350 = 1650).
+0 / -0
12 years ago
Making a large army of scallops is trolling now?
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Skasi
12 years ago
Shaddup wabbit. Archer is zomg, Scallop is zomg, Bouy is zomg. L2p.
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12 years ago
I dislike everything about this lab except the bouy.
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12 years ago
quote:
Shaddup wabbit. Archer is zomg, Scallop is zomg, Bouy is zomg. L2p.


right then, time to prove my point...


any map that is more then 75% land
you start with amph lab, I start with any other lab
we go for 10/10 games
only lvl 1 eco com allowed


i dare any of you to take this up. if the amph lab is really that good, prove it...

+0 / -0

12 years ago
Skasi already proved it in a battle where he used amphs in a map wth 10-15% watter.I was with him in team against Klon and another big elo player.he easily killed heavy tanks and light v using watter cover.SO depends on how you play with them.
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12 years ago
Nobody said that the amph lab is "really that good", just not UP.
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12 years ago
I'd say that on a pure land map Amphs only got 2 good units. Buoy and Grizzly.
Buoy is a great deathballing tanky skirmisher. If you avoid losses and repair them there are few other similar priced units that can approach them.
Grizzly is a great heavy skirmisher. It pretty fast and if you can prevent it against spam and anti-heavies it's in its' legue of its' own killing Dantes, HLTs, Sumos and even Goliaths.

Ducks are basically the worst raider on land as it cannot hit dodging raiders, is slow and expensive.

I can see use for Archers in gimmicky ways like pushing enemies into defense or pushing units off cliffs but I am rarely able to use them for that.
They can protect Buoys against enemies but if they just keep pushing enemy units away the Buoys will miss and the enemy will be able to escape and repair.

Scallop is slow and have low range so in order to be effective the enemy basically have to run into them.

That said.
When the Amphs can use water they gain free repairs in the water, they can hide and escape from enemies and ambush enemies from there.
I'd say that Amphs are most effective when they can use their Amphibious abilities to escape from ships and land units and ambush enemies.
+0 / -0
12 years ago
Amphs are only really good when when you have both land and water on the map. It doesn't have any artillery or any fast units, so it dies to arty very easily. Massed anti-sub ships easily make cost against them. However, they can be used to go around or get away from enemy units by switching between land and sea, and are great at flanking. The Djinn is occasionally useful to get units to the front, or to get an army somewhere that the enemy team does not expect.
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12 years ago
A possible gimmicky strategy might be to play it like spiders and terraform into water, using that to give yourself the advantage. It seems infeasible, but that may be just because I don't have an intuitive knowledge of terraform costs.
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12 years ago
I think amph need some speed upgrade on land, they are too slow to kill anything and it is also not really a deathball which can slowly push in.
+0 / -0

12 years ago
Amphs are meant to be niche at best on pure land maps. You can actually make a frightening bouy push on pure land, into lategame grizzly, but other than that...

On maps with lakes, rivers, puddles and shallows, they're meant to be viable. On a map like tropical, the torp + shotgun of the scallop gives it insane DPS. The many lakes of Fata Morgana let them hop from one to another, ambushing units that walk by.

I'd like the Archer to be able to float, and it would be nice if the Bouy had synergy with units other than More Bouys (As Godde said the Archer and Scallop should work in theory but not in practice). Other than that, I think the factory is OK barring a rework of torpedoes (hitting hovers).
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12 years ago
quote:
and it would be nice if the Bouy had synergy with units other than More Bouys

Hear hear
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as i said, i challenge anyone to beat me on a map where you can't bumrush me with ducks (the only amph lab tactic that has any chance of winning)

actualy, since i know you are making amph lab, i challenge you to beat me on any map at all...

btw heres a secret, 1 rokko > whole amph lab
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12 years ago
quote:
btw heres a secret, 1 rokko > whole amph lab
My grizzly would accept that challenge. I'm not in my den. Bear with me though. Do you like furies?
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