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How to deal with defences as Jumpbots?

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4 years ago
When playing jumpbots I have difficulty dealing with defenses, especially the stinger + stardust combo.
- Puppy cant do much against stardusts. USrankDregs idea of cloaked puppies dosent work well against screening units like fleas.
- Similiarly pyro dosent do well.
- A huge group of moderators can take out a stinger but cant make cost. Also, moderators have mediocre range, so the stardust also does a lot of damage to them, if not killing them.
- Jack would be the standard response of going assaults vs defenses. But jack has poor speed and range; A group of bandits and/or skirmishers is just plain bad news for a jack. You can't use pyros against raiders because pyros are expensive and dont have a lot of hp and will easily get killed. The fire created on their deaths will only burn the jacks.
- Jugglenaut + jack is very expensive.
- Firewalker is the artillery unit, but unfortunately it takes a lot of time for firewalkers to kill a defence. If there are caretakers which can constantly repair the defence and/or if there is an aegis then the firewalker cant do much.
- Iris-cloaked skuttle also wont work against screening units like flea.

If anyone has any helpful strategies please post it.
+0 / -0
4 years ago
First obvious question is - " Do you really have to kill the defences, or can you go around and deal with them later?" ;)

In any case:
Smaller number of defences can be burned by multiple Firewalkers and Jacked, if you are dealing with some absurdities like a Stardust + Faraday spam, or generally larger concentration of defences... make another fac that can build artillery, IMO going directly striders is not a bad option, as Merlin has good range, stronk punch and can move when firing.
+0 / -0

4 years ago
Jacks with placeholder support.
+0 / -0
4 years ago
What if skuttle was cheaper than stinger?
+1 / -1
4 years ago
JJ are hard to play solo, work a lot better as a support fac.

Jacks are their only unit that is really good at killing defenses. They do tend to get pounded a lot by everything around when acting solo, but they have one of the best health-for-cost ratios in the game. They're meant to withstand a pouding.

If you feel you can't afford a frontal attack with jacks, gradual attrition with firewalker is your other main option.
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4 years ago
The way you deal with defenses as JJ is to not fight them.

Everything you have loses to defenses with raiders that can come in for support, so you have to use your Jumps and bypass the defenses. If the enemy is defending every mex group individually, you should have the economic advantage to locally crush those defenses with Jacks, or to factory switch into something that can deal with them more efficiently.
+3 / -0
Make jack + scuttle if the enemy has expensive turrets (desolator/Cerberus/lucifer)
+0 / -0
4 years ago
I didn't like when player talk shit about me and player didn't make Defense at all when with other player got note from Nightwatch user are AFK

i wood like at other player should talk about me in the game when i didn't piss any one off just started play fair game somehow player said to me trolling when never do that kind of wat i have my own way player if player understand what i was thing head of things

and wood like if player be nice tell me not build AutiNuke also not get piss off for No reason that wood be better also understand my game played

I know poor player less did my best in the game want my rank back to normal

i don't know there are rules about AFk then get un rank for some reason
+0 / -0


4 years ago
First try to go around them. Forcing your opponent into making defenses is often as much as you can hope for with jumpbots.

Study early game porcwars (aggressive Picket/Lotus) to make opponents unable to spam light defenses freely. Use Constable aggressively to help with this.

Predict when heavier defenses are about to arrive and try to get a Firewalker to the relevant location by the time they do, so as to not fall behind the buildup. Constable may allow you to skip a few pre-emptive Lotuses.
+2 / -0