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Flying jumpbots

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GBrankSab
3 years ago
Flying jacks is the dumbest, most broken mechanic I've seen. The only defence is spamming turrets in your own base. Newtons send them flying over your base, then they just jump midair right into your underwater moho (where you can't even place defences) and blow them up.

Can something be done about jumping midair? Too many games are decided with this stupid tactic.
+2 / -1
3 years ago
aa could target units in air.. but that sounds a bit confusing.. hmm i cant really think of a solution yet but raised newton might be able to grab them and pull them down near the front-lines.. i feel weird advising newtons be built.. i feel like if your making newtons + stardust's on front that's a loosing strategy most of the time vs the arty meta

could newton be given a secondary fire mode that fires a longer range slow reload beam that zero's a units velocity but takes much longer to recharge.. then it can stop a unit whizzing over and it will fall close to where the newton was placed

idk..
+0 / -0

3 years ago
I was in a game yesterday where flying Jacks took out at least an adv-ego and Starlight, probably an anti-nuke too. It was the killing of the Starlight that is most surprising, they needed some good aim to land there, I would think. There was a beehive of units around but apparently not enough defense.
+1 / -0
"advanced ego's" can be really hard to take out.. because pride is a super strong emotion that only ourselves can face.. but its very nature is not internalizing
+2 / -0


3 years ago
A gnat screen helps vs that.
+4 / -0
gunships with gnats...as EErankAdminAnarchid mentioned. You just need one player to counter him while he can also micromanage attacking gunships.
+1 / -0
Wait don't jacks have jumplegs? Legged jumpers are not supposed to be able to jump in mid air I thought??

Edit: I just checked they do have jetpack... maybe make it jump legs instead.
+1 / -0


3 years ago
I think its a legit strat. Its only proving effective because games are so ridiculously porc + artillery driven.
+4 / -0
Maybe Jack's weapon should be disabled underwater. Its not meant to be an amphibious unit as far as I'm aware.

Outside of that, locusts and gnats work pretty well as a quick reaction force against nonsense like that.

Also, big econ buildings/super weapons are worth placing some defenses around them in specific. If you put 2 faradays around a singularity, that's significantly improved protection for just 1/8 the extra cost. And if you put the singularity in a corner or side of the map, 2 faradays can cover all angles of approach.

I haven't tried this, but against flying jacks in specific, putting newtons around everything important may work well.

I find that is a good general rule about defense against deep raids: don't try to wall off your base, put the defenses directly around the important stuff. This way the enemy cannot avoid it.
+1 / -0
Make jacks amphibious instead. Give sea some needed variety.

Serious note: jack launcher really only is viable in big teams like ivory said.
As personal preference I would much rather see something like this end games than all games devolving into porc for 20-30 minutes while FP or someone rushes DRP or starlight every time.
+1 / -0
3 years ago
In before jack + lobster double jump meta.
+0 / -0
3 years ago
Just give the jumpbots 20% dps underwater. Swinging a club is much harder to do through water. For that matter, the gauss cannon should also have its dps greatly reduced underwater. Of course, I have no idea how hard that is to code. Also, let the faraday turret work underwater - if it doesn't already - maybe to an even greater extent than above water.
+0 / -0


3 years ago
quote:
In before jack + lobster double jump meta.


It would probably be more fun than the current state of sea.
+1 / -0