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How deal with Hover as Amphbots on land maps?

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Ducks and archers too slow to deal with Scalpels, and Scalpels have area damage for some reason... They even beat Bouys. Meanwhile a single Mace is strong enough to beat even a large amount of ducks and archers, while out-ranging scallop.

Amphbots lack any artillery and long range skirmishers, leaving them with only the Grizzly to counter Scalpels. But the Lance is pretty much the perfect counter to the Grizzly.

Their assault unit - the bulkhead under-performs on land, I'd argue its even worse than Hermits.

In short, I find that Amphs lack range and they lack speed, while Amphs riot and skirmisher are countered by Hover's counterparts.
+1 / -0

3 years ago
The pros will probably use a mix of buoy and scallop, cloaked, with lobster ready to throw them close for a surprise party.

Me?

I make Grizzly which dies to Lance.
+1 / -0


3 years ago
I have a the opposite belief to the OP. It's that hover has an extremely uphill battle vs amph in top level play.

Duck does well vs dagger, and amph shuts dagger out completely - so that's your raiding phase cancelled. You are best just rapid defending with the daggers until the arrival of archer. This makes scalpel necessary, because archer (with threat of limpet) also handles bolas just fine.

Guarded bouys mixed with bulkheads (who absolutely do not underperform on land) cancel all of the other hovercraft from this point, other than lance. If you are keeping your pressure up properly, making a lance will often break the hover's frontline and they will die before it has a chance to get lobbed into. You never need to build scallops in this matchup.

There's a chance halberd could help with bouy/bulk but again, with limpets being on the table it's all useless.
+2 / -0
"This makes scalpel necessary, because archer (with threat of limpet) also handles bolas just fine."

Doesn't the Mace just vaporize archers? this is the problem that I end up having everytime I build archers. Sure Amp have a much better time raiding, you get the very early game, until the mace and scalpel combo come out.

"Guarded bouys mixed with bulkheads (who absolutely do not underperform on land) cancel all of the other hovercraft from this point,"

Not only are scalpels cheaper than bouys, but they are able to beat them as well simply due to their high burst damage with area effect, plus their high speed as well, allowing them to kite away the slow moving projectiles of the Bouys.

Maces defending scalpels prevent anything that would counter the scalpels from even getting close. Bulkheads have poor DPS and most of their shots miss, they're slow and have the worst hp/metal compared to other assaults.

Amp have no answer to the scalpel mace combo outside of grizzly.
+0 / -0

3 years ago
Trust me if Dregs says that, you can write it down as gospel and sing it in church.
+2 / -1
I've checked AI vs AI... Hovers win...

However I tried playing vs the hard AI as Amps. I found an answer and it ain't archers. Turns out if you just spam Bouys with a couple of bulkheads in the mid game you can beat hover by preventing their expansions. Turns out having equal numbers of Bouys as scalpels incrreases the chances of bouys winning due to the hail of slows hitting a few scalpels slowing them down. This doesn't work say 3 Bouys vs 5 scalpels but 6 bouys vs 6 scalpels+1 mace manage to win. Bulkheads work against faradays once you reach their base, they are somewhat useful as a screen for bouys while in transit.

It really depends on you getting the early game though, the moment a lance comes out it changes the rest of the game as the lances can kite bouys pretty easily.
+0 / -0
INrankstaticchargeredfield - Here's some replays of rusty me getting fed my own hovercrafts on what was pretty much the perfect hover map, by amph, in top tier 1v1. Enjoy!

Multiplayer B1164503 2 on Jurassic Sands v1.00

and

Multiplayer B1164495 2 on Jurassic Sands v1.00

Mace is not invited close to a good amph composition. As your rightly found, the right number of buoys puts in work against scalpels. Discourage them back, and you'll also actually find that bulkhead is soaking up shots and grabbing more attrition than you'd expect.

quote:
Trust me if Dregs says that, you can write it down as gospel and sing it in church.


Something about that imagery hits me in my funny bone. You joker.

As always the disclaimer is that of course this can be proven wrong, particularly with a bulkhead hp nerf and dagger/bolas buff right around the corner. Limpet can only fly under the radar for so long too.
+1 / -0
USrankDregs, Thanx man, lel those were good fights, pretty high level stuff.

I've always had an issue dealing with scalpels, I play Jumpbots a lot and scalpels 1 shot mods which are more expensive, but Pyros(God I love this bot)+ placeholders make short work of scalps+mace. Oh and puppy too, 2 or 3 of them take out a lone scalp easy.

Which really kinda put my head on a spin when playing Amps - I've not used skirms outside of crabs to counter scalps until now. Archer just isn't as good as the Pyro due to its lower speed and DPS and ducks often take area damage from scalps thinning them just too much to reliably fight scalps.

Hence I was just confused given they don't have artillery. The few exchanges of Bouys vs Scalps discouraged my thoughts on them being a viable counter especially given my experience with moderators. Like I saw the scalp move in, fire and easily dodge the Bouy's slowing arrows, then a second scalp pops up and does the same, eliminating the Bouy without either one getting damaged.

I had no idea that Bouys in similar sized groups could actually win the exchange. All the bouy's need is to get 1 of their slows to actually hit a target and then they don't miss.

As for Bulkheads, I didn't find them useful solo, but now that I think about it, the slowed down enemies by Bouys can help the Bulkhead's accuracy. I'm more concerned about getting the Bulkheads into the enemy base, pounding away at defenses and factories rather than out in the open fighting or holding positions as the Lance 1 shots them.

Thanx for everything.
+0 / -0
"As always the disclaimer is that of course this can be proven wrong, particularly with a bulkhead hp nerf and dagger/bolas buff right around the corner. Limpet can only fly under the radar for so long too"

BTW I noticed the Bulkhead's HP is lower in-game than what's shown in the wiki, doesn't the wiki get updated? I was trippin when I couldn't find the 1700hp unit in Amp factory.

Its a pretty old update to the game. Lol What other lies by the council have I been told?
+1 / -0
3 years ago
quote:
BTW I noticed the Bulkhead's HP is lower in-game than what's shown in the wiki, doesn't the wiki get updated? I was trippin when I couldn't find the 1700hp unit in Amp factory.

It's updated by players like you and me. Comparatively few people do that. There's a lot of outdated information there, but if nobody bothers with updating it, that's how it will remain, unfortunately.
+1 / -0

3 years ago
IIRC there was a bot that updated the wiki automatically, but I'm not sure what happened to it.
+1 / -0

3 years ago
There was never a bot; there was a script that generated updates on all unit pages but had to be ran manually (which was usually done by MYrankAdminHistidine but recently he's been busy with other things).
+1 / -0

3 years ago
Well, the account that the script is run on is literally called HistidineBot so forgive me for the confusion.
+2 / -0


3 years ago
Bulkhead is pretty popular. Try to be aggressive with armies supported by Bulkhead. If/when you see Lance consider using Lobster, cloakers, or adding a plane factory for Raven.
+1 / -0