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

Is Claymore a good riot?

13 posts, 547 views
Post comment
Filter:    Player:  
sort
2 years ago
Struggling vs swarms from rover, cloak, shield etc.
Does Claymore serve as a good anti-swarm unit to protect Scalpels and the like?
+0 / -0

2 years ago
https://streamable.com/cheqg9

Does this answer your question?
+3 / -0
2 years ago
Looks good enough to protect me from swarms!
I just realised it does 520 damage per roll, so 2 Claymore oneshots every raider barring Blitz I think. Since its travelling with Scalpels and Mace the speed does not matter that much.
+0 / -0
2 years ago
It's somewhat more dependent on terrain than other riots. Mix in a few Bolases to make things that chase it easier to hit.
+1 / -0

2 years ago
Claymore projectile is not blocked by terrain or hills. It rolls right over terra-walls even! You can make a janky anti-raider surprise turret by walling a claymore in.
+4 / -0
Wtf the rolling depth charge ignores walls?? I get that Hovers have quite a few options to ignore walls (Dagger gauss, Scalpel missile) but outright rolling through walls is just lulz
+0 / -0
2 years ago
quote:
Claymore projectile is not blocked by terrain or hills.

I wasn't talking about blocking. What I meant was that at least I personally find it harder to use because terrain affects both the speed of the unit and the timing of when/where the barrel is going to be when it blows up.
+0 / -0
2 years ago
yes and no.

pros:
They have high AOE, so yes.
Their damage is enough to kill several raid units.

cons:
rate of fire is low.
raid units can kite and dodge the attack if on land.

Additional bonus, they work well with scalpels:
Claymores are the same speed as scalpels, so they can support each other without slowing each other down.
Scalpels homing range attack can minimize the damage raid's kiting of claymores.
Scalpels also have AOE and can 1 shot most raid's as well.
Probaby best to build 1 claymore to 2-3 scalpels when using this combo to take advantage of the scalpels range.

The other pair that works well with hover is bola/Halberds.
They also have the same speed. Halberds can't hit raid units unless supported by bolas.
Probably build 1 halberds : 2 bola's as halberds have more survivability, and bola's are needed more in smaller groups.

Another pair I use is mace and lances. Lances are just too expensive. It's great against larger defenses, but not so much against weaker artillery, and it is just asking to be rushed/Lichoed. I think a long range com works better as a artillery as it has more armor. Probably should make 2 maces to defend each lance.

When opponent is spiders or jump scalpel/bola's make a good combo. riot/raid units have just a hair more hp then a scalpels damage...
+5 / -0


2 years ago
I don't think we've experimented enough to tell. I wouldn't be surprised if it was a bit too niche, but I also wouldn't be surprised if some unrelated change or discovery suddenly boost Claymore to a state of higher prominence. People seem to mix them into armies sometimes and get use out of them.

At the moment I feel that, at worst, Claymore is best in the type of particularly high density situations that Hover rarely encounters. Perhaps the mere existence of Claymore makes people not fight Hover in ways that Claymore would beat. Perhaps Scalpel was already doing this, gating Claymore behind it. Perhaps it is something enough about the Hover gameplan.
+3 / -0


2 years ago
I got pwned as rover on aliendesert by Claymore, so i think Claymore is a good riot.

It seems to pwn Ripper in a direct confrontation, instagibs Scorcher, actually delivers AoE, and synergizes well with other hovercraft.
+2 / -0


2 years ago
Always felt like it was actually all too easy for ripper to win if it gets in close. The turn rate on them makes them a bit like the dominatrix of the hover factory, getting itself into trouble it's range can't pay the cheque for.
+1 / -0

2 years ago
The problem claymore faces is the friendly fire damage. This makes it hard to use claymore in conjunction with other units, and especially prohibits balls of hover units. It requires a bit more positioning, or using the unit unsupported, to get value without killing your own stuff.

Re: turn rate, maybe this changes with turn penalty removal for hover?
+1 / -1


2 years ago
quote:
Re: turn rate, maybe this changes with turn penalty removal for hover?

Likely it turns out worse by increasing unit velocity during turn, which in turn increases the turn radius.
+1 / -0