Well I'm not referring to either of those games specifically, mojjj
. I messed up the micro in both of them, and paid the price. But again, I am an air noob and admit that. I do not go complaining about unit viability after making my own mistakes, I'm grown up enough to take responsibility for them. The concern I have is that artemis in its current form is not making the game better due to lack of effective counterplay, thats it.
Overall, there have been suggestions to :
- Make a silo. Yes, this works if artemis is exposed. No, it does not work if it is covering the singu line in the back lines, making bomber dives essentially infeasible.
- Switch factory. duh.
- Feed likhos as tanks. This is cost-prohibitive and you never know if that would even achieve anything (in terms of shielding the main bomber swarm).
- Feed a krow to artemis to "disarm" it. This requires 4200 investment into the krow, and, assuming it can survive, reasonable buildpower to repair it. 9 Artemis rockets are 720 metal, which may sound significant, but the risk of losing the krow is also quite strong. In a realistic game the krow would be able to eat maybe 2-4 shots at a time to ensure it has enough HP to retreat to safety. This can be an interesting way to "steal" metal from the enemy, but does not appear to be an actual counterplay.
- A variant of the above idea is to use aspis to soak artemis shots. This is far more interesting, as a couple of aspis can keep artemis busy shooting at a parked revenant (unless the enemy switches to manual targeting, of course). This may not always work if artemis is in the back lines.
Overall, I think none of the proposed solutions are truly addressing the lack of counter play problem. A few observations to compare artemis to other turrets:
- It has best range of all turrets (except big bertha and friends)
- It has best DPS of all static turrets (except Starlight, but its close). And its not per cost, its best DPS of all statics, period.
- It has really good AoE for what it targets to kill
- It has decent rate of fire to act as a sort of high-end riot unit.
- Most other high-end turrets can be countered with impalers, swarms of little units, bombers, and a variety of other things. Artemis has effectively only two counters - silo and BB (as it is normally too far back for impalers to be useful). Artemis in the back lines has no counters short of feeding it likhos hoping to deplete its stockpile.
Bottom line is, if Artemis is supposed to be a win button vs air players, then so be it, I can live with that. If it is supposed to counter things like Likho and Revenant, then its too strong vs basic ravens and locust spam, and reducing its AOE may be a simple way to address that.