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Lobster overfire prevention and ships

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4 months ago
I quite like the lobster overfire prevention change and I've seen it used creatively by a few players. However, I was warned about and have now noticed that amph has become significantly more deadly to ships because of it.

Scallop+lobsters getting lobbed into sirens, and then lobbing the ball back (including enemy sirens) tends to be just straight up death to sirens while they fly, unable to shoot back.

I've experienced it first hand in Multiplayer B1784695 23 on Boulder_Beach_V1. I'd like to get more games documented moving forward.

I'm at a loss as to what ships can do vs that tactic. I didn't think it was that strong, but it seems to be VERY strong. It was always possible to do, but overfire prevention on lobsters made it much easier to execute.


What can ships do vs amph? I have 0 experience in 1v1 since this change so I can't speak to that, but in teams, lobsters are very hard to counter for ships. Seawolves lose to duck+limpet, sirens lose to lob+scallop and I haven't tried hunter yet, but they're fare more brittle than sirens so I would think they won't do better.


To be clear, I quite like the change. I just wonder if it isn't a bit too strong vs ships specifically. Ironically, it could have easily been done before by having one control group with scallops and enough lobs for the ball, and then a second control group with just the extra lobs to throw backwards... but before this change, I don't recall having noticed a single player using this strat.

I'll be adding more battles as I run across them.
+0 / -0
"I haven't tried hunter"

this unit is very good if you micro it well

sirens can also kill amphibs just be careful with them and they can kill lob scallops
+0 / -0