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"I can't find out how much a Charon Launcher would cost"
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"I can't find out how much a Charon Launcher would cost"
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Well, I already told you how much it costs on sandcastles and it's 14000 metal.
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Well, I already told you how much it costs on sandcastles and it's 14000 metal.
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This is what you need:
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This is what you need:
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1. Decoy Charon launcher so you overwhelm the anti-air
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1. Decoy Charon launcher so you overwhelm the anti-air
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2. Skuttle bomb Charon transport.
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2. Skuttle bomb Charon transport.
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This tactic is easily countered by enemy anti-air and this is why you need 1. Depending on the size of the map these two terraform pylons with newtons around it costs a lot. It's best used to counter bertha spam, Disco, buried Disco and singularity reactor. Also the 1. requires constant Charon spam in order for it to function on heavy porc aa. My assumption for Comet catcher redux is that it will cost between 3000-4000 only the terraform and newtons. The Skuttle bomb, Charon spam will cost between 1000-3000 metal depending on how precise you are and how good the enemy aa is.
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This tactic is easily countered by enemy anti-air and this is why you need 1. Depending on the size of the map these two terraform pylons with newtons around it costs a lot. It's best used to counter bertha spam, Disco, buried Disco and singularity reactor. Also the 1. requires constant Charon spam in order for it to function on heavy porc aa. My assumption for Comet catcher redux is that it will cost between 3000-4000 only the terraform and newtons. The Skuttle bomb, Charon spam will cost between 1000-3000 metal depending on how precise you are and how good the enemy aa is.
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It is required when you only reach late game or mid-game with a lot of metal income. It's not effective early game from what I have experienced.
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It is required when you only reach late game or mid-game with a lot of metal income. It's not effective early game from what I have experienced.
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So about the counter, we were discussing, it doesn't have to be cheap. A defense building that decloaks enemy is required in this game form what I saw. I already see that the game is starting to focus a lot on Cornea. A building like that would be useful indeed and it will also counter what we were discussing.
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So about the counter, we were discussing, it doesn't have to be cheap. A defense building that decloaks enemy is required in this game form what I saw. I already see that the game is starting to focus a lot on Cornea. A building like that would be useful indeed and it will also counter what we were discussing.
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Let's be honest @GoogleFrog, we have no counter for superweapons yet. We have a counter for Detriment, Paladin but when it comes to Zenith, Starlight, and Disco we have nothing. If enemy made a weapon like that you don't stand a chance against it. This is why Charon Space launcher if micromanaged accordingly, will be of help. It costs a lot of metal, you can hear it coming you just need to pay attention and react in order to save your big buildings.
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Let's be honest @GoogleFrog, we have no counter for superweapons yet. We have a counter for Detriment, Paladin but when it comes to Zenith, Starlight, and Disco we have nothing. If enemy made a weapon like that you don't stand a chance against it. This is why Charon Space launcher if micromanaged accordingly, will be of help. It costs a lot of metal, you can hear it coming you just need to pay attention and react in order to save your big buildings.
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The
defense
building
to
counter
invisible
units
or
at
least
detect
them
will
be
balanced
according
to
how
effective
it
is.
Ideas
are
plentiful
when
it
comes
to
this
game.
For
example
instead
of
what
I
just
proposed
you
can
make
a
newton
defense
building
that
has
AOE
repulsion
similar
to
the
outlaw
but,
instead
of
the
outlaw
damage
it
should
be
some
kind
of
newton
wave
that
throws
units
away
from
the
area
when
it
detects
them
units
and
it
also
decloaks
units
when
they
are
in
certain
range.
You
should
also
give
it
a
cooldown
so
balancing
it
won't
be
hard.
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The
defense
building
to
counter
invisible
units
or
at
least
detect
them
will
be
balanced
according
to
how
effective
it
is.
Ideas
are
plentiful
when
it
comes
to
this
game.
For
example
instead
of
what
I
just
proposed
you
can
make
a
newton
defense
building
that
has
AOE
repulsion
similar
to
the
outlaw
but,
instead
of
the
outlaw
damage
it
should
be
some
kind
of
newton
wave
that
throws
units
away
from
the
area.
It
will
have
this
repulsion
system
when
it
detects
clocked
units
or
when
an
enemy
is
close
You
should
also
give
it
a
cooldown
so
balancing
it
won't
be
hard.
Also,
an
on/off
button
+
activation
only
for
cloaked
units
will
be
interesting.
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[Spoiler][url=https://ibb.co/N9dPLzL][img]https://i.ibb.co/fkz5C7C/Untitled.png[/img][/url][/spoiler]
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[Spoiler][url=https://ibb.co/N9dPLzL][img]https://i.ibb.co/fkz5C7C/Untitled.png[/img][/url][/spoiler]
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Now in regards to what you said here "Self-scouting for Starlight could be a cool unique ability. It would give it even more of an "Eye of Sauron" vibe. What it probably needs though is a terraform effect or just more damage."
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Now in regards to what you said here "Self-scouting for Starlight could be a cool unique ability. It would give it even more of an "Eye of Sauron" vibe. What it probably needs though is a terraform effect or just more damage."
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Eye of Sauron will be interesting for Starlight if you implement it. I think this is what it lacks in comparison to the other superweapons. Starlight can be countered by terraforming easily so let it have a line of sight where the laser pointer is. Giving it anti terraform capacity will make Starlight the strongest of them all so I don't suggest that.
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Eye of Sauron will be interesting for Starlight if you implement it. I think this is what it lacks in comparison to the other superweapons. Starlight can be countered by terraforming easily so let it have a line of sight where the laser pointer is. Giving it anti terraform capacity will make Starlight the strongest of them all so I don't suggest that.
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