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I think the hard part about playing tanks is that there is no fixed, smooth force mix and strategy with changes in scale.
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I think the hard part about playing tanks is that there is no fixed, smooth force mix and strategy with changes in scale.
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2 |
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3 |
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4 |
It seems fairly workable for most factories to go
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It seems fairly workable for most factories to go
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Raider -> Raider + Skirm -> Riot + Skirm -> Riot + Skirm + Artillery
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Raider -> Raider + Skirm -> Riot + Skirm -> Riot + Skirm + Artillery
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Without skirm, you have to counter the above with
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Without skirm, you have to counter the above with
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Raider flank
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Raider flank
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->
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->
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Assault Over Run
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Assault Over Run
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->
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->
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Artillery (+tower) push
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Artillery (+tower) push
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15 |
---> very late game: area cloak
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It is additionally even more problematic when the skirm-ball have slow effect somewhere, making over running hard. That said I don't choose tanks in 1v1 so....
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It is additionally even more problematic when the skirm-ball have slow effect somewhere, making over running hard. That said I don't choose tanks in 1v1 so....
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That said I would try using welder to tank the first shot at lower force densities. That is better than mino levels of hp/cost, comes early and is useful for tactical healing/on the spot procing and since it isn't the one doing damage, getting multiple slow effects stacked on it is no problem.
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That said I would try using welder to tank the first shot at lower force densities. That is better than mino levels of hp/cost, comes early and is useful for tactical healing/on the spot procing and since it isn't the one doing damage, getting multiple slow effects stacked on it is no problem.
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