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B1394964 16 on SalmonStream (Multiplayer)

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Date Editor Before After
6/26/2022 9:33:23 PMUSrankLawesome9 before revert after revert
Before After
1 [q]Tremor?[/q] 1 [q]Tremor?[/q]
2 Probably not while I'm amphbots, and none of our teammates are tanks. Yes, I could have built a tank factory, but the enemy also had a considerable number of impalers that could have easily killed it. Tremor is also pretty expensive, especially when dirtbags cost almost nothing. Also, it only takes a few dirtbags to completely confuse pathfinding for most units. 2 Probably not while I'm amphbots, and none of our teammates are tanks. Yes, I could have built a tank factory, but the enemy also had a considerable number of impalers that could have easily killed it. Tremor is also pretty expensive, especially when dirtbags cost almost nothing. Also, it only takes a few dirtbags to completely confuse pathfinding for most units.
3 A tremor might get rid of the hills and kill most of the enemy dirtbags, but it gets complicated when your team is also spamming dirtbags; everything just turns into a mess. 3 A tremor might get rid of the hills and kill most of the enemy dirtbags, but it gets complicated when your team is also spamming dirtbags; everything just turns into a mess.
4 Not to mention they also had a Cerberus for some time which pretty much destroys any tremors that are within range. 4 Not to mention they also had a Cerberus for some time which pretty much destroys any tremors that are within range.
5 \n 5 \n
6 [q]Restore / flatten terrain area order fixes it easily[/q] 6 [q]Restore / flatten terrain area order fixes it easily[/q]
7 Yes, that is true, and I honestly completely forgot about the "restore terrain" feature, but it still is not completely ideal since "Terraforming costs Energy, Metal, and time." 7 Yes, that is true, and I honestly completely forgot about the "restore terrain" feature, but it still is not completely ideal since "Terraforming costs Energy, Metal, and time."
8 I still probably should have done more of this, but while the Cerberus was in operation I didn't have a chance with normal constructors. @Keo used a Funnelweb if I remember correctly at one point to terraform a path over it, which was very helpful, however this probably could have been countered by the enemy if they had been streaming their dirtbags into our base, because it would be killing the constructors, and the repeated onslaught just drives most armies back and back, which is the problem. 8 I still probably should have done more of this, but while the Cerberus was in operation I didn't have a chance with normal constructors. @Keo used a Funnelweb if I remember correctly at one point to terraform a path over it, which was very helpful, however this probably could have been countered by the enemy if they had been streaming their dirtbags into our base, because it would be killing the constructors, and the repeated onslaught just drives most armies back and back, which is the problem.
9 If the enemy is streaming their dirtbags into your base, and you are restoring the terrain, 9 If the enemy is streaming their dirtbags into your base, and you are restoring the terrain,
10 1) They can effectively ruin the terrain considerably faster than you can restore it. 10 1) They can effectively ruin the terrain considerably faster than you can restore it.
11 2) They are probably making pretty good cost because they are potentially killing your units [i]and[/i] making you terraform to get to their base, just to meet more dirtbags (surprise!). 11 2) They are probably making pretty good cost because they are potentially killing your units [i]and[/i] making you terraform to get to their base, just to meet more dirtbags (surprise!).
12 \n
13 [q]I wanna see someone build a backline silo and launch quakes.[/q]
14 That's probably the best solution, except that the enemy is able to make about 13.3 dirtbags for just the same amount of metal, which almost puts you back in the same situation, especially if you still have to deal with them marching into your base.