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[quote]So I think that the Phantom nerf will greatly inconvenience new players using it and will probably have little effect on the pros. Good players keep Phantom at the longest range possible as is, and use a screen of cloaked troops in front of it both to protect and spot. new players tend to use un escorted Phantom at closer ranges where they invariably get swarmed. It's hard to chase down well-handled Phantoms because of their escort.[/quote]
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[quote]So I think that the Phantom nerf will greatly inconvenience new players using it and will probably have little effect on the pros. Good players keep Phantom at the longest range possible as is, and use a screen of cloaked troops in front of it both to protect and spot. new players tend to use un escorted Phantom at closer ranges where they invariably get swarmed. It's hard to chase down well-handled Phantoms because of their escort.[/quote]
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Well protected phantoms was more of a mid tier player thing. The advantage of phantom over lances is reduced cloak tax enabling independent action, and more importantly, difficulty in locating the shooter by the other side.
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Well protected phantoms was more of a mid tier player thing. The advantage of phantom over lances is reduced cloak tax enabling independent action, and more importantly, difficulty in locating the shooter by the other side.
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Good players used to do hold fire and do flanks on high value targets when the situation calls for it. Sniping out an early firewalker or lance can setback the other side a lot, compared to shooting at front line low cost raiders or tough assaults. If the cloak player have good Glaive imp micro +conj cloak it makes aggressive raider moveouts dangerous and waiting for heavier units lets phantoms get away often. Had been outplayed a few times, with things like firewalkers firing wildly at the wrong place hoping for a decloak. (both pyro and puppies lose to well controlled glaives too....)
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Good players used to do hold fire and do flanks on high value targets when the situation calls for it. Sniping out an early firewalker or lance can setback the other side a lot, compared to shooting at front line low cost raiders or tough assaults. If the cloak player have good Glaive imp micro +conj cloak it makes aggressive raider moveouts dangerous and waiting for heavier units lets phantoms get away often. Had been outplayed a few times, with things like firewalkers firing wildly at the wrong place hoping for a decloak. (both pyro and puppies lose to well controlled glaives too....)
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6 |
Slowed
phantoms
makes
chasing
with
heavy
units
much
more
viable.
I
wonder
if
jacks
could
counter
phantoms
with
the
right
control,
if
you
force
the
cloaky
into
a
pitched
fight
with
jacks,
that
is
all
good
as
well.
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6 |
Slowed
phantoms
makes
chasing
with
heavy
units
much
more
viable.
I
wonder
if
jacks
could
"counter"
phantoms
with
the
right
control,
if
you
force
the
cloaky
into
a
pitched
fight
with
jacks,
that
is
all
good
as
well.
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7 |
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7 |
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8 |
Cloak was (is?) the strongest lobpot factory though, with pretty good options against everything up to dante while having great weakness exploiting potential when many factories live off two good units (though may still necessary if best in class). The entire cloak lineup is good with a few best in class units on top of that.
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8 |
Cloak was (is?) the strongest lobpot factory though, with pretty good options against everything up to dante while having great weakness exploiting potential when many factories live off two good units (though may still necessary if best in class). The entire cloak lineup is good with a few best in class units on top of that.
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