Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Locust vs aa analyse

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
8/16/2026 8:27:57 PMSErankPLT_Godde before revert after revert
Before After
1 I think calculating geometry is important to analyzing this. 1 I think calculating geometry is important to analyzing this.
2 You are making quite a few geometrical assumptions that don't apply very often. 2 You are making quite a few geometrical assumptions that don't apply very often.
3 \n 3 \n
4 [quote]assume typecal AA range 900 4 [quote]assume typecal AA range 900
5 \n 5 \n
6 for width 14 map, when locusts attack, only (900*2) / (14*512) ~= 0.25 of AA unit can actually attack locusts.[/quote] 6 for width 14 map, when locusts attack, only (900*2) / (14*512) ~= 0.25 of AA unit can actually attack locusts.[/quote]
7 An Ettin that has 900 range running away with 96 speed takes 4.44 seconds before the Locusts with 260 range and 250 speed enters range. 7 An Ettin that has 900 range running away with 96 speed takes 4.44 seconds before the Locusts with 260 range and 250 speed enters range.
8 If a supporting Ettin goes in the opposite direction of the fleeing Ettin, it takes about 6 seconds before the supporting Ettin reaches the fleeing Ettin. 8 If a supporting Ettin goes in the opposite direction of the fleeing Ettin, it takes about 6 seconds before the supporting Ettin reaches the fleeing Ettin.
9 This means that the lone Ettin gets 4.4 seconds of free damage and only 1.6 seconds for the Locusts to deal damage before the supporting Ettin reaches combat. 9 This means that the lone Ettin gets 4.4 seconds of free damage and only 1.6 seconds for the Locusts to deal damage before the supporting Ettin reaches combat.
10 \n 10 \n
11 With radar coverage, this should give you even more time to group up your AA before the clash. 11 With radar coverage, this should give you even more time to group up your AA before the clash.
12 \n 12 \n
13 [quote]..This calculation varies depends on map width, the wider the map the more advantage air have... 13 [quote]..This calculation varies depends on map width, the wider the map the more advantage air have...
14 \n 14 \n
15 ...assume players expands as a circle, they need AA forces to cover then edge of circle.[/quote] 15 ...assume players expands as a circle, they need AA forces to cover then edge of circle.[/quote]
16 It is true that larger maps favor faster units over slower units. 16 It is true that larger maps favor faster units over slower units.
17 However players rarely expand in a circle. On most maps you start next to the edge of the map or even in the corner. With a corner start and radar, it should in most cases be sufficient to cover your initial expansion with 1 group of anti-air. I'd say gunship starts are only viable when there is terrain that prevents land units from moving freely like Mecharavaged or Lonely Oasis, where it also blocks Line of Fire and hides the initial Locusts from most radar. 17 However players rarely expand in a circle. On most maps you start next to the edge of the map or even in the corner. With a corner start and radar, it should in most cases be sufficient to cover your initial expansion with 1 group of anti-air. I'd say gunship starts are only viable when there is terrain that prevents land units from moving freely like Mecharavaged or Lonely Oasis, where it also blocks Line of Fire and hides the initial Locusts from most radar.
18 \n 18 \n
19 Another important point is that what you are actually targeting with the Locusts. 19 Another important point is that what you are actually targeting with the Locusts.
20 On the front line, there might a lot of good flex AA like raiders, riots, defenses and even commanders. Since those typically have high brawl factor square, I see most AA units as a way to extend the range of those strongpoints. 20 On the front line, there might a lot of good flex AA like raiders, riots, defenses and even commanders. Since those typically have high brawl factor square, I see most AA units as a way to extend the range of those strongpoints.
21 If you have a combination of AA and raiders running around in groups, the brawling strength is the combined brawling strength of the groups while the AA provides the to prevent Locusts for making cost effective trades against your expansion where the Locusts must have enough time and strength to kill defenses while taking damage from mobile AA and do it before the raiders reach the expansion and do it all costeffectively. 21 If you have a combination of AA and raiders running around in groups, the brawling strength is the combined brawling strength of the groups while the AA provides the range to prevent Locusts for making cost effective trades against your expansion where the Locusts must have enough time and strength to kill defenses while taking damage from mobile AA and do it before the raiders reach the expansion, and the Locusts have to do it all costeffectively.