| 1 |
Nanoframe spam is bad because unlike the vast majority of tactics in Zero-K, [i][b][u]it relies 100% on unit stupidity to work[/u][/b][/i] (since the physics based part of it where you'd physically block units from advancing with nanoframes was already patched out). The 0 value (okay, technically 7 value or whatever) nanoframes are fundamentally worthless, but units (typically skirmishers) with substantial reload time will shoot at them anyway instead of at the con (usually a commander) making them, allowing it to delay until reinforcements arrive, or outright escape. While use of ignore bad targets unitstate is supposed to prevent units from shooting at nanoframes, ignore bad targets is itself ignored if the unit is on fight move, and as it just so happens the units which nanoframe spam is already the most effective against (skirmishers) are also the ones you'd want on fight move the most (as it ordinarily allows them to take advantage of their superior range). This means that working around a nanoframe spamming com requires giving the units an attack command specifically targeting the commander, which also means that they're more vulnerable to being led into a trap if their controlling player shifts attention somewhere else, compared to if they could be left on fight move.
|
1 |
Nanoframe spam is bad because unlike the vast majority of tactics in Zero-K, [i][b][u]it relies 100% on unit stupidity to work[/u][/b][/i] (since the physics based part of it where you'd physically block units from advancing with nanoframes was already patched out). The 0 value (okay, technically 7 value or whatever) nanoframes are fundamentally worthless, but units (typically skirmishers) with substantial reload time will shoot at them anyway instead of at the con (usually a commander) making them, allowing it to delay until reinforcements arrive, or outright escape. While use of ignore bad targets unitstate is supposed to prevent units from shooting at nanoframes, ignore bad targets is itself ignored if the unit is on fight move, and as it just so happens the units which nanoframe spam is already the most effective against (skirmishers) are also the ones you'd want on fight move the most (as it ordinarily allows them to take advantage of their superior range). This means that working around a nanoframe spamming com requires giving the units an attack command specifically targeting the commander, which also means that they're more vulnerable to being led into a trap if their controlling player shifts attention somewhere else, compared to if they could be left on fight move.
|