1 |
[quote]A problem is that starting torp comm is a liability before you scout factory, because he may be hovers- as is starting with a torpedo launcher defensive structure.[/quote]
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1 |
[quote]A problem is that starting torp comm is a liability before you scout factory, because he may be hovers- as is starting with a torpedo launcher defensive structure.[/quote]
|
2 |
The
problem
is
that
whatever
is
your
first
move
at
sea,
it
is
blind
rps.
You
need
torps
to
defend
vs
duck,
and
you
need
surface
weapons
to
defend
vs
hovers
-
while
you
don't
really
get
any
time
to
scout
for
it,
because
both
initial
threats
can
even
arrive
before
urchin
is
finished,
were
you
to
start
it
right
after
basic
eco.
|
2 |
The
problem
is
that
whatever
is
your
first
move
at
sea,
it
is
blind
rps.
You
need
torps
to
defend
vs
duck,
and
you
need
surface
weapons
to
defend
vs
hovers
-
while
you
don't
really
get
any
time
to
scout
for
it,
because
both
initial
threats
can
arrive
even
before
urchin
is
finished,
were
you
to
start
it
right
after
basic
eco.
|
3 |
\n
|
3 |
\n
|
4 |
Starting comm on shore won't stop the duck rush from destroying your factory and eco, too.
|
4 |
Starting comm on shore won't stop the duck rush from destroying your factory and eco, too.
|
5 |
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|
5 |
\n
|
6 |
The
totally
new
weapon
doesn't
have
to
be
used
just
by
commanders,
but
giving
it
to
a
buildable
units
brings
it
much
deeper
into
serious
balancing
territory.
If
anything,
i'd
give
hovers
a
flex-antisub
unit
(
either
new,
or
upgrade
existing)
and
then
strip
their
torp
immunity.
|
6 |
The
totally
new
weapon
doesn't
have
to
be
used
just
by
commanders,
but
giving
it
to
a
buildable
unit
brings
it
much
deeper
into
serious
balancing
territory.
If
anything,
i'd
give
hovers
a
flex-antisub
unit
(
either
new,
or
upgrade
existing)
and
then
strip
their
torp
immunity.
|