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On the copters:I remember I tinkered a bit with txt files and I have the impression that increasing the chopper cost doesn’t solve the problem. You’d just have less of them, but they’d still comprise the most of your army. They are simply that good. The idea I can offer is to cut down the movement of air units in half (or by one third). Then you would be forced to rely on ground units.
I still firmly believe that the best unit in the game is your humble supply crawler.
On the SPs:I must say your opinion really piqued my curiosity about your gameplay. For one, it’s the first time I see an experienced player disregarding good intel so carelessly. I’d pay a medium-sized base to get enemy’s infiltration and then another one not to get infiltrated.And I can’t really follow your choice of SPs, either. It’s interesting that you make an impression of an aggressive (tho I prefer the term ‘proactive’ ) player, eager to send an armed excursion. On the other hand, you picked the two SPs which only fully shine midgame, with the advent of EcoEng/EnvEcon, and seem perfect for a micro-managing avid builder. So I’m curious, which is it?
Quote from: Kirov on November 08, 2012, 08:06:48 PMOn the copters:I remember I tinkered a bit with txt files and I have the impression that increasing the chopper cost doesn’t solve the problem. You’d just have less of them, but they’d still comprise the most of your army. They are simply that good. The idea I can offer is to cut down the movement of air units in half (or by one third). Then you would be forced to rely on ground units. Wait, if you go choppers (or even CBA), can't the other guy just get AAA units to defend more cost-effectively? Or interceptors to scramble and kill the choppers?
These solutions are not as cost effective. AAA defensive units and interceptors cost more. Choppers are cheap to build.
One of the main problems with choppers is that a single chopper can mow down half a dozen terraformers and supply crawlers in a single sweep. Even if you do wipe out the chopper afterwards, the single chopper may already have taken out enemy units that were many times his cost.
If the opponent can reach with interceptors, use the cheap copters to draw out the interceptors. Then mow down all of the interceptors with your own air superiority units.
As for range, I just drop down a colony pod, or build an air base formers, or capture a city to get the base of operations that I need.
You also need to look at the defensive side of things. If I have a couple of choppers helping defend a city, I can mow down a pile of grounds attackers, and still retreat to the safety of my city, where any air attacker has to contend with my AAA defenders with an areospace complex.
As for the air superiority battle I mentioned early, the interceptor normally takes a bit of damage typically 10%-20% killing the copter, so the air superiority copter can usually win. And when it wins, it does not have to hang around for another interceptor to kill it, but the helicopter can retreat back to the safety of a city or airbase, something a needlejet cannot do.
You also just have to look at actual games. On any game where copters are not banned, they simply dominate the game in terms of production of copters verses production of any other combat unit. Can you honestly tell me that your games have not been like this???
I have been known to give up a border base to an enemy exploratory force, just because I knew that I could infiltrate before I took it back, and the worst the enemy could do to me is sell off one building per turn.
On the other hand, benefits from ME starts with turn 1, and WP helps very early as well. I get to enjoy the benfits maybe 50 turns earlier. Perhaps you have failed to pick up on some of the subtler benefits of ME. Since I like to get it, it is probably to my advantage to not blatantly state why I like it, to reduce the competition for it.
If overwhelmed, he should have just traded the base to the AI.
I haven't really played multiplayer, but often the easiest fix to a strategy is just finding the counter.
that is usually forbidden in MP. in fact rule #9 here says so.
Far from saying that WP or even ME are weak, I just think their full potential shines mid-game. On the other hand, PTS, VW and HGP work 100% early on to generate the turn advantage.
I totally agree about PTS and VW. But we were talking about EG, and if I start comparing it to SPs that cost 50% more, OF COURSE they are more powerful. As for HGP, you can keep it; I would definitely take WP or ME over it.
Perhaps you have failed to pick up on some of the subtler benefits of ME. Since I like to get it, it is probably to my advantage to not blatantly state why I like it, to reduce the competition for it.
Yitzi, I believe Earthmichael is right. If you use AAA defenders and the enemy has choppers, then the initiative and mobility (well, and flexibility;)) is on his side. He may freely take out your crawlers/formers, bomb improvements, block your movements with ZOC.
And if you have interceptors, he brings them as well, so it's again all about air power.
In fact, one of the most powerful if slightly less subtle strategy is the infamous "drop & chop", when you mow down defenders with choppers and jump in with parachuters. Deadly and brute, and basically you need only your best attack choppers and some cheap drop units.
Let's agree to disagree, but I still will try to ban EG in 4-player games I'm in. And I'm willing to discuss the atrocities in return.