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@RxyDxy1 wrote:Titans aren't as OP as you think. Jump jet troopers and air units like banshees and orcas deal with titans well enough. Well positioned MLRS with proper blocking can also deal with titans (for blocking, yes titans can pierce, but if you micro the blocking unit by moving it back and forth and time it correctly, you can force the titan to miss the unit behind it). Multiple tanks can trade efficiently with titans, provided you position them correctly. When playing against tech, you want to 1. keep the missile charging as much as possible, making sure you win the first missile, and 2. pressure their harvesters to force cheap counters out, in that order of priority. This means not letting it remain yellow or grey for too long. The longer the game goes the more likely tech will come out, and the more likely your opponent will win. If you feel like you're consistently facing mass tech units, chances are it's because you played the early game wrongly and stalled the missile for too long, which gave your opponent time to get a large amount of tech out. Tech is also very slow, so in the event you are facing very early tech because of your own misplays or because the opponent just conserved their resources well, body blocking may very well be your best bet to defeating tech. Remember that just because tech is out doesn't always mean you have to retreat, or destroy them. There are quite a few games where I have beaten tech just by crowding the platforms to prevent them from getting in. Yeah sure, they kill lots of things and they don't die, but as long as they can't get on the platforms, I win the game still. At the higher levels of the game, you rarely see people using titans, simply because good players shut down tech very effectively.
I pretty much disagree with everything you said. For one, the Orcas and Banshees... it takes like 2-3 shots do deal with one Titan. By then, they’ve completely wrecked half your army. And most Titan players have them backed up with Zone Troopers which take out air units in seconds. And the blocking argument isn’t a good one because the Titans * damage multiple tiles. And I actually do try to both get the the launch pads and pressure Harvesters from the very beginning. So that assumption you made is incorrect. Now I’m not saying that I’m a great player or that I play perfectly, but I am disagreeing that you offered any viable solutions. Like the crowding the platform argument. The Titan is capable of killing 2/3 of the platform in one shot. Once that happens and a Zone Trooper moves in with it, it’s hell trying to get that platform back.
The titan/zone combo is hard to defend, but you have to let your opponent get them... 120 tib for a tech lab, 120 tib for zones, 150 tib for titan. That takes a lot of time to put on the board. If you constantly have units on the nuke pads, your opponents will be forced to invest into combatting that. If you watch the top players, tech units are rare because they’re too expensive to get in the board. They’re supposed to be way better than regular units, the trick is that they cost a lot to get into play, and if you’re under pressure through the game it’s hard to put them out.
my feedback on the game, I’m liking it but there are a couple of really small control things which are annoying as hell.
1) a unit with the raider ability can’t be told to move to a place AND to attack a specific unit. Eg if I send a predator tank to a nuke pad with a riflemen and a pitbull, the tank will attack whichever unit it meets first. If I tell it to attack the pitbull, it may stop before it’s on the pad to attack. It’s really frustrating when you need to get a unit on the pad, but then it wastes its first shot on a stupid match up, or worse just sits there attacking something that makes no sense. There are two possible fixes I can think of here. First, if a raider unit has the “choice” of two units to attack, it should default to the one it has greatest combat strength against. If I move a tank to a tile with infantry and a pitbull next to it, there’s a good chance I want it to attack the pitbull. If I move a chem buggy to the same spot, I probably want it to attack the infantry. Second solution is that units should be able to be tasked to move and attack separately. Eg I can tell a tank to move to x tile and also to tell it to attack y unit, it will move to x tile and when it’s there it will attack y unit. On the way it might attack things it goes past, but when it reaches its destination, it attacks the unit you selected. If that unit moves away, it goes to the tile only (ie movement overrides attack command).
2) flying units should only contest pads if they are above an unoccupied tile. If I have 3 units occupying the whole pad, you shouldn’t be able to contest it by flying a unit repeatedly over them from one side to another. The unit can’t occupy any of those 3 tiles, so why should it count as contesting the pad?
3) with a unit cap “penalty” making it slower to build units the more you have on the board, you should be able to self destruct units. I’ve lost games because I found myself without a good anti air unit, and suddenly the opponent deploys something like a kodiak or basilisk and just goes straight for my base. You might say that’s good strategy, but if I don’t have the ability to just get rid of a unit then I think it’s not particularly fair. You’re penalized by losing a unit you’ve paid for, so it’s not like it’s unfair to the player on the other side...
- 7 years ago
Mistarget always happened and people make use of it. For example moving predator and rifles towards MLRS at the same time but rifles runs faster so they wastes MLRS's shots and the predator kills it.
- 7 years ago
Good Points.
- infantyman92447 years agoNew Hotshot@sonicstar87
Very nice. CnC did have an option where you could get rid of units that had no real use, if you had them deployed. This is something that should maybe implemented into the game. - 7 years agoI'm with you on #2 but the other ones are all part of the game ESPECIALLY #1! As for #3 specifically - this is a very very legitimate strategy. Consider the strategy of making boat loads of infantry and maybe a missile or two. Hunt their harvesters- try taking on their distrupter/flamer 2v1 with 10 tib infantry. Right - you keep going - maybe you don't even kill their guys - leave them at low health - target healthy ones. Maybe he gets 4.... 5?!... on the board. If you we just pumping 10 tib units - you could then - with 0 pop - bust out with a WHOLE bunch of air units (or whatever) and just make sure you don't kill a single flamers - or do - but then you now have 3-4 air units and they have nothing. Messing with the pop cap is a fantastic strategy.
As far as #2 - yeah - I do it too - but because it's part of the game and you do what you can to win. But I don't like it one bit. It's a) - cheap, b) - makes no sense, c) - isn't really defensible and if both sides are doing it, then you have this stupid game delay as helicopters do fly-bys... really? d) this game is about 'battlefield control' (EVA says it every game, no?)... flying over like that is not controlling anything. - 7 years ago
Yeah, fair enough I can see how those things can be considered part of the strategy of the game, but there’s still problems.
1) this means that raider is actually not an advantage for some units. If I have a pitbull, and I want it to attack a banshee, but it fires a rocket at some infantry, that’s just dumb. Like fair enough, use the infantry to suck up a rocket from the pit, but that’s exactly the problem - you can’t instruct the pitbull NOT to fire, and to only attack the banshee. Getting that first rocket can make a big difference. So considering the pitbull is meant to be the GDI war factory anti air unit, that’s a waste. It means the unit doesn’t do the job it’s primarily there for. If I tell it to move, it will attack anything close to it. If I tell it to attack specifically one unit, it will stop moving when it’s in range. If I tell it to move again, it reverts back to “attack anything nearby” - sometimes changing its target from the thing I’ve tasked it on. What’s the point? What’s the advantage?
3) I’d be fine with this if units were always on a level playing field. But if you consider a fairly standard shock/flame trooper infantry battle to start, if you’ve got units a level (or more) below your opponent, you generally have to bring greater numbers to win the battle. So you’re locked into a scenario of committing more pop cap space to win that battle. And because you have to pick your cards before the fight, you might be locked into that sort of a fight. It’s not that you have a weaker strategy, it’s simply that you’re out levelled. You’re not “out strategizing” your opponent if they end up with lots of weak units and no pop cap space and you bring out something that takes advantage of that. The game is about moves and counter moves. If I can terminate a unit, then I can play a counter unit, and the cost is that I lose that first unit and whatever tib it cost...
- 7 years ago
haha I have such decks but I prefer hammerhead/phantom over kodiak/basilisk
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