It occurs to me that I use probe teams pretty simplisticaly. I use them to infiltrate datalinks, and steal tech. If I'm playing Morgan, I will also use them defensively to subvert invading enemies. Does anyone use the other probe abilities to any great effect? I've never seen the Genetic Atrocity used. I think stealing energy isn't worth the effort. While, I've assasinated researchers before, I don't know how effective it is. Also, the AI doesn't build enough base facilities to make sabotage that hot. Has anyone ever mounted a high intensity probe war? For that matter, in MP do you get the same penalties for trying to probe the same city twice? I'm hoping to improve my ability with the Data Angels.
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Yes, destroying structures or production is very useful. Especialy anti drone structures. If a faction is low on credits, you can keep a base in riots for several turns and hamper that factions overall growth significantly.
I usually save my probe attacks for those I'm at war with, and even knocking out production means it will be x amount of turns before I have to deal with whatever they were building. Which gives me more time to adjust accordingly.
Also remember that probes are clean and can be armored for defensive purposes. So those probes you leave in your bases can double as an extra defender. Also place them out in the field to slow down an attacking force as they try and get past your zone of control (which you btw ignore as a added advantage) If you see something you can pick off all the more better.
Also you can employ unarmored probes as scouts. Just plant them one square within another factions territory and keep out of site of thier sensors and units (fungus is all you need for the later) If they find and attack you, all that will happen is that you will be sent back to base. But you will know far in advance the content of an attack force and plan your defenses to best destroy their attack.
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I've never considered them a cheat because, "Be Warned!", when they are attacked in a stack and the other unit dies so will they just like colony pods (I think that happens to colony pods too?) So they are most effective when left out of a stack which would seem to make them more useful out in the wild as opposed to performing garrison duty, though I could see where it would work that way too.
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Probe teams are a very useful commodity, all the uses can have very advantageous implications:
Infiltrate datalinks is the first thing I ever do with any probe team - you need to know exactly where enemy forces are before you plan an attack. Sabotage is useful, especially against the Hive early on to get rid of the Perimeter Defenses. Drain energy is OK against a faction's HQ. Make sure you know exactly how many credits an enemy faction has before you do this though. Genetic warfare is very useful later in the game - gets rid of half a bases population. This can be the breakthrough you need in a fierce war, as it gives your troops a chance to attack against depleted opponents.
The only thing I can't understand is assassinate researchers, because although it does take away half the research points, there is a very low chance of the operation succeeding.
As for field uses - I don't often do this, except as poachers to enemy units. The point made by VoodooChild is intriguing, about the armored probe teams. I had never tried this (Relative newbie), and tried it out a minute ago, and it does indeed have a very useful effect. I also do this for naval probe teams, although they tend to be very expensive.
Sorry for waffling on for so long, someone please tell me if all my points are obsolete (I won't be offended), as I have not been coming to this site long.We're back!
http://www.civgaming.net/forums
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My favorite target for sabotage is an enemy's aerospace complex. Once that is destroyed, you can use choppers and drop troops on that base."I love justice, I hate iniquity. It is not my pleasure that the lower suffer injustice because of the higher." - Darius I, 550-486 BC
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I always use probe teams to take out perimeter defenses, they're invaluable that way. The best thing to do is take over a city near the one that has the perimeter defense. Then you can make probe sabotages every turn, because the probe team will get returned to the nearest base. Eventually you'll take out the perimeter defense.
Another incredible in-the-field asset to probe teams is that they ignore zones of control, so you can use them to escort other troops into positions they couldn't otherwise reach. For instance, you're bringing troops to attack a base and the enemy sends out a rover to meet you. Even though there's plenty of road available for you to go around the rover, you can't do it because of the rover's zone of control. If you have a probe team as part of your attack force, you can lead your troops around the rover, and hopefully take the city instead of having to waste time on the rover.
Also, I usually do as much rush building as I can, and stealing just 12 extra energy can come in verrry handy. I used to think stealing energy was a big waste of time also, but the point is to have several probe teams and do it multiple times a turn. Even if you only get 25 credits out of it, that can help a lot.
I've heard that the AI will irrationally attack armored probe teams, even when they have no chance of success, so a well placed armored probe can take out a whole army, purely defensively! Apparently the AI thinks, probe team = easy target. That's the only reason I've heard of for it to be considered cheating.
[This message has been edited by Helium Pond (edited September 20, 2000).]
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