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  • Soporific gas pods?

    Anyone use them? I do occasionally - mostly on assault aircraft.
    Any special uses or anything like that?
    "Love the earth and sun and animals, despise riches, give alms to every one that asks, stand up for the stupid and crazy, devote your income and labor to others, hate tyrants, argue not concerning God, have patience and indulgence toward the people, take off your hat to nothing known or unknown . . . reexamine all you have been told at school or church or in any book, dismiss whatever insults your own soul, and your very flesh shall be a great poem and have the richest fluency" - Walt Whitman

  • #2
    Yeah, I typically equip my copters with gas pods + a morale upgrade. Later, I have a mixture of GAS, WAVE and Empath, WAVE copters.

    I don't know the precise odds, but it seems that GAS is equivalent to a +25% attack bonus. It is good against everything except native life. Viewed this way, it is better than blink or a morale upgrade.

    For infrantry, I typically use drop, cloak or drop, AAA.

    For speeders I typically use empath and air superiority, although I have used WAVE to get past ECM units.

    For naval, I use empath or marine in combo with deep radar.

    For artillery, I just use empath. Might try gas.


    Ned
    http://tools.wikimedia.de/~gmaxwell/jorbis/JOrbisPlayer.php?path=John+Williams+The+Imperial+M arch+from+The+Empire+Strikes+Back.ogg&wiki=en

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    • #3
      Well, gas equals +50%. High morale is +2 morale, meaning +25%. Sophorific gas pods are -2 morale for enemy, meaning +25% to attack. Gas and WAVE seem to be the best combination.
      Solver, WePlayCiv Co-Administrator
      Contact: solver-at-weplayciv-dot-com
      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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      • #4
        High morale +2? I have not check the Datalinks, but from my observation, it seems that I get only +1. Is this true?
        http://tools.wikimedia.de/~gmaxwell/jorbis/JOrbisPlayer.php?path=John+Williams+The+Imperial+M arch+from+The+Empire+Strikes+Back.ogg&wiki=en

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        • #5
          I like it very much and use it regularly for unarmored attacking unites (armored get amphibious + AAA).

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          • #6
            I frequently equip assault jets/choppers and rovers/tanks with gas. Build the unit as best-1-move with high morale, then upgrade to gas (or gas/clean if Morgan or FM, Gas/Wave once the AI catches on and builds lots of AAA or ECM units).

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            • #7
              if you think this gas is good.... you haven't had much fun yet. try out the other gas. i can assure you it's more joyous than NO2
              Don't drink and drive, smoke and fly.
              Anti-bush and anti-Bush.
              "Who's your Daddy? You know who your Daddy is, huh?? It's me! Yeah.. I'm your Daddy! Uh-huh! How come I'm your Daddy! 'Coz I did this to your Mama? Yeah, your Mama! Yeah this your Mama! Your Mama! You suck man, but your Mama's sweet! You suck, but your Mama, ohhh... Uh-huh, your Mama! Far out man, you do suck, but not as good as your Mama! So what's it gonna be? Spit or swallow, sissy boy?" - Superfly, joecartoon

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              • #8
                Careful when you assume that sporific gas gives you +25% on attack. To be correct it means the defender loses -2 morale, which differs quite a bit from +25% on attack. For example, +25% to attack (incorrect) means a heck of a lot more for my elite missle rover (1.5 x 1.25 x 6 = 11.25, which is actually only 1.5 x 6 = 9) than -2 morale for a hardned synthmetal defender (normally 1.25 x 2 = 2.5 / sporific 1.0 x 2 = 2).

                I think those numbers on defense are correct -- a hardened unit would become a very green which has no modifier on defense, and a -12.5% on offense, if I remember correctly.

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                • #9
                  I checked the manual. High Morale gives on a +1. This is +12.5%, not 25%.

                  As to the difference in "thinking" between a 25% adder to offense vs. a 25% reduction to the defender - aren't we trying to be too cute? They are the same thing, net net, are they not?

                  But most would agree, I presume, that Gas is more effective than a morale upgrade overall, unless you are trying to get that extra +1 movement point for elite.

                  But is it better than Blink? I think it is because Blink seems to elminate the 25% defense bonus for a base, while Gas has the same power for units in or out of a base, except for native life.

                  Ned
                  http://tools.wikimedia.de/~gmaxwell/jorbis/JOrbisPlayer.php?path=John+Williams+The+Imperial+M arch+from+The+Empire+Strikes+Back.ogg&wiki=en

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                  • #10
                    No, I'm not being cute, and their not the same. Reread my post paying closer attention to the values I've given. One is dependent upon the attack value of the offensive unit (the incorrect assumption that sporific gas gives you a +25% on attack) and the other is dependent upon the defensive value of the defensive unit. Therefore they're not the same. The only instance they'd be the same was if both that attack value and defense value were the same. When does that ever happen? Hopefully never if your attacking.

                    Example -- Missle rover (6 x 1.25(+25%) = 7.5) vs. synthmetal infantry (=2) -- or in other words 7.5/2 = 3.75:1 odds.

                    Missle rover (=6) vs. synthmetal infantry (2 - (25%) or 0.5) = 1.5 -- or in other words 6/1.5 = 4:1 odds.

                    If we raise the attack value it still holds true and is even more evident.

                    Shard rover (12 x 1.25(+25%) = 15) vs. synthmetal infantry (=2) -- or 15/2 = 7.5:1 odds.

                    Shard rover (=12) vs. synthmetal infantry (=2 - (25%) or 0.5 = 1.5) -- or 15/1.5 = 10:1 odds.

                    Contrary to what I believed before I went through these numbers, you're better off with a negative modifier to the unit you're attacking than a positive modifier to your attacking unit.

                    So, I tend to agree with you that sporific gas is better than high morale.

                    Now, if I remember correctly sporific gas doesn't work on defense, right?

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                    • #11
                      Whatever manual says. Someone wrote it's 2 morale levels. But I don't use it, anyway - expensive, for the little boon. And, I'm a builder by nature.
                      Solver, WePlayCiv Co-Administrator
                      Contact: solver-at-weplayciv-dot-com
                      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                      • #12
                        I rarely if ever use Nerve Gas pods. I dislike committing atrocities - after all, it makes it so much harder to get factions to submit I sometimes equip needlejets and choppers with them in MP (and other units too) but usually solely as a deterrent.
                        I am not an atrocities person. I have only ever used a PB once, in single player, against Yang - he was the last remaining faction besides myself. He had beaten me to the Cloudbase Academy by one turn and had equipped all his Sentinels with Tracking. Given that nearly all my units were airborne, this put a severe crimp on my plans! Eventually I got so incredibly frustrated that I PB'ed him.
                        That's one of the few atrocities I've ever committed. I nerve staple very very occasionally, but only to remove those really irritating 'drone riots' popups.
                        "Love the earth and sun and animals, despise riches, give alms to every one that asks, stand up for the stupid and crazy, devote your income and labor to others, hate tyrants, argue not concerning God, have patience and indulgence toward the people, take off your hat to nothing known or unknown . . . reexamine all you have been told at school or church or in any book, dismiss whatever insults your own soul, and your very flesh shall be a great poem and have the richest fluency" - Walt Whitman

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                        • #13
                          Originally posted by Solver
                          Whatever manual says. Someone wrote it's 2 morale levels. But I don't use it, anyway - expensive, for the little boon. And, I'm a builder by nature.
                          Are you speaking of the high morale special ability here? If so, it has one very excellent use, which is that it gives the unit a permanent morale boost,even if you upgrade it later. I build almost all military units as 1-1-move Trained shells, and then upgrade them. Most types are easily finished in a turn, upgraded, and ready for action the next. This is truly devestating, one good unit per base per turn as long as your money holds out.
                          He's got the Midas touch.
                          But he touched it too much!
                          Hey Goldmember, Hey Goldmember!

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                          • #14
                            Surely a bug. If you upgrade the unit, it loses the High Morale ability, and therefore should lose the morale boost.
                            Solver, WePlayCiv Co-Administrator
                            Contact: solver-at-weplayciv-dot-com
                            I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                            • #15
                              No, actually if you individually upgrade the unit, it retains its morale upgrade. Start with a 1-1- trained scout, speeder, tank, jet, copter or sphere. Upgrade it to the unit you want, perhaps with two special abilities, one of which is not high morale. The result is a trained unit, with the two special abilities you really want.

                              The beauty of this approach is that it takes very little to produce the "shell." Captured cities can usually do it in one turn with a small rush. Upgrade, and presto, you have a trained unit of your choice in the captured city.

                              (Just as an asside, I now carry out the majority of my assauts on land using a combination of wave copters and AAA or ECM, police, best armor garrisons. The latter are upgraded from trained scouts, and are elite, assuming the command nexus and the cyborg factory are yours. The copters clears out a base, and the garrison move in. The AAA or ECM, best armor garrison holds the city quite well against counter attacks. Next turn, the captured base produces a trained scout, and the assault continues apace.)
                              http://tools.wikimedia.de/~gmaxwell/jorbis/JOrbisPlayer.php?path=John+Williams+The+Imperial+M arch+from+The+Empire+Strikes+Back.ogg&wiki=en

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