Native life is good counter to nerve gas kamikaze runs, which might be important if you can't popboom to recover lost population.
Announcement
Collapse
No announcement yet.
Are Needlejets worthless or neccessary...
Collapse
X
-
-
Yea, I've gone the native life route on occasion to deal with enemy aircraft when I don't have any aircraft of my own and they are definitely an improvement. I know I hate them when my choppers are ravaging the world, as they are typically a lot more effective than other units. They don't care much about weapons or armor, and don't care at all about reactors.He's got the Midas touch.
But he touched it too much!
Hey Goldmember, Hey Goldmember!
Comment
-
Originally posted by sentry33
Native life is good counter to nerve gas kamikaze runs, which might be important if you can't popboom to recover lost population.You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
Comment
-
Originally posted by Sikander
Yea, I've gone the native life route on occasion to deal with enemy aircraft when I don't have any aircraft of my own and they are definitely an improvement. I know I hate them when my choppers are ravaging the world, as they are typically a lot more effective than other units. They don't care much about weapons or armor, and don't care at all about reactors.
The counter to natives though is artillery. If you can bring any amount of artillery at all to the scene of the fight, it shreds natives. So the result is that natives are very useful against longer range marauding but this effectiveness is lessened once enemy ground troop and arty are on the scene.
I used to be a HUGE fan of native life until I saw what arty can do to themYou don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
Comment
-
Aircraft trump infantry,
Mind worms trump aircraft,
Artillery trump mind worms,
Hovercraft trump artillery,
whatever vs whatever.........
The point is if I make you have to show up with a large well balanced army to cover any potential counter, then I have caused you to spend minerals you otherwise could have used for building infrastructure.
You may always win the fight, but at what cost?"They’re lazy troublemakers, and they all carry weapons." - SMAC Manual, Page 59 Regarding Drones
"Without music, life would be a mistake." -- Friedrich Nietzsche
"If fascism came to America it would be on a program of Americanism." -- Huey Long
"Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the pacifists for lack of patriotism and exposing the country to greater danger. It works the same in any country." -- Hermann Goering
Comment
-
Originally posted by livid imp
Aircraft trump infantry,
Mind worms trump aircraft,
Artillery trump mind worms,
Hovercraft trump artillery,
whatever vs whatever.........
The point is if I make you have to show up with a large well balanced army to cover any potential counter, then I have caused you to spend minerals you otherwise could have used for building infrastructure.
You may always win the fight, but at what cost?You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
Comment
-
Plus, with mindworms, you can't use special abilities or clean reactors...
Anyway, I think the closest thing to a "super unit" than can cover almost anything is either a 24(30 for SMAX)-12-gravship with clean reactor and blink displacer or clean reactor and air superiority...the only weakness is that AAA tracking can hurt them...but since weapons are twice as good as shields, it doesn't really matter, its an equal battle...plus, with blink displacers, base defenses are down...
The only thing that might be better would be hovertanks...they have speed and aren't affected by AAA (but there is still comm jammer)...and infantry with blink displacer...can kill any unit in a base...
Comment
-
Originally posted by Commy
Anyway, I think the closest thing to a "super unit" than can cover almost anything is either a 24(30 for SMAX)-12-gravship with clean reactor and blink displacer or clean reactor and air superiority...the only weakness is that AAA tracking can hurt them...but since weapons are twice as good as shields, it doesn't really matter, its an equal battle...plus, with blink displacers, base defenses are down...
The only way to build really survivable units is when you have tech superiority. There can be a window when you first get to fusion when you can make it prohibitively expensive to kill your units for example but with tech parity, everything can die to something and it comes down to industrial capacity and some tacticsYou don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
Comment
-
Originally posted by Flubber
Totally agree . . . Even when you kill native life, it causes so much damage that a chopper is ineffective for a second attack and often will die if it can't return to base.
The counter to natives though is artillery. If you can bring any amount of artillery at all to the scene of the fight, it shreds natives. So the result is that natives are very useful against longer range marauding but this effectiveness is lessened once enemy ground troop and arty are on the scene.
I used to be a HUGE fan of native life until I saw what arty can do to themHe's got the Midas touch.
But he touched it too much!
Hey Goldmember, Hey Goldmember!
Comment
-
Viz-a-viz the arty weakness of NL, if you have your own arty with your NL force, it takes any arty attack on itself, sparing your other attacking units (to the extent that it wins sometimes). If you want to maintain the NL purity, you can use spore launchers, although they sometimes are buggy, not always knowing whose side they are on. I haven't tried this, but I wouldn't be surprised if a spore launcher (or maybe even a standard arty) on board a gravship transport in the same force as your locusts would take any sam arty attack on itself.
Comment
-
There might not be any magic unit, but when it comes to defending bases, I find I use several units, with different abilities to help.
Normally two arty, one of each native, two standard land and if it's a sea base two standard sea and a transport.
I find that normally works for me. It costs a lot to maintain, but if you get high support or minerals in it shouldn't be a problem.
Comment
-
Thats a large roster you have Gremnon. How do other people compare, before and after the advent of Clean Reactor?
Defense is not a strong point with me. I'm still stuck on my builder roots and have a single TrancePolice scout in my bases until needs dictate otherwise. Instead, I tend to have a large offensive force patrolling my borders and scouting units beyond that. If my force gets beaten in the field I tend to fold.
Comment
-
I rarely have more than one or two units in a base until my air force is built. Then there are typically three units on my border bases, a chopper, an interceptor and an infantry or rover defender, usually AAA. The chopper scouts each turn for approaching enemies.He's got the Midas touch.
But he touched it too much!
Hey Goldmember, Hey Goldmember!
Comment
-
Originally posted by Senethro
Thats a large roster you have Gremnon. How do other people compare, before and after the advent of Clean Reactor?
Defense is not a strong point with me. I'm still stuck on my builder roots and have a single TrancePolice scout in my bases until needs dictate otherwise. Instead, I tend to have a large offensive force patrolling my borders and scouting units beyond that. If my force gets beaten in the field I tend to fold.
Comment
Comment