Loading...
  OR  Zero-K Name:    Password:   

How is sea to kill amph?

5 posts, 235 views
Post comment
Filter:    Player:  
sort
4 years ago
Hunter's range is insanely short given its the only ship that can actually run away in time before a lobster throws entire amph army ontop of you.

Siren is too slow and just dies to lobster throw. Sub dies to ducks... and thats all of ships that can hit underwater.
+1 / -0
4 years ago
Sea has struggled to deal with amph for a while. Amphs also have grizzly, once they deploy one sirens are helpless even without lobster throw shenanigans.

I think the answer is "expand faster since amphs are slow, eventually fac switch".
+0 / -0

4 years ago
My suggestions would be:

- Build a generous number of Urchins as backup.

- Spread out your Sirens/Claymores so that when the Scallop ball is lobbed at you they catch as few of your units as possible.

- When practical, keep a few Envoys far enough back that when the ball is lobbed at you, they can't stay on the surface forever without taking substantial artillery fire.

- In the long run a Likho or Reef missile can put a pretty big dent in a dense Scallop ball.

That being said, these are mostly defensive options. I'm not happy with how hard it is to go on the offensive against the Scallop/Lobster ball.
+0 / -0
4 years ago
Now that Scallops have to surface, corsairs are pretty good. cutters mixed in can help against grizzlies by providing cannon fodder.
I think Zephyr can hit flying scallops? I am not sure.
+0 / -0

4 years ago
quote:
I think Zephyr can hit flying scallops? I am not sure.


incorrect. aa-units only target air units. random airborne units do not count. (this could really change! proposition: if a unit is longer than 1 sec airborne, it becomes target for AA!)
+3 / -0