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Gunships in 1v1

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Date Editor Before After
5/11/2016 11:45:46 AMEErankAdminAnarchid before revert after revert
5/11/2016 11:44:17 AMEErankAdminAnarchid before revert after revert
Before After
1 [quote]Also some facs can bypass banshee map control: cloacky can do stuff with scythes, maybe even with jethro ambush. Lveh might be fine with a slasherpush or big scorcherpush. Halberds can ignore gs fire and fac/comsnipe. 1 [quote]Also some facs can bypass banshee map control: cloacky can do stuff with scythes, maybe even with jethro ambush. Lveh might be fine with a slasherpush or big scorcherpush. Halberds can ignore gs fire and fac/comsnipe.
2 [/quote] 2 [/quote]
3 1) Banshee+Gnat reaction squad is one of the most efficient solutions to Scythes because their speed allows them to be on top of Scythes very quickly after they start doing damage. Gremlins are very psychologically traumatizing for a GS player, but overexpensive compared to Vandals. 3 1) Banshee+Gnat reaction squad is one of the most efficient solutions to Scythes because their speed allows them to be on top of Scythes very quickly after they start doing damage. Gremlins are very psychologically traumatizing for a GS player, but overexpensive compared to Vandals.
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5 2) Slasherpush might work, "big scorcherpush" will not unless you bring something that will prevent Banshees from hampering you [i]from the moment you leave your base[/i]. The longer you travel, the less Scorchers will be left. 5 2) Slasherpush might work, "big scorcherpush" will not unless you bring something that will prevent Banshees from hampering you [i]from the moment you leave your base[/i]. The longer you travel, the less Scorchers will be left.
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7 3) Halberds suffer from the same problem as Scorchers. Being unable to fight, they will onesidedly take damage; the longer they travel, the more damage they take. 7 3) Halberds suffer from the same problem as Scorchers. Being unable to fight, they will onesidedly take damage; the longer they travel, the more damage they take.
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9 IME thug/bandit/vandal/racketeer is the ideal solution. Vandals are dirt cheap, deal reasonable damage, and snipe Blastwings, saving your shieldball from fire. Thug shields lend them safety from things like Rapiers, dispel slow, and thugs themselves pwn things like Offender. Racketeer makes heavy gunships obsolete, makes commanders obsolete, makes porc obsolete, and makes light gunships sad. Bandits hide under Thug shields until the time is right, and then launch in all directions to clear juicy infrastructure. 9 IME thug/bandit/vandal/racketeer is the ideal solution to the current balance problem. Vandals are dirt cheap, deal reasonable damage, and snipe Blastwings, saving your shieldball from fire. Thug shields lend them safety from things like Rapiers, dispel slow, and thugs themselves pwn things like Offender. Racketeer makes heavy gunships obsolete, makes commanders obsolete, makes porc obsolete, and makes light gunships sad. Bandits hide under Thug shields until the time is right, and then launch in all directions to clear juicy infrastructure.
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11 Even if the inevitable switch happens earlier than you expected, this composition can be relied upon to not completely fail. I mean, all you do is add an Outlaw. Maybe not even that. 11 Even if the inevitable switch happens earlier than you expected, this composition can be relied upon to not completely fail. I mean, all you do is add an Outlaw. Maybe not even that.
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13 I think you need 4-5 Gremlin to make things scared of dying if you're cloaky. You need 4-5 Vandals to make things scared of dying if you're shields. Vandals are almost twice cheaper.