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Cyclops even more op

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Date Editor Before After
9/13/2018 9:26:54 PMGBrankdyth68 before revert after revert
Before After
1 @[fcc] : The context was cyclops doing raiding and getting away again. 1 @[ffc] : The context was cyclops doing raiding and getting away again.
2 If they have brought along other non-Cyclops units then it's time to have an army vs army battle as those other units are much more killable than a cyclops is. 2 If they have brought along other non-Cyclops units then it's time to have an army vs army battle as those other units are much more killable than a cyclops is.
3 \n 3 \n
4 Bring in some ravagers or something and kill off the kodachis and ogres, then laugh as the cyclops runs off with its tail between it's legs (or else your raiders will come for it), having lost a bunch of kodachis and ogres in exchange for a ravager or two (or unit mix of choice, any reasonable front line army mix will work here). 4 Bring in some ravagers or something and kill off the kodachis and ogres, then laugh as the cyclops runs off with its tail between it's legs (or else your raiders will come for it), having lost a bunch of kodachis and ogres in exchange for a ravager or two (or unit mix of choice, any reasonable front line army mix will work here).
5 \n 5 \n
6 Seriously, the very low DPS per cost of the cyclops makes it a particularly bad for mixed armies, everything but the Cyclops will be killed while it's helpless to do anything to change the tide of battle with its ~200dps canon (overkill does bad things to in-practice cyclops DPS). It's stronger on its own (or in Cyclops groups) as a heavy raider that can run and hide behind a friendly army/porc and repair if confronted with a strong enemy force. 6 Seriously, the very low DPS per cost of the cyclops makes it a particularly bad for mixed armies, everything but the Cyclops will be killed while it's helpless to do anything to change the tide of battle with its ~200dps canon (overkill does bad things to in-practice cyclops DPS). It's stronger on its own (or in Cyclops groups) as a heavy raider that can run and hide behind a friendly army/porc and repair if confronted with a strong enemy force.
7 \n 7 \n
8 That's why the un-nerfed Cyclops was so strong, it didn't need an escort in most situations (you might include the occasional kodachi nearby in case you run into a pure glaive army) which meant you didn't lose any units to attrition on your raids. New Cyclops needs an escort so if you can kill that escort while not losing more metal than the escort cost (and forced the cyclops to retreat) you've found a winning combination (and this is very doable, try a few army combinations in a skirmish vs inactive AI). 8 That's why the un-nerfed Cyclops was so strong, it didn't need an escort in most situations (you might include the occasional kodachi nearby in case you run into a pure glaive army) which meant you didn't lose any units to attrition on your raids. New Cyclops needs an escort so if you can kill that escort while not losing more metal than the escort cost (and forced the cyclops to retreat) you've found a winning combination (and this is very doable, try a few army combinations in a skirmish vs inactive AI).
9 \n 9 \n
10 Note: "Tanks" in the gaming sense of something with lots of HP that's meant to soak damage need to have something that forces the enemy to attack them rather than ignoring them in favor of killing the other more easily killable units that have much higher DPS/HP ratios. 10 Note: "Tanks" in the gaming sense of something with lots of HP that's meant to soak damage need to have something that forces the enemy to attack them rather than ignoring them in favor of killing the other more easily killable units that have much higher DPS/HP ratios.
11 \n 11 \n
12 @Anarchid : Emissary has one of the worst hp/cost ratios of any unit, so I assume that last bit was a pun :D 12 @Anarchid : Emissary has one of the worst hp/cost ratios of any unit, so I assume that last bit was a pun :D