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[quote]Sadly gunships have spherical range[/quote]
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[quote]Sadly gunships have spherical range[/quote]
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What? Since when? Last time i checked --
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What? Since when? Last time i checked --
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* BD was useless as orbital strike craft because of highly inaccurate weapon.
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* BD was useless as orbital strike craft because of highly inaccurate weapon.
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* Brawler had ballistic range, but was mostly useless as orbital strike craft because of accuracy and its not-very-high point-on dps being diluted even further.
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* Brawler had ballistic range, but was mostly useless as orbital strike craft because of accuracy and its not-very-high point-on dps being diluted even further.
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* Banshees have a beam laser, which does have spherical range, so they are useless as orbital strike craft.
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* Banshees have a beam laser, which does have spherical range, so they are useless as orbital strike craft.
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* Rapiers have a semi-aa missile that still has cylindrical range, but missile flight time can make them useless; in any case, AA missiles have better range AND better flight time AND cylindrical range, so they are also useless as orbital strike craft.
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* Rapiers have a semi-aa missile that still has cylindrical range, but missile flight time can make them useless; in any case, AA missiles have better range AND better flight time AND cylindrical range, so they are also useless as orbital strike craft.
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* Krow dgun was semi-useful, but diluted over wide range it still was less useful then usual krow carpet bombing.
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* Krow dgun was semi-useful, but diluted over wide range it still was less useful then usual krow carpet bombing.
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A special case of space launch vehicle that used to work some versions ago - not sure about now - is loading a valkyrie or vindicator with a djinn at 99% teleport while in deployed stance. Once djinn is loaded, teleport is frozen, so you have only to selfd (or lose to enemy fire) the transport to reactivate it.
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A special case of space launch vehicle that used to work some versions ago - not sure about now - is loading a valkyrie or vindicator with a djinn at 99% teleport while in deployed stance. Once djinn is loaded, teleport is frozen, so you have only to selfd (or lose to enemy fire) the transport to reactivate it.
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Once it reactivates, the unit in queue (remember, 99%) will be near-instantly and safely teleported directly below the detonation point.
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Once it reactivates, the unit in queue (remember, 99%) will be near-instantly and safely teleported directly below the detonation point.
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(unless you happen to be shot by screamer, which will gladly gib both transport and djinn without paying any attention)
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(unless you happen to be shot by screamer, which will gladly gib both transport and djinn without paying any attention)
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Also, there is a variation of the ramp strategy where you don't build a ramp at all, and use it to project blastwings at bullet speed. This way most AA fails to catch them before they bump into something pretty and smash it to pieces.
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