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Confused about gunships....

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Date Editor Before After
6/9/2013 9:08:45 PMROrankRed_Lemon before revert after revert
Before After
1 I am really confused by gunships, they seem to be mostly impossible to use as anything other than a onetime “surprise move” and only if there no opposing air or mobile ground AA, or screamer, or too many chainsaws, or too many accurate non AA units or… well…you get the idea 1 I am really confused by gunships, they seem to be mostly impossible to use as anything other than a onetime “surprise move” and only if there no opposing air or mobile ground AA, or screamer, or too many chainsaws, or too many accurate non AA units or… well…you get the idea
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2 So I want to ask, fist of all, what are gunships SUPPOSED to be used for? 3 So I want to ask, fist of all, what are gunships SUPPOSED to be used for?
3 Clearly not AA since vamps are so much better that they can take on 2x more AA gunships for cost and win… without taking any damage, with just some simple timing micro, 4 Clearly not AA since vamps are so much better that they can take on 2x more AA gunships for cost and win… without taking any damage, with just some simple timing micro,
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4 And probably not Ground support since bombers are better for cost at taking out just about anything from raider packs (i-ve seen brawlers taken down by ground raiders) to shiledballs ( felon and outlaw…need I say more) to assaults and striders 6 And probably not Ground support since bombers are better for cost at taking out just about anything from raider packs (i-ve seen brawlers taken down by ground raiders) to shiledballs ( felon and outlaw…need I say more) to assaults and striders
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5 They might make decent sea units if it were not for the fact that most sea units are either submerged or can straight smash them to bits with minimal effort… 8 They might make decent sea units if it were not for the fact that most sea units are either submerged or can straight smash them to bits with minimal effort…
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6 Eco and infrastructure expansion is not really viable since they share the planes exceptionally weak and vulnerable constructor. 10 Eco and infrastructure expansion is not really viable since they share the planes exceptionally weak and vulnerable constructor.
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7 The “best” gunships seem to be the transports, from mass outlaw drops to surgical zeus insertions and from kidnapping a striders to dropping them on the enemy and 90% of the time support fom other labs is needed to do this. 12 The “best” gunships seem to be the transports, from mass outlaw drops to surgical zeus insertions and from kidnapping a striders to dropping them on the enemy and 90% of the time support fom other labs is needed to do this.
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9 To me it seems the most potential for gunships lies in support roles. 14 To me it seems the most potential for gunships lies in support roles.
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11 Here are a few examples of what I mean: 16 Here are a few examples of what I mean:
12 Constructor: still expensive but with buildpower comparable to a ground builder the twist being that it can only build while landed (and immobile) but it is particularly tough (for a builder) while in this mode, allowing for rapid deployment and relocation of repair zones. 17 Constructor: still expensive but with buildpower comparable to a ground builder the twist being that it can only build while landed (and immobile) but it is particularly tough (for a builder) while in this mode, allowing for rapid deployment and relocation of repair zones.
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13 AA gunship: emp damage against air, with the ability to hit a vamp at least once before it can turn in a fight (or some kind of disruptor that slows them and lowers altitude by the same %) 19 AA gunship: emp damage against air, with the ability to hit a vamp at least once before it can turn in a fight (or some kind of disruptor that slows them and lowers altitude by the same %)
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14 Raider gunship: would likely benefit from a higher alpha gun so it can do damage and run before opposing riots (like vamps) can catch it, something like the reaper or ravager plasma gun would be interesting on an airborne unit (with adjusted damage values of course) 21 Raider gunship: would likely benefit from a higher alpha gun so it can do damage and run before opposing riots (like vamps) can catch it, something like the reaper or ravager plasma gun would be interesting on an airborne unit (with adjusted damage values of course)
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15 Brawler: Cloak while landed (mostly so vamps and AA does not shoot at it while landed but also for added strategic value) and a bit of regen (also while landed) [Brawler would also likely benefit a lot from a more accurate weapon like laser or gauss] 23 Brawler: Cloak while landed (mostly so vamps and AA does not shoot at it while landed but also for added strategic value) and a bit of regen (also while landed) [Brawler would also likely benefit a lot from a more accurate weapon like laser or gauss]
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16 BlackDawn: like brawler, but with rockets that can sink and strike at submerged units 25 BlackDawn: like brawler, but with rockets that can sink and strike at submerged units
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27 Blastwing: either balanced to compete with the puppy in terms of usefulness, or completely redesingned as a one-time “ultimatum”-type shot (obviously not as strong but using the same scaling mechanic)
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29 Krow: not so great as a direct combat unit but what if instead of having guns it could teleport units to it while moving?, or be able to transport buildings? Or be the biggest mobile AA (the mythical AA strider), or what if it could simply build and reclaim, lots of potential here
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31 Now, before you get all heated up let me say that, yes, these are probably not the best ideas possible, but I think it is important that the gunship lab be discussed or it will never lose the “gunshit” stigma
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