Reg312 wrote:NoQ wrote:They were pretty good. Seriously good.
- weak wheeled propulsion (whyyy??)
- weak tracked propulsion (due to slowness, but yes depend on map and teams)
I wouldn't mind if wheels were a little cheaper to make up for it, but I'll still use them on anything that I don't intend to have taking damage - not just trucks, but back-line repair vehicles and sometimes artillery too.
Tracked propulsion is in many respects the biggest bang for your buck that you can get. It's slow, yes, but that's its only real weakness. It's essential for front-line sluggers, and slow speed doesn't matter when you're fighting something that can't run (see later).
- heavy MG tower aviable from start (i guess old balancers just adoived balance with defensive structures, but yes depend on map)
- weak/less usable cannon hardpoints
- weak defensive/turtle tactics in low oil games (except first 10 minutes, when you can turtle with mg tower)
after strong mg tower in begin of game player cannot use defenses, because he need fight enemy in 2 or more directions and manage oil derricks
I never thought MG towers were particularly strong. I use them a lot for derrick security, yes, but they're more of a delaying tactic to keep the attacker busy until my mobile defenders can get there. I've never seen them hold a derrick against a moderately strong attack by themselves.
If you need to fight on multiple fronts, then try one of these two approaches:
1. building defenses on your narrowest front, freeing up more defenders for other areas.
2. giving up on "defensive lines" and instead building a "hedgehog" defense. This is a tactic developed to counter the blitzkrieg attack (
http://en.wikipedia.org/wiki/Hedgehog_defence) Instead of trying to build a narrow wall to hold the enemy out, build multiple smaller strong points along a deep defensive zone. If the enemy stops to attack every one, they'll be slowed down much more than the time it would take to break through a wall. If they don't attack each one, then artillery emplacements and guerilla raiders will levy a constant toll on them and make reinforcement and retreat difficult and painful.
3. Build defenses only on critical sites (inside your base, maybe some derricks) and give up on controlling empty territory. This is in some ways similar to 3.
In any case, I don't see how players expect to win by relying on defenses. That's not their point. The point of them is to slow down the enemy's attack and/or to give your own forces a home advantage - they can help you win, when used properly, but they're not more important or powerful than droids and aren't intended to be.