Post
by 3drts » 03 Oct 2010, 11:35
the problem with ripples, is they outrange everything aside from Archangels, and they are available before everything(in terms of artillery) but mortars.
The other problem is that it uses the direct fire upgrade class, so you don't have to divert research to upgrade artillery, as you must do with howitzers - along the way teching to scourge, you get powerful artillery "for free", you get no such benefit teching to railguns.
But then cannon AA was added, so it was a choice between artillery "for free", or "aa for free", but AA rockets were added as well...
This means once an artillery war starts, it is hard to turn the tide with anything other than building ripples faster than the enemy.
The only pre-archangel artillery that can compete, is groundshaker, which means a diversion of research (not so important on 3-4 layer teams, very important for single players with only 5 facilities)
If the player spaces out their ripples (requires closer management of artillery construction), Groundshakers don't compete nearly as well, and the enemy can always "fall back" and build ripples in range of the closest enemy GSs, but safely out of CB range fire, and then move the ripple lines closer, pushing the enemy artillery back a few tiles at a time.
Additionally, you can build ripples just barely in range of the enemy defensive line, allowing you to bombard it without taking howitzer CB fire.
It seems the only viable way, is ceasing all artillery fire, and building a forward Howitzer base (like on NTW with cyb transports), which leaves your defensive line vulerable to bombardment, and a subsequent tank+cyborg attack for too long for my tastes.
Now that mini-rockets as a weapon class are gone, I suggest adding an artillery rocket class, and having ripples use upgrades for that.