Help the noob / please answer the Qs

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MortarMaster
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Help the noob / please answer the Qs

Post by MortarMaster »

Hi.
I've been playing this game(Single player mode) for about 2 months occasionally. Currently I'm at 13th mission (where you have to destroy the New Paradigm base). I've many questions to ask . Its a long list, so please be patient :P . Here they go :!!!:

1. Those Flamers. I really hate them( they look so weak, and have very slow rate of fire). Are they anyhow useful O_o ??

2. Cyborgs. I've just reaserched their tech. So please enlighten me about them.

3. Cannons. They look PERFECTLY useless to me (compared to lancer) They have low damage capacity( I calculate it by multiplying rate of fire by damage(e.g. 304 X 10 = 3040; for lancer), is it a right way to determine which weapon is powerful, though?). They have slow rate of fire. Why would anybody use them when we have lancers??

4. Mortar vs Bombard
WHat's the advantage of bombard??

5. "Command Control Reached _ Production halted" Problem. This one is a #%*&^$%%#$#% :stressed: :scream: . Please tell me how to get rid of this( please no cheats, rts is no fun with them). I think the game lets you create only a specific number of vehicles. If its true, what's the limit?

6. Assigning mortars/bombards to sensor. Whenever you do this, all the bombards become dumb. They do nothing if you don't command the sensor to do anything, even if someone attacking them. Any fix to this??

7. Recently I recyclled all my cobra track lancers & mini-pods and created python track versions of them. Is this anyhow useful??

8. A perfect commanded group( or two ) for destroying those wretched lancer towers and the New Paradigm bases. If I use bombards led by a sensor, they are attacked by tanks and destroyed. Please help.
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Ravin
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Re: Help the noob / please answer the Qs

Post by Ravin »

Flamers are good to burn down units (I don't really use them till I get infernos or start off at the beginning to quickly burn apart bases. I mostly stuck with cannon.

Cannons have a faster ROF. Lancers are great as Tank busters, once you get the heavy cannons and more upgrades, youll be using them more, but where your at is fine for the time being. You don't get much lancer upgrades if I am not mistaken.

Cannons are almost the maincore weapon to me. I am a cannon fodder though. So I don't see the problem.

Bombard replaces mortar, more damage. Mortars, Bombardment, Pepperpot, All Howitzer placements, ripple rocket, angelrocket and other long range ballastic placement and units require a sensor tower to work.
http://www.youtube.com/watch?v=w99ehA9aFz0
As you can see, i build a sensor tower to increase the range of certain long range weapons to bombard a base from afar without the risk of losing any units. This is skirmish so im just heaving fun. but its a good example of what I mean. Remember every weapon has a max range, mortar being the least amount of the long range ballastics, I prefer Howitzers over most ;P

you have reached the max for the buildable units. No way around it, apart of the game, though i hope in a newer patch they remove this or increase it, I like going at massive armies with my friends online T.T

No idea on limit, im guessing around 100-150?

Viper bodies are light, die faster.

Python tracked verison, more armour, slower, take better hits. Different bodies and wheel types give you boosts in speed and armour, depending upon the class type of body (heavy lighty ect. ) As well as what type of weapon is ontop of your body ;P heavy cannons on viper will not go very fast.

Cyborgs are like your footsoilders, cheap to produce and mass produce, but I dont use them.

Those towers are hard to knockout. ;P if you keep bombards and a couple cannons and lancers to knock out the approaching units, I use a truck and build a repair factilty right behind my advancing units so they can be moved back and repaired faster then using the turret... Just remember to sell them because you can only have five ;P

Again this is how I play, I don't have too many issues. People will have different viewpoints.
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devastator
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Re: Help the noob / please answer the Qs

Post by devastator »

MortarMaster wrote:4. Mortar vs Bombard
WHat's the advantage of bombard??
XDDD Mortarr master is asking this xD
Thyranim
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Re: Help the noob / please answer the Qs

Post by Thyranim »

MortarMaster wrote:6. Assigning mortars/bombards to sensor. Whenever you do this, all the bombards become dumb. They do nothing if you don't command the sensor to do anything, even if someone attacking them. Any fix to this??
Exactly
They are assigned to the sensor, so only acting, when the sensor says them to do so.
But unfortunately a sensor-vehicle is a "passive" unit, so doesn't do anything if the player is not acting
Hopefully changed in a patch later ;)

Assigning a Long-Range Unit to a sensor-tower, then they are firing automatically on the next unit in range :)

but on a sensor-vehicle, you have to give the sensor-vehicle a target, so the long-range-vehicle will attack this
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Zarel
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Re: Help the noob / please answer the Qs

Post by Zarel »

MortarMaster wrote:1. Those Flamers. I really hate them( they look so weak, and have very slow rate of fire). Are they anyhow useful O_o ??
Not in campaign. Try them out in multiplayer, though; they're ridiculously powerful.
MortarMaster wrote:2. Cyborgs. I've just reaserched their tech. So please enlighten me about them.
They're pretty useless in campaign. Again, try them out in multiplayer.
MortarMaster wrote:3. Cannons. They look PERFECTLY useless to me (compared to lancer) They have low damage capacity( I calculate it by multiplying rate of fire by damage(e.g. 304 X 10 = 3040; for lancer), is it a right way to determine which weapon is powerful, though?). They have slow rate of fire. Why would anybody use them when we have lancers??
HP.

Lancer has 5 HP. Heavy Cannon has 500 HP. Sure, once you put that atop Python Tracks, it's 605 and 1105, but HC still has ~twice as much HP.
MortarMaster wrote:4. Mortar vs Bombard
WHat's the advantage of bombard??
Higher damage.
MortarMaster wrote:5. "Command Control Reached _ Production halted" Problem. This one is a #%*&^$%%#$#% :stressed: :scream: . Please tell me how to get rid of this( please no cheats, rts is no fun with them). I think the game lets you create only a specific number of vehicles. If its true, what's the limit?
200 units, 15 trucks. You have to be trying pretty hard to hit that limit.
MortarMaster wrote:6. Assigning mortars/bombards to sensor. Whenever you do this, all the bombards become dumb. They do nothing if you don't command the sensor to do anything, even if someone attacking them. Any fix to this??
Nope. This is intentional - some artillery have low reload times, and we don't want them to shoot some useless bunker nearby if you were waiting for them to reload so you can hit an important target like a factory.
MortarMaster wrote:7. Recently I recyclled all my cobra track lancers & mini-pods and created python track versions of them. Is this anyhow useful??
Yep, they'll have a lot more HP.
MortarMaster wrote:8. A perfect commanded group( or two ) for destroying those wretched lancer towers and the New Paradigm bases. If I use bombards led by a sensor, they are attacked by tanks and destroyed. Please help.
Bombards led by a sensor surrounded by lancer tanks. It's slow, but it works. If you want to go faster and don't care about unit deaths, just throw lancers at them until they die.
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MortarMaster
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Re: Help the noob / please answer the Qs

Post by MortarMaster »

Thanx guys!!
More replies are welcome!
3drts
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Re: Help the noob / please answer the Qs

Post by 3drts »

Well, I finally got 2.1 to work, and I've noticed a lot has changed.

1) in Campaign..... Flamers pretty much suck... In multiplayer and skirmish they are useful for taking down bunkers and cyborgs.
I prefer bunker busters (more on bunker busters in #8 below) to flamers, as they are also useful against hardpoints, and have a long range (for their tech level), I use them almost like seige engines.... move a few up, fire, retreat and reload, they expose themselves to fire only briefly... flamers must charge in against bunkers.
They just suck in campaign... but it is cool to watch the scavenger infantry run around on fire.

2) Cyborgs - they are cheap throw away units
They are a good value for the cost - they have more base armor than a viper, I'm not sure about HP, and but weapons are in general less powerful than vehicle mounted weapons.
They also suffer from damage modifiers when up against flamers, machine guns, lasers. (other units suffer from modifiers against certain weapon types, but the modifiers aren't as much as the cyborg ones)
In campaign, where you can build up a large amount of highly experienced units (especially by using commanders), they are less useful.
My hero rank units are most certainly not going to be put in a cyborg suit, but rather a Heavy tank.
Useful in Skirmish/ Multiplayer, not so much in campaign. Treat them like Zerglings in starcraft.

3) In the original version of the game, the lancer upgrades didn't work (you could research them, but derived no benefit) - so they were 160 damage, 10 rof. This put them comparable to the Heavy cannon at something like 133 damage and 13 rof. At the time it was a range bonus for slightly decreased firepower, and significantly decreased hitpoints/health.
Now that the upgrades work..... wow..... Lancers r0x0r5! first only the damage upgrade worked in skirmish/mp, and they did 256 fully UG'd. Now I get to campaign, and see 300+ damage, and by campaign 2 increased ROF!.
Cannon units for their higher Hitpoints to take enemy fire, with a bunch of longer ranged lancers behind them.
Cannons are far more upgradable though.... fully upgraded a heavy cannon will do something like 248 damage with a ROF of 40. And the Hypervelocity cannon you get later has a range equal to the lancer - 195 damage, 44 ROF, I think the lancer tops out at 304 and 16 - although it is superseded by the Tank Killer rocket
^ all this is campaign info, I'm still adjusting to the 2.1 changes in skirmish from 2.0.X <- actually since I cant find anyone to play with online, I play a modded version of 2.1, with 2.0.X stats, plus some changes I made (mainly to Mini-rocket artillery, and VTOL weapons - also multi turret heavy bodies)

btw, lancers have a base firepower more like 160x2 and 5 rof - they fire salvos of 2 rockets, each doing 160 base, not 160 combined, so they fire 10 rockets a minute, but only 5 salvos a minute.

4) Advantage..... bigger blast radius for splash damage I believe - so its better against groups of cyborgs (skirmish consideration)
Also, more effective against heavy tanks.
At your point in the game, I think bombard does 152 x 6 = 912 damage per minute, and mortars do 95 x 10 = 950 damage /min, but consider a heavy body with 30 armor (or a bunker or hardpoint for that matter- although its hard to say what the exact armor of the enemy has after upgrades)
the Bombard then does (152-30) x 6 = 732 dmg/min, while the mortar does (95-30) x 10 = 650 dmg/min
So against heavily armored units, the heavy hitting weapon with a slow ROF is better than the weak but fast firing weapon.
The bigger splash damage makes them better against groups of units.

So in general, they are better, but not by as much as say... the medium cannon vs the light cannon (or heavy mg vs normal mg, etc)

5) you reached the unit limit, this has varied with versions, I think it was originally 80, then 100, then 300, I don't know what the current version is, and if it is the same for skirmish vs campaign.

6) Yea, it sucks, but if told to retreat at medium damage, they will retreat for repairs - get around this by managing your artillery group, break them from the sensor, move them to a protected location, and re assign them, if you advance too much without doing this, they invariably end up out in the open, away from your tank group, as easy targets.
So either manually move them to keep your tank group between your artillery and the enemy, or build lines of defenses in front of your artillery periodically with trucks (so even if they are caught in the open, they don't have to retreat far to safety

For heavy howitzers when you fire get them with only get 2-3 shots per minute it may be a good thing, for pepperpots and Hellstorms- which can fire once every 2 seconds or less- I wish they would fight back - targeting units within their visual range first, and then units within the range of the assigned sensor.

However, once you start getting artillery with ranges of 5,000, 7,000, 10,000 (all the way to 25,000), this is less of an issue - as they don't need to move much because of their extreme range - and they can just be put in a defended location, and stay there and fire at anything you spot

7) Yup, they have more armor so they take less damage per hit, and they can take more damage total - for very heavy weapons they can also move faster - but for light weapons like lancers and mini-pod, they will be slower (as the bodies are naturally slow due to their own weight : power ratio before adding a weapon - a heavy weapon skews this ratio less on a heavy body than a medium or light body - so in some cases a heavy body is faster than a light body)

8) manually move your mortars to your tank group, and then re assign them to the sensor/commander, or build defenses around them -

-or, if the hardpoints are the only reason you have them,
ditch them completely, and use a group of bunker busters set to fire at long range to destroy the hardpoints.
While the game says nothing about damage modifiers ( I wish it did for calculating weapon effectiveness against various enemies), bunkers busters get something like a 500% damage modifier against bunkers and hardpoints - now that the lancer rocket upgrades work (and apply to bunker buster rockets as well) - 1 bunker buster rocket will take out a hard-point (at that point in the game) - before upgrades it takes 2
Note other weapons have unspecified modifiers, weapons may be classes as anti personnel (bonus vs cyborgs, penalty vs tracked units - machine guns are AP i believe), or anti Tank (penalty vs cyborgs, and depending on version, bonus vs tracked), etc.
Bunker busters devastate static defenses, but in addition to their mediocre base firepower, they suffer a heavy modifier against other units, making them nearly useless against enemy units at the expense of being structure killers.
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MortarMaster
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Re: Help the noob / please answer the Qs

Post by MortarMaster »

Thanx!!!!! :D
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cloud6sword
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Re: Help the noob / please answer the Qs

Post by cloud6sword »

ok that youtube video makes me love this game even more i didnt realize u could do that with them
.: Uber Noob :.