Counter Indirects?

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DraLUSAD
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Counter Indirects?

Post by DraLUSAD »

Right, how can i counter Indirects such as mortors, howizers ect, a mate'o'mine, has made tons of howizers, mortors and ripple rockets.... but with only factories, how can i prevent them for attacking me, or is there a sensor to stop them indirects from attacking my tanks/base?
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KukY
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Re: Counter Indirects?

Post by KukY »

DraLUSAD wrote:Right, how can i counter Indirects such as mortors, howizers ect, a mate'o'mine, has made tons of howizers, mortors and ripple rockets.... but with only factories, how can i prevent them for attacking me, or is there a sensor to stop them indirects from attacking my tanks/base?
Combine Radar Detector Tower, CB Tower and Sensor Tower.
They won't only protect against enemy artilery but also against everything else.
VTOL Strike Tower can also be useful, but setting them to patrol is faster and cheaper.
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DraLUSAD
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Re: Counter Indirects?

Post by DraLUSAD »

what do you mean Combine, and do you mean Mobile or Defense structure?

I mean he attacks my tanks when i assault his base, but he has mass Artillery, how can i assault his base with out being indirectly over run
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Re: Counter Indirects?

Post by KukY »

DraLUSAD wrote:what do you mean Combine, and do you mean Mobile or Defense structure?
For attacks you need mobile, and for defense Towers are more practical.
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DraLUSAD
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Re: Counter Indirects?

Post by DraLUSAD »

we tried... they got owned ¬.¬
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Re: Counter Indirects?

Post by TVR »

Conventional tactics for dealing with artillery include:

1) Counter-battery sensors and long-range artillery.
2) VTOL strikes.
3) Heavy hover tanks.

More nuanced tactics that I use:

1) Abusing the commander turret HP bonus, and the inability for sensor towers to ignore decoys.
2) Airdropping units into their base, and then witnessing the ensuing collateral damage...
3) LasSat strike may be warrented, but only if it's a compact stationary artillery build.
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Re: Counter Indirects?

Post by 3drts »

Artillery of your own can counter it, but its hard when as soon as you build it, it gets 1 shot before being wasted.
It may be best to build a lot, without any CB sensors (or standard sensors), so that it goes undetected, then you can send 1 decoy with CB to draw the enemy fire, as soon as the enemy artillery "blows its load", you unleash yours on the enemy artillery.
This works better with ripples, archangel and ground shakers, if the enemy has hellstorms, it doesn't have a "load" to blow, the firing is continuous, not once or twice a minute.

Mass VTOL bombers also seem to be effective.

Your decoy need not die either, a fast zig zagging unit can avoid most artillery fire, particularly the low splash damage rockets.
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Re: Counter Indirects?

Post by Zarel »

TVR wrote:1) Abusing [...] the inability for sensor towers to ignore decoys.
I'm sure most of you already know this, but for those of you that don't, this will no longer be possible in 3.0.

And I think commanders are expensive enough that their HP is not that cost-effective.
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DraLUSAD
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Re: Counter Indirects?

Post by DraLUSAD »

Ok it seems like i aint getting the answer am looking for, so i am going to break it down here

Settings
Command Post - 0
Cyborg Factory - 0
Laser Satellite - 0
Factory - 5
Research Center - 5
VTOL Factory - 0
VTOL Rearming Pad - 0
Satellite Unlink Center - 1

Map
Edited map - CNCAssualt

Situation
Friend with tons of:-
Ground Shakers
Hail Storms
Bombarder
Pepper Pots
Ripple Rockets
Archangels
Unable to penetrate Base

Solution of victory
Unknown
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Mats
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Re: Counter Indirects?

Post by Mats »

VTOL Factory - 0
VTOL Rearming Pad - 0
Makes the balance different and I think makes artillary more powerful/harder to counter. The only chance of a win I think would be lots of heavy hover tanks rushing the base and targeting the artillary sending one high HP unit (or a couple) in first to distract the one shot, long reload stuff.
I'm sure most of you already know this, but for those of you that don't, this will no longer be possible in 3.0.
This will make long range weapons even more powerful. Will they be toned down to balance this change?
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Re: Counter Indirects?

Post by KukY »

Mats wrote:
Zaral wrote:I'm sure most of you already know this, but for those of you that don't, this will no longer be possible in 3.0.
This will make long range weapons even more powerful. Will they be toned down to balance this change?
If that will be done, they should be...
Anyone has a link to code that will manage that artillery thing?
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Re: Counter Indirects?

Post by 3drts »

If VTOLs are out, and cyborg drops are out.....
Then it would seem your only solution is to fight fire with fire.
Build lots of artillery yourself, then put up a CB.

If that doesn't work, you've been defeated, and your opponent will inevitably make a chain of sensors to your base, and shell it into oblivion.
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Re: Counter Indirects?

Post by Michal »

I assume you can't be fast enough to prevent his arty from beeing built?

I would make some arty in my own base, to prevent attack/sensor chain built. Prefable ripples, as archie can have too much range and get into CB battle. Strong concrete helps a lot in this kind of wars.

Try this: build some long range arty, then CB tower (out of enemy sensors range) and send a 2-3 trucks to built bunkers (in the enemy sensors range), 2 - 3 bunkers at once, in your CB tower range. You should be able to take down some.

Also, with medium hover tanks you should be able to dodge ripples :) with mouse turns.