Olrox wrote:Yeah, but that doesn't have to do with what I meant with the issue of having no deactivating effect for a specific structures (as power plants have in C&C).
orca spam was an issue there
Problem is, you have the EMP hypotetically. You use that against the defenses, and breach the defences. You are going inside the base, or send your VTOLs. Unless the EMP effect is very long, you won't have the time to destroy pretty much anything before the deactivated structures get back on-line - probably your units will then be stuck inside the enemy base when the defenses come back.
the problem with a turtle is cracking its shell.
what i suggested would do this.
well timed lassat strike to disable a bunch of defences, kill the defences while they are offline
If we had a deactivating structure like power plants are in C&C, you could rush to destroy the plants while the EMP is under effect, effectively crippling all the defenses. But we don't have that, and all defenses got the energy to run from itselves, what makes them defeatable only by destruction.
orca spam.
thats whay in some C&C games your aircraft number in limiten by the number of LZs
WZs vtol - counter vtol is bollocks when you deal with vtol spam.
Other than that, the chain effect you've propposed is probably very hard to implement.
possibly, but i doubt itd be as hard as many other issues
Again, if the enemy was able to turtle so badly, there's a problem either with the player or with the map. Problems with the player are corrected by failing and learning from those experiences, usually. Problems with the map are corrected using flaME and a brain, or deletion.
a determined turtle will turtle unless you have finite resources to draw them out.
the longer the match the better the shell will get.