Lancers vs. machineguns vs. cannons
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anutosh
- Greenhorn
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Lancers vs. machineguns vs. cannons
which one is the best performer...?? lancer, machine guns, cannons, flamers against:-
1) tanks
2) bunkers
3) structures
4) hard points
5) cyborgs
1) tanks
2) bunkers
3) structures
4) hard points
5) cyborgs
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Dalton
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Re: lanceRs vs machiNeguns vs canNons
Rocket(Lancer)anutosh wrote:1) tanks
Flameranutosh wrote:2) bunkers
Cannon/MGanutosh wrote:3) structures
4) hard points
MGanutosh wrote:5) cyborgs
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KukY
- Regular

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Re: lanceRs vs machiNeguns vs canNons
anutosh wrote:which one is the best performer...?? lancer, machine guns, cannons, flamers against:-
1) tanks
2) bunkers
3) structures
4) hard points
5) cyborgs
- Rockets and missiles.
- Bunker Buster(A pretty self descriptive name, eh?) and flamers.
- Bunker Buster and artillery. Most of other weapons also do fair damage to structures.
- Bunker Buster. Artillery can also do lots of damage.
- MGs, Lasers, Flamers and artillery.
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JDW
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Re: lanceRs vs machiNeguns vs canNons
I'm curious to know where in that list does the mortar fit best? All the mortar variations (Mortar, Incendiary Mortar, Bombard, Pepperpot) are explained in the guide as best against,
So when exactly would it be considered a necessity for a gamer to consider building mortar units? (Not talking about mortar base defenses)Best Targets: Base structures, infantry, wheeled vehicles
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KukY
- Regular

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Re: lanceRs vs machiNeguns vs canNons
Mortars are arty. So they can be used before you get howies or ripples.j0shdrunk0nwar wrote:So when exactly would it be considered a necessity for a gamer to consider building mortar units? (Not talking about mortar base defenses)
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3drts
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Re: lanceRs vs machiNeguns vs canNons
Low oil, smallish maps are good for mortars.
As attack units when the enemy has secured an area/oil well you wish to contest with structures.
Bombard with mortars (or bombard), while staying out of range.
Ideally the enemy spent more on structures than units, so your units can defeat any units he sends beyond his defensive line to try and take out your mortars.
Mortars are great for forcing a tank battle, or an enemy retreat.
Either a) Go on the attack and take out the source of mortar fire,
or
b) retreat out of mortar range
Obviously mortar units are more cost effective if the enemy keeps retreating, its easier than constantly building new pits to support your attack.
But on high oil, the enemy can afford build structures and units at the same time, and building mortar units just decreases your production rate of frontline combat units.
In which case you should build pits, for offense, not base defense.
As attack units when the enemy has secured an area/oil well you wish to contest with structures.
Bombard with mortars (or bombard), while staying out of range.
Ideally the enemy spent more on structures than units, so your units can defeat any units he sends beyond his defensive line to try and take out your mortars.
Mortars are great for forcing a tank battle, or an enemy retreat.
Either a) Go on the attack and take out the source of mortar fire,
or
b) retreat out of mortar range
Obviously mortar units are more cost effective if the enemy keeps retreating, its easier than constantly building new pits to support your attack.
But on high oil, the enemy can afford build structures and units at the same time, and building mortar units just decreases your production rate of frontline combat units.
In which case you should build pits, for offense, not base defense.
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Zarel
- Elite

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Re: lanceRs vs machiNeguns vs canNons
Well, rockets are better against tracked tanks; cannons are better against wheeled tanks.Daltx wrote:Rocket(Lancer)anutosh wrote:1) tanks
Actually, MG is pretty bad against both of these. You should be using cannon/mortar/MRA for these.Daltx wrote:Cannon/MGanutosh wrote:3) structures
4) hard points
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Dalton
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Re: Lancers vs. machineguns vs. cannons
I find MG useful especially late game with twin AG, gets through defenses fast. And if your alone you usually don't research the cannon line, you go for MG to get Whirl Wind and do rockets/VTOL.Zarel wrote:Daltx wrote:
anutosh wrote:
3) structures
4) hard points
Cannon/MG
Actually, MG is pretty bad against both of these.
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themousemaster
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Re: Lancers vs. machineguns vs. cannons
Daltx wrote:I find MG useful especially late game with twin AG, gets through defenses fast. And if your alone you usually don't research the cannon line, you go for MG to get Whirl Wind and do rockets/VTOL.Zarel wrote:Daltx wrote:
anutosh wrote:
3) structures
4) hard points
Cannon/MG
Actually, MG is pretty bad against both of these.
The Twin-AG is the top-of-the-line assault gun to be sure, but if they are chewing up Hardpoints, then your opponent has seriously skimped the Hardcrete research.
Which may be possible, if you've had him on the defensive the whole game, he would likely have been trying to catch up weaponwise and not bothered with defense.
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Dalton
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Re: Lancers vs. machineguns vs. cannons
I find them useful even if they have upgrades but use what you want doesn't matter to me.themousemaster wrote:The Twin-AG is the top-of-the-line assault gun to be sure, but if they are chewing up Hardpoints, then your opponent has seriously skimped the Hardcrete research.
Which may be possible, if you've had him on the defensive the whole game, he would likely have been trying to catch up weaponwise and not bothered with defense.
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NEXUS
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Re: Lancers vs. machineguns vs. cannons
Back in the old days of MP it was either Cannons or Rockets as the main choice of weapon, but now days it seems to be MG-Cannon-Guass or MG-Rocket-Missle.
I personaly prefer Cannons over Rockets but its really up to the player as to how they play the game.
MG is great early game but quickly loses out to Cannons/Rockets making it preferable to replace them as soon as possible with the latter. But MG is good for killing Walls and Cyborgs when upgraded properly.
Flamers are good for hit-and-run attacks and for small, tight maps where it is hard to run away from the units or run through the enemies defences.
Rockets are great hit-and-run attacks as well as for killing turtles, as the longer range of the weapons allow the player to 'dance' toward the defences, fire a shot, then run away to repair and re-arm. The downside is that they have very low armor, and any one that can corner you, and leave you no place to run to can kill you fast.
Cannons are good for main battle tanks as they have some of the highiest armour values in the game. (second to Needle-Rail-Gauss.) Early game, (Light cannon) they are not as usefull as MG as players can get TMG-HMG faster than you can get Medium cannon, but once players get to HPV, Heavy Cannon, this is where the game begins to reward you for researching/surviving this long to get said tech, as Heavy Cannon is one of the best all-around weapons in the game for quite a while. HPV is good also as it can shoot at VTOLS.
Lasers replace Flamers at T3 level (and to a certian degree, MG's), adding longer range to the AP weapon set up.
Missiles replace Rockets at T3 level, and add further range and damage to an allready good hit-and-run weapon.
Railguns replace Cannons at T3 level, further beefing up the sturdy Cannon design, adding further range, greater damage, and even more armour to a unit's design.
I personaly prefer Cannons over Rockets but its really up to the player as to how they play the game.
MG is great early game but quickly loses out to Cannons/Rockets making it preferable to replace them as soon as possible with the latter. But MG is good for killing Walls and Cyborgs when upgraded properly.
Flamers are good for hit-and-run attacks and for small, tight maps where it is hard to run away from the units or run through the enemies defences.
Rockets are great hit-and-run attacks as well as for killing turtles, as the longer range of the weapons allow the player to 'dance' toward the defences, fire a shot, then run away to repair and re-arm. The downside is that they have very low armor, and any one that can corner you, and leave you no place to run to can kill you fast.
Cannons are good for main battle tanks as they have some of the highiest armour values in the game. (second to Needle-Rail-Gauss.) Early game, (Light cannon) they are not as usefull as MG as players can get TMG-HMG faster than you can get Medium cannon, but once players get to HPV, Heavy Cannon, this is where the game begins to reward you for researching/surviving this long to get said tech, as Heavy Cannon is one of the best all-around weapons in the game for quite a while. HPV is good also as it can shoot at VTOLS.
Lasers replace Flamers at T3 level (and to a certian degree, MG's), adding longer range to the AP weapon set up.
Missiles replace Rockets at T3 level, and add further range and damage to an allready good hit-and-run weapon.
Railguns replace Cannons at T3 level, further beefing up the sturdy Cannon design, adding further range, greater damage, and even more armour to a unit's design.
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