what is better mini-rockety pod or mini-rocket array?
and on wich propulsion and body?
mini-rockety pod or mini-rocket array?
-
grande puffo
- Trained

- Posts: 56
- Joined: 24 Jul 2011, 11:16
-
aubergine
- Professional

- Posts: 3462
- Joined: 10 Oct 2010, 00:58
Re: mini-rockety pod or mini-rocket array?
They are both good, obviously MRA is better than MRP, but as you research MRP first you should start putting it on your droids while MRA is researched.
Once you've got MRA researched, you can recycle your old MRP droids to get 50% of the power cost back from them, and use that to make more MRA droids.
Ideally you should be researching improved propulsions (like half track and wheels) and bodies (like Cobra and Python) to make your droids stronger.
With both MRP and MRA, if you find the enemy using cannons or machineguns you should send your units to attack them and as soon as they fire their missiles retreat them to safe distance while they recharge before sending them in to attack again.
Once you've got MRA researched, you can recycle your old MRP droids to get 50% of the power cost back from them, and use that to make more MRA droids.
Ideally you should be researching improved propulsions (like half track and wheels) and bodies (like Cobra and Python) to make your droids stronger.
With both MRP and MRA, if you find the enemy using cannons or machineguns you should send your units to attack them and as soon as they fire their missiles retreat them to safe distance while they recharge before sending them in to attack again.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
-
grande puffo
- Trained

- Posts: 56
- Joined: 24 Jul 2011, 11:16
-
Emdek
- Regular

- Posts: 1329
- Joined: 24 Jan 2010, 13:14
- Location: Poland
Re: mini-rockety pod or mini-rocket array?
You can compare all turrets here:
http://guide.wz2100.net/w/
http://guide.wz2100.net/w/
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
-
grande puffo
- Trained

- Posts: 56
- Joined: 24 Jul 2011, 11:16
Re: mini-rockety pod or mini-rocket array?
i know but the dmg of MRA is for all shots or for only one shot?
-
Emdek
- Regular

- Posts: 1329
- Joined: 24 Jan 2010, 13:14
- Location: Poland
Re: mini-rockety pod or mini-rocket array?
I think that for entire salvo.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
-
aubergine
- Professional

- Posts: 3462
- Joined: 10 Oct 2010, 00:58
Re: mini-rockety pod or mini-rocket array?
When you go in to the detailed view of a turret you see the DPS (Damage Per Second) value which is more useful when comparing:
http://guide.wz2100.net/w/minirocketpod
http://guide.wz2100.net/w/minirocketarray
So MRA initially has higher DPS than MRP, but if you upgrade the rockets line fully then MRP actually ends up with higher DPS than MRA due to it's reload rate.
However, all that research takes a lot of time so MRA will be better than MRP for a lot of that time. And by the time MRP is getting better than MRA, you'll have other turrets (Lancer, Scourge, etc) that make both of them obsolete.
The real thing to learn here is to focus on specific research paths rather than randomly researching all sorts of different things. So if you put in a lot of effort to research rockets tech (and later missiles tech) you'll gain advances over your enemy faster.
If you're focussing on rockets/missiles paths then you want aim at getting Seraph missiles as soon as possible - they are brilliant base defences and if you put them on decent hovercrafts they are brilliant at attacking enemy base defences too (because you can quickly get close enough to fire them, then retreat while they recharge to reduce enemy counter attacks on them).
I've been playing WZ for 2-3 years now, and I'm still learning new tactics. Each weapons branch has it's own strengths and weaknesses so you just need to experiment with them to find out which suits your gameplay style the most.
Recently I've learnt that the initial order in which you build your base and do research makes a massive difference to the outcome of the game. I used to focus on getting oil and power gens first until NoQ showed me that getting some factories/research first is a much better way to go. Check out these videos to see how quickly an enemy can be overrrun just by using careful build/research path at start of the game: viewtopic.php?f=3&t=7559&start=75#p91263
http://guide.wz2100.net/w/minirocketpod
http://guide.wz2100.net/w/minirocketarray
So MRA initially has higher DPS than MRP, but if you upgrade the rockets line fully then MRP actually ends up with higher DPS than MRA due to it's reload rate.
However, all that research takes a lot of time so MRA will be better than MRP for a lot of that time. And by the time MRP is getting better than MRA, you'll have other turrets (Lancer, Scourge, etc) that make both of them obsolete.
The real thing to learn here is to focus on specific research paths rather than randomly researching all sorts of different things. So if you put in a lot of effort to research rockets tech (and later missiles tech) you'll gain advances over your enemy faster.
If you're focussing on rockets/missiles paths then you want aim at getting Seraph missiles as soon as possible - they are brilliant base defences and if you put them on decent hovercrafts they are brilliant at attacking enemy base defences too (because you can quickly get close enough to fire them, then retreat while they recharge to reduce enemy counter attacks on them).
I've been playing WZ for 2-3 years now, and I'm still learning new tactics. Each weapons branch has it's own strengths and weaknesses so you just need to experiment with them to find out which suits your gameplay style the most.
Recently I've learnt that the initial order in which you build your base and do research makes a massive difference to the outcome of the game. I used to focus on getting oil and power gens first until NoQ showed me that getting some factories/research first is a much better way to go. Check out these videos to see how quickly an enemy can be overrrun just by using careful build/research path at start of the game: viewtopic.php?f=3&t=7559&start=75#p91263
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
-
NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: mini-rockety pod or mini-rocket array?
Just make sure you consider weapon class modifiers first! Minipods are completely useless against cyborgs, but may be more effective against tanks. If you are on a hover, MRAs are always better because you can hit-and-run, but if you are on half-tracks, minipods might be preferable as anti-tank. MRAs on halftracks are mostly used as anti-cyborg weapon in pure rocket strategies. They are also good enough against enemy hovers, though lancers are still better.When you go in to the detailed view of a turret you see the DPS (Damage Per Second) value which is more useful when comparing
In fact, the most tasty design with MRAs is "MRA Cobra Hover". If you manage to get it early enough (for example, you play a FFA and are able to defend yourself for 11 minutes to develop the necessary technology; it's much harder to do the same in 1x1 though), they can be an instant win, for nothing at this tech level can actually beat them when a proper micromanagement is applied (they outrange everything and are faster and fairly good against most things, except, probably, cobra halftracks, but not too bad anyway, so you just hit from the distance and win). They can also destroy the enemy base in seconds if his army is suddenly away. You then transition to a deadly mix of MRA/lancer python hovers and lancer cyborgs (btw, they are a nice AA), and probably some MRA/lancer python halftracks to defend the base: if the enemy tries the same thing on you, halftracks will have an advantage in defense. You can change your mix to Seraph/Scourge in the late-game. That's the typical way of using pure rocket technology. Some extra bonuses of this strategy include air-to-air VTOLs to counter heavy bombers and ripple/archangel rockets as the most long-range artillery ever.
Minipods, on the other hand, are a deadly AT weapon in 1x1 early-game when you choose MG/rockets strategy. They outrange anything your enemy can come up with, so even if you put them on wheels, they can kill all the enemy army without ever suffering a single hit. But this only takes place when the enemy didn't research cyborgs yet. After he did, you will have some serious trouble unless you support them by machinegun halftracks. They will also quickly loose their strength when the enemy switches to medium bodies, for they have much more armor that affects high-ROF weapons much more, so you will need to come up with lancer as soon as possible.
All this text applies only to skirmish.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam