Bunker Busters overdone!?

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Zarel
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Re: Bunker Busters overdone!?

Post by Zarel »

GiGaBaNE wrote:well looking at the comments i can see some very good points. tho there are a few things i forgot to mention.
ive never played on anything other than t1 no base as a setting, and in the game in question, i went directly for rotary MGs to the detriment of all else.
That's a fine strategy, as long as you also got power resources, power module, and research module. I mean, not doing that makes you take longer to get to rotary MGs.
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Re: Bunker Busters overdone!?

Post by GiGaBaNE »

well this was what was so disheartening, i made it, had my wall in front of the entrance, row after row of rotary's and i was smashing the hell out of armies that were too big to enter my killing ground all at once. my fatal flaw was nothing i had could outrange the BB's except the bombards and i didnt have enough.
not worried any more, it just means that i have to go rockets when multiplaying. had i gone the same path as my opponent i would have had scourge (5 research, no money wasted on troops).
i didnt do bad really, just got caught with my pants down and was left a little sore :rolleyes:

i need a lot more practice before offering a judgement again, but i do suspect at the very least there needs to be a time/cost change to BB's or the game is forcing the rocket path on turtlers, and i dont like to 'have to' use any strategy every time, or im just painting by numbers.

just my humbled but not really humble opinion ;)


edit: to those that say im doing it all wrong, i actually like the idea of winning a game using not a single unit except engineers

and i did research much faster than my opponant, just didnt take a path that could beat BB's..whoops
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Re: Bunker Busters overdone!?

Post by TVR »

GiGaBaNE wrote:... shockwaves would shatter concrete, but maybe something needs to be considered once walls hit plascrete and plasteel ...
Interestingly enough, a concussive shock causes nanotubes to destabilize as kinetic energy is converted into latent energy, consequentially individual atoms in the cylindric lattice vapourize and weaken the entire structure.
GiGaBaNE wrote:... i do suspect at the very least there needs to be a time/cost change to BB's or the game is forcing the rocket path on turtlers ...
BB is useless against tanks, which happen to be a hard counter to BB.

Turtling is more than sealing off your base with bunkers and hardpoints, mobile units are recommended for engaging long-range siege units, and are also excellent for holding defencive line, as they automatically retreat for repairs.
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Re: Bunker Busters overdone!?

Post by GiGaBaNE »

TVR wrote: Interestingly enough, a concussive shock causes nanotubes to destabilize as kinetic energy is converted into latent energy, consequentially individual atoms in the cylindric lattice vapourize and weaken the entire structure.
now your just being clever ;)

and fyi inorganic nanotubes are especially good at absorbing shock where as their counterparts are good at withstanding strain.
dontcha just love wiki =p
TVR wrote: BB is useless against tanks, which happen to be a hard counter to BB.

Turtling is more than sealing off your base with bunkers and hardpoints, mobile units are recommended for engaging long-range siege units, and are also excellent for holding defencive line, as they automatically retreat for repairs.
GiGaBaNE wrote:edit: to those that say im doing it all wrong, i actually like the idea of winning a game using not a single unit except engineers
its a satisfying feeling watching hordes or barbarians crashing against your walls, wailing to the gods at their misfortune as you slaughter them from on high xD
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Re: Bunker Busters overdone!?

Post by TVR »

GiGaBaNE wrote:... inorganic nanotubes are especially good at absorbing shock ...
Excellent at converting shock into inertia in the form of a fracture.
GiGaBaNE wrote:... its a satisfying feeling watching hordes or barbarians crashing against your walls ...
Given those circumstances, I recommend walling the AI in with tank traps, and then placing a few Hellstorms...
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Re: Bunker Busters overdone!?

Post by Buginator »

GiGaBaNE wrote: edit: to those that say im doing it all wrong, i actually like the idea of winning a game using not a single unit except engineers
O_O
I think watching paint dry would be more exciting than doing turtle tactics. ;)

Wait for my seismic weapon, and watch all walls crumble into dust (that is, as soon as someone does some decent crumbling animation for walls) ... :ninja:
and it ends here.
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Re: Bunker Busters overdone!?

Post by GiGaBaNE »

aww that would be such an awsome sight to see! pity we dont have deformable terrain =/
TVR wrote:Excellent at converting shock into inertia in the form of a fracture.
guess this must be a load of rubbish then?
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Re: Bunker Busters overdone!?

Post by TVR »

GiGaBaNE wrote:... guess this must be a load of rubbish then? ...
Flexible ballistic armour is effective only against subsonic projectiles, as the speed of sound in a material must be greater than the velocity of the projectile for strain to be propagated evenly.

Both the concussive wave caused by HESH and hypervelocity projectiles featured in T3 exceed the speed of sound, the former creates supersonic fractures, while the latter vapourizes on impact.
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Re: Bunker Busters overdone!?

Post by Olrox »

Buginator wrote:
GiGaBaNE wrote: edit: to those that say im doing it all wrong, i actually like the idea of winning a game using not a single unit except engineers
O_O
I think watching paint dry would be more exciting than doing turtle tactics. ;)

Wait for my seismic weapon, and watch all walls crumble into dust (that is, as soon as someone does some decent crumbling animation for walls) ... :ninja:
Hmm, making cracks would be interesting. Isn't there a way to make a deformation similar to the one that happens when you place a base structure atop uneven terrain? I mean, flattening is obviously deforming the terrain, so we do have deformable terrain - it is just not dynamically affected by anything but structures.

Thinking about it, why not having the seismic generator to cause a crack in the following way: You build it in some strategical position. When you fire it (would need to be the same way as laser satellites), a straight line starting at the generator and going through the target, with a determined range so that one cannot affect the other side of the map, determines the tiles to be affected. Then, this tiles would need to have a single tile "offset" so that they expand to a 3x3 width, and adapting the terrain flattening formula, it would, instead of acquiring the average tiles height and applying it to all the vertices, it would get a random number, between 0 and 1 (unit=tile) and subtract it from the central tiles' vertices heights. :rolleyes:

Well, that's a huge off-topic, so take it or trash it: don't write it down, I don't want to be criticized because of something I've already forgot. I did not spend too much time thinking about it so there will be gaps.

About the main topic's subject, I think that the solution would be to have many artillery defenses inside your base and a borg gunner/flamer scout unit (about 15) patrolling your base's perimeter. Now, imagine those BB's wasting a shot at a gunner while getting mortar shells at their heads. I bet it would work.
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Re: Bunker Busters overdone!?

Post by GiGaBaNE »

to goin off topic, no worries man, this is only me bitching and being a sore loser, lol

as to the BB issue, well i still block myself in, incase someone rushes light swarms, but now i divert about 30% of my economy to unit making and that works for me, i block myself in till im able to burst out myself =D