Outlaw325 wrote:It's stuff like Terrain issues which means you should use towers, not sensor tanks.
Towers can 'see' over any elevation change, and actually have a longer range. Sensor tanks might be mobile, but clearly this is a bad thing if they're suiciding into the enemy. I'd say just use towers, it'd be cheaper than replacing a bazillion scouts
hence the use of an escort for the sensor tanks. towers are ok, but they can quickly become a hassle depending on the situation and opponent you face. especially if the mission is timed, or your opponent likes to draw your attention elsewhere by harassing your oil derricks and so forth. i would recommend using towers mainly for bases, forward bases, or outposts.. but this really depends on the type of player you are. if you are the type that likes the heavy build tanks and more turtle-like defense, then the towers is the best choice for you. but if you like medium to light builds and quick attacks then the mobile is for you.
Like I said, it really just depends on the type of player you are and the way the situation changes and how you adapt to it.
What is at a peak is certain to decline. He who shows his hand will surely be defeated. He who can prevail in battle by taking advantage of his enemy's doubts is invincible. ~Cão Cão
Outlaw325 wrote:It's stuff like Terrain issues which means you should use towers, not sensor tanks.
Towers can 'see' over any elevation change, and actually have a longer range. Sensor tanks might be mobile, but clearly this is a bad thing if they're suiciding into the enemy. I'd say just use towers, it'd be cheaper than replacing a bazillion scouts
hence the use of an escort for the sensor tanks. towers are ok, but they can quickly become a hassle depending on the situation and opponent you face. especially if the mission is timed, or your opponent likes to draw your attention elsewhere by harassing your oil derricks and so forth. i would recommend using towers mainly for bases, forward bases, or outposts.. but this really depends on the type of player you are. if you are the type that likes the heavy build tanks and more turtle-like defense, then the towers is the best choice for you. but if you like medium to light builds and quick attacks then the mobile is for you.
Like I said, it really just depends on the type of player you are and the way the situation changes and how you adapt to it.
In campaign mode, towers are of no concern at all I've often hit max energy because I have so much time to milk the stage for all it's worth. When you use nothing but heavy tanks, you tend to learn the meaning of patience, let's just say. But like I said before, it'll be cheaper to use expendable towers than to use scouts, and then attach escorts, all of whom when they get experience, are not expendable at all.
like i said before, it just depends on the player. some people dont like to milk a stage and prefer to push on. it provides a greater challenge to those who seek it.
What is at a peak is certain to decline. He who shows his hand will surely be defeated. He who can prevail in battle by taking advantage of his enemy's doubts is invincible. ~Cão Cão
fair enough (despite this pressing on, sometimes I'm still able to energy-max ). I'd still say go for towers though, since sensor units with experience can be used, if needbe, to replace an experience unit who's just been lost (the only reason I still have my sensor unit from Alpha 12)
What is at a peak is certain to decline. He who shows his hand will surely be defeated. He who can prevail in battle by taking advantage of his enemy's doubts is invincible. ~Cão Cão
stiv wrote:If the sensor droids are not honoring a hold position order, it is a bug.
hmm, i never seem to have any problems with mine.
What is at a peak is certain to decline. He who shows his hand will surely be defeated. He who can prevail in battle by taking advantage of his enemy's doubts is invincible. ~Cão Cão
stiv wrote:If the sensor droids are not honoring a hold position order, it is a bug.
In 2.2.x, sensors ignored Hold Position completely. 2.3.0 should honor Hold Position (however, it is known that they don't honor temporary hold because of the way the order system is set up).
stiv wrote:If the sensor droids are not honoring a hold position order, it is a bug.
In 2.2.x, sensors ignored Hold Position completely. 2.3.0 should honor Hold Position (however, it is known that they don't honor temporary hold because of the way the order system is set up).
oh, ok. how do you fix that exactly? or at least remedy it.
What is at a peak is certain to decline. He who shows his hand will surely be defeated. He who can prevail in battle by taking advantage of his enemy's doubts is invincible. ~Cão Cão
Yes, sensors go insane on me as well.No offense Zarel but you guys should have fixed this small thing long ago.Till it gets fixed just build wall around the sensor unit or use tank traps, they cant get out of that ^_^.
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
Tenoh wrote:Yes, sensors go insane on me as well.No offense Zarel but you guys should have fixed this small thing long ago.Till it gets fixed just build wall around the sensor unit or use tank traps, they cant get out of that ^_^.
So we are supposed to demolish/destroy those every time we want it to move?
Tenoh wrote:Yes, sensors go insane on me as well.No offense Zarel but you guys should have fixed this small thing long ago.Till it gets fixed just build wall around the sensor unit or use tank traps, they cant get out of that ^_^.
So we are supposed to demolish/destroy those every time we want it to move?
Yes! ^_^ unless you got a better idea?
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
stiv wrote:If the sensor droids are not honoring a hold position order, it is a bug.
In 2.2.x, sensors ignored Hold Position completely. 2.3.0 should honor Hold Position (however, it is known that they don't honor temporary hold because of the way the order system is set up).
"Should but don't" is pretty much the definition of a bug - something that is not working as it was meant to.
The sensors charging in to attack behavior is new since I've started playing the game. I don't know where it first crept in, but it was somewhere in the 'fixes' for the orders system.