Iluvalar wrote:As a draw back, rockets need an extra lab to research and take the more time of T1 weapons, they have comparatively less damage for the same stats and their progression is deceiving until you hit the ROF mk2. You truck stay longer in the base and you are vulnerable against more pushy strategy (Machine guns and probably flamers). As a blind rocket researcher in 3.1 you will have not any clue that you opponent is mass producing and is coming with a rush until his units hit your base and you discover that you have lost.
First of all, the reason why I even thought about proposing focusing on the Rockets line and improving the durability of vehicles over cyborgs in the 1st place was as
a possible solution to what I thought was your dilemma, namely that so-called randomness factor whatchyamacallit that you've been talking about, that arises when players are playing, on version 3.1, which supposedly lacks unit previews, on a map with so little oil that they'd pretty much HAVE to focus on just one weapon line to research. In order to help minimize the chances that your opponent was researching a weapon-vehicle combo that could counter yours, especially on a low-oil map, and thus, in order to reduce this randomness factor, I came to the conclusion that you'd need to focus on a more jack-of-all-trades line of weapons and unit types, and since it seemed cheaper to focus on the Rockets line than on the Machinegun and Cannon lines combined, and since it seemed as if improving Cyborg survivability was less beneficial in general (since it only applies to Cyborgs) than improving vehicle survivability, that's why I'm proposing that players focus on those lines, just to be safe.
When going for such a versatile jack-of-all-trades weapon line/unit type combo, there'd be little reason to change focus towards a different weapon line, with or without the ability to preview your opponent's units. There'd also be little need to scout out what weapons the opponent is focusing their research on since you'd likely already have the technology needed to counter them. Rather, scouting would be reserved for trying to find out what units the opponent is producing en-masse, and to help detect enemy attacks in advance (such as through the usage of proxy watchtowers). From there, all you'd need to do is to produce sufficient amounts of a proper counter for the opponent's units.
However, I estimate that the total amount of power that's needed for researching MRLs, along with all of the prerequisites, would be $298, and the amount of time taken would be about 7 minutes at the earliest (according to the tech tree on this website). That's about half-a-minute earlier than the minimum amount of time that you'd expect the opponent to research Medium Cannons (which would itself require 2 or more Research Labs to get in that quick a time), and about half-a-minute later than the minimum amount of time that you'd expect the opponent to research Heavy Machineguns.
Until you're able to research MRLs, you'd need to depend upon Machineguns for protection against Cyborgs. Half-Tracked and Tracked vehicles would be less vulnerable to an opponent that focuses on Machineguns, though against an opponent that focuses on Cannons, if you're also focusing on improving vehicle durability, then you'd probably be researching Cyborg Factories as a prerequisite anyways, so you could build 1 or 2 Cyborg Factories and have them pump out Cyborg Machinegunners to counter the enemy's Cyborg Heavy Gunners, while your Mini-Rocket tanks deal with the enemy's own Machinegun tanks. (You won't have anything to hard-counter the opponent's Cannon tanks until you've researched Lancers though.) Finally, against an opponent that focuses on Flamers (and I've already mentioned this before many times now

), the best way to deal with units armed with such powerful-yet-short ranged weapons is to keep them from getting close to you while you whittle them away with longer-ranged weapons.
Finally, it is true that Lancers do require Synaptic Link Data Analysis as one of their prerequisites, though chances are that you'd want to do some research along that line sooner or later anyways in order to eventually research such things as Hyper-Velocity Cannons, Composite Alloys, Bombards, and Python Bodies to name a few. However, if you feel as if you can't afford to research both lines at the same time, which would likely be true on low-oil maps, then you could always opt to postpone research on the less-immediately-useful of the 2 lines, such as the Synaptic Link Data Analysis line, until you either secure more Oil Derricks, or you've run out of things to research in the Rockets line.
Cyp wrote:Shadow Wolf TJC wrote:..., Lancers, Ripple Rockets, and MRAs are prone to overkill when used in groups, thus requiring large amounts of micromanagement to use effectively), ...
What do you mean? Does this seem like a large amount of micromanagement?
http://wz2100.net/~cyp/recording-20120203165116.mp4
Sorry Cyp, but I'm afraid that I'm unable to listen/watch your video. It might be corrupted.
JDW wrote:If you're thinking about adding the preview feature back in the game, I think you should at least make the players work for it. Ever since the game has had unit previews, no one has ever bothered scouting. The only time units are sent early to the opponent's base is to truck rush a bunch of HMG towers/bunkers.
You present a nice point, one that I'd have to agree with.
JDW wrote:The purpose of this suggestion is to try and make scouting a tactical advantage. And for anyone who wants to learn more about scouting , here's an interesting link

Scouting
Perhaps it would be better if players had the ability to scan a small area of their choosing (somewhere between 5 to 8 tiles in radius should do) every 2 or 3 minutes. Such an ability would be more reliable than sending in some scouting units that could be killed off, though perhaps, for the sake of balance, it would need to be researched (possibly requiring, say, the Research Module or Command Relay Center technologies as a prerequisite), and then built, with a build limit of just 1, either as a standalone building or as a module for, say, the Command Center. (Think of the Scanner Sweep support power granted with the ComSat Station addon for Starcraft's Command Centers, and it's replacement (the Orbital Command Center upgrade) in Starcraft 2, or the various scanner support powers seen throughout the more recent Command & Conquer games from Generals and onwards.)