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Just play against the hardest AI, "hard" is a codeword for "slightly worse than a bad pubbie." Absurd or whatever is like playing with a slightly competent macro player and pretty good micro player. Or join us against pubbies.
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# ? Jan 9, 2016 03:26 |
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# ? Jun 10, 2024 11:37 |
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you could also do 1v1 ranked. up until you get in silver rank, your opponents are basically braindead, and then in silver they're just Bad up until you hit rank 70 or so
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# ? Jan 9, 2016 14:22 |
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Playing a few rounds of Galactic War is a good way to get to know the units, so doing a run-through or two is definitely worth it. There's a distinct jump in difficulty and playstyle once you hit multi-planet systems, so set the galaxy size to smallest so you hit them earlier.
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# ? Jan 9, 2016 14:56 |
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It's (early) robbitz time.
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# ? Jan 9, 2016 21:03 |
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Gargantua and I just finished a 2v2v2v2 with two big planets, each with a moon. We decided on a controversial same-planet start due to some delicious metal placement, followed by us quickly overrunning one team and Gargantua sniping another team's com in orbit. The fourth team finished the com-sniped team off on their planet, leaving us with one planet and moon and the other team with the other. They then built about 40 unit cannons continually pumping out t1 bullshit and lagged the server to quarter speed hurling them around the solar system. Then they tried to Halley their moon into us. Gargantua managed to kill the Halleys and take the moon while I continued building eco and nukes and stuff on the main planet, both of us continually fighting off multiple hundreds of sky dox landing at random locations and intervals, all in slow motion. Once Gargantua managed to take out enough cannons to get a stable foothold on their planet half the opposing team ragequit due to their super elite t1 rocket plans not working, allowing us to spit t2 and nukes everywhere with little to no resistance. At this point we discovered another two dozen unit cannons on the opposite side of the planet to our assault. The game took at least an hour and a half, but according to the replay clock only 45 minutes of actual gameplay happened. The best part is that at about the 15 minute mark we'd deliberately turned off a bunch of lobbers because we didn't want to dox lag the server. Innocence. Splicer fucked around with this message at 02:30 on Jan 10, 2016 |
# ? Jan 10, 2016 02:16 |
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gametime motherfuckers
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# ? Jan 10, 2016 21:13 |
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Thank you to Ralith and wonkotron for a wonderful introduction to PA:T multi. Many robutts were built, many more were blown up!
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# ? Jan 11, 2016 05:56 |
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me n' gargantua are smashing robots! come join us!
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# ? Jan 12, 2016 21:48 |
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fuckers who alt-f4 in 1v1 ranked instead of loving surrendering are the worst assholes because then i get to set there for 3 minutes "waiting for opponent to reconnect" staring at my army being seconds away from wiping their commander
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# ? Jan 13, 2016 22:18 |
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10 games in a row the other guy has done a fast t2 strat i guess this is the new ranked meta
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# ? Jan 13, 2016 23:13 |
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Did it work? If it didn't work then the meta is still dox only.
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# ? Jan 13, 2016 23:16 |
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When they weren't being a moron about it, yes Half the time it was idiots who built 10 fabbers, grabbed their starting 5 metal, and then put all 10 + their commander in the t2 factory while building nothing else. They were terrible. Then there's the guys who grab 8-10 metal and immediately set 3 fabbers + commander to t2 factory while using 2-4 t1 factories + static defenses to defend against attacks. They do crazy well: by the time I have a t1 army capable of overwhelming their defenses, they already have t2 up and running and my infernos faceplant against leveler shells. Lately I've been going for heavy t1 tank spam + light bot support, and even getting up a Tele right outside their base during my first raid I just can't beat the 5 minute t2 army without going t2 myself as soon as I see that. I haven't tried mass dox against this yet, but I don't think they'd do any better. Since the other guy expands so little there's not really much to raid. Maybe if I went in real heavy and hit them with a dox ocean after they go t2, since t2 tanks aren't all that great against massed dox for their price.
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# ? Jan 14, 2016 14:01 |
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I've run into (what I assume was) the competent version a few times and the best success I've had was stalling the build. Killing the assisting fabbers or tank blobbing their metal outpost puts a real crimp in things and gives you time to leverage your eco advantage. e: I've also run into the incompetent version. That water map seems to be a magnet for people to test their pro no naval, t2 air start. Splicer fucked around with this message at 17:12 on Jan 14, 2016 |
# ? Jan 14, 2016 17:00 |
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Well that was funny. 2v2v2v2 shared. After the first, oh, 5-10 minutes my computer goes full Slideshow on me. Bursts of smooth running, then 3fps for 30 seconds. My units responded to my orders, but that was about all I got. I blew up an Ares incursion and a commander by accident, while waiting for the game to resume refreshing. Other highlights: Using nukes as ordinance rather than game-enders. I blew up SO many T2 energy farms. Sending a massive fleet of orbital units off by accident and blowing up half a T2 air army with SSXs and Battleships.
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# ? Jan 15, 2016 01:56 |
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I keep freaking out midgame and tend to let things run on autopilot too much. Tested out the T2 rush vs Relentless AI, it does seem pretty effective. Throw boats into the mix and it gets weird, though: you dominate the sea but can only plink at land. And trying to fight Sea and Land tends to make me forget all about orbital (yes, I know).
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# ? Jan 15, 2016 03:51 |
On a primarily navy map T2 navy will be able to choke econ to a huge amount of coast line. But T2 Navy still has the issue of slow travel time.
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# ? Jan 15, 2016 04:48 |
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If you've got T2 navy on lockdown and there's important ground to capture, start setting up T2 artillery bases and/or go heavily T2 air (repair platforms are amazing). Remember to build adequate anti-air and anti-orbit defenses at firebases; I like to do 2-3 flak cannons, then 3-5 catapults (helps keep longer-ranged T2 units on land from causing problems as a bonus), then 1-4 holkins.Mile'ionaha posted:Using nukes as ordinance rather than game-enders. I blew up SO many T2 energy farms. Orbital is great for anti-air. Remember that tactic when the time comes to nail down a foothold on an enemy planet with major air presence when you don't have massed T2 fighters handy. Mile'ionaha on IRC posted:20:36:05 < Mileionaha> I am so bad at recon. Ralith fucked around with this message at 09:01 on Jan 15, 2016 |
# ? Jan 15, 2016 08:59 |
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save me from ranked hell
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# ? Jan 16, 2016 19:05 |
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So turns out that helios + manhatten teleport is absurd unstoppable alphakill
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# ? Jan 16, 2016 19:56 |
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Helicon One posted:So turns out that helios + manhatten teleport is absurd unstoppable alphakill
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# ? Jan 16, 2016 19:57 |
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Helicon One posted:So turns out that helios + manhatten teleport is absurd unstoppable alphakill Oh my god. I am a dummy. I assumed it couldn't port because it was a titan.
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# ? Jan 16, 2016 20:14 |
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Splicer posted:It used to be better When the Manhattan first came out, the damage falloff wasn't set properly and so it would pop a com at the extreme of its range. This was compounded by the Helios previously not needing any warm-up time for its teleporter. Along with SXX snipes, that tactic is probably the biggest reason why it's important to have a shitload of Catapults surrounding + orbital forces above your com. It takes 13 Catapult hits to down a Helios and you can pack them much tighter than Umbrellas. (although Umbrellas actually only have 50 less DPS, amortized, and benefit from less overkill and far higher velocity). To survive lategame against an opponent aware of this tactic, you MUST be able to kill a Helios before it can turn on its teleporter.
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# ? Jan 16, 2016 20:18 |
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Ralith posted:it used to be broken I forgot about the old damage falloff, I was just think of the orbital warmup change. It's been a while since I did a good manhattan drop.
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# ? Jan 16, 2016 20:22 |
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They're still pretty good, since hardly anyone builds enough anti-orbit. We should do it more.
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# ? Jan 16, 2016 20:27 |
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Mistakes were made. I still had 4 win-strategies come into play at the same time: Army Nukes Helios+Nuke tanks Overwhelming Orbital. SO NYAH! (I realize the mumble ribbing was all in good fun, I ain't actually mad at y'all, but I was frustrating *myself* over improperly selecting poo poo)
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# ? Jan 17, 2016 01:44 |
If we're talking about the FFA I really fumbled guarding myself while I focused on raiding everyone else.
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# ? Jan 17, 2016 02:10 |
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Mile'ionaha posted:(I realize the mumble ribbing was all in good fun, I ain't actually mad at y'all, but I was frustrating *myself* over improperly selecting poo poo)
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# ? Jan 17, 2016 04:35 |
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it is early robot time
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# ? Jan 17, 2016 19:52 |
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Had such a good close game with ninjew vs two pubbies just now. Four planets, all starting, one of which orbits a gas giant and has nearly twice as much metal as the rest. Early game has me fighting one guy on the gas giant moon and ninjew alone on the sole halleyable planet. Ninjew ecos up and expands to the other unclaimed planet while I keep the gas moon enemy from capturing much metal. Enemy expands onto the gas giant and the guy I'm fighting starts receiving production support, which ultimately pushes me off the planet as my defenses were inadequate to deal with massed levelers (should've spammed more catapults instead of building a holkins, and/or nagged ninjew for production support of my own). I take over operations on the halleyable planet while ninjew suppresses enemy gas giant operations and manages, through superior railgun micro, to prevent them from immediately capitalizing on their eco advantage. Meanwhile I take my time fortifying the halleyable planet (though the enemy never ended up pushing it hard) before finally flinging it into the gas giant moon, removing the enemy's maneuvering advantage and putting us on nearly equal (but still somewhat inferior) eco footing. I move my attention to preparing unit cannon attacks while ninjew and the enemies maintain an intense back-and-forth on the gas giant. My first two efforts fail due to massed T1 bombers, but in the process of scouting for drop zones I identify an enemy nuke farm about halfway loaded and we perform an emergency battleship raid to pre-empt an overwhelming volley. Thanks to ninjew's constant attrition of their railguns on the gas giant and our massed avengers landing right on top of those that remained, this succeeds, and I shortly afterwards land another unit cannon volley, finally managing to build flak cannons before the bomber mass arrives, and hold my ground for long enough to get a teleporter up and dump out a T2 tank army. An enemy SXX swarm no doubt being prepared to snipe our remaining com deploys over the flak and teleporter, but by then their air force is already dead and my tank army is nearly out of range--and ninjew's somehow managed to deploy orbital support directly on top of them, soon wiping them out. Simultaneously, the battleship attack force has moved on under ninjew's command to take out their com antinukes, and I drop a prepared nuke on his head, wiping out their army and almost-but-not-quite killing the com. The freshly arrived tank army finishes the job and we've won. Super intense. Super satisfying.
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# ? Jan 18, 2016 01:02 |
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It's early robot time
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# ? Jan 23, 2016 21:12 |
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Not enough robots today Had one pretty satisfying game regardless. 3v3 with 4 planets: 1 starting, large and metal-rich; 2 halleyable and mid-sized; 1 starting, tiny, and with exactly 6 metal over 2 start points. Of course both teams put someone on the tiny planet, resulting in a back-and-forth over that nearly worthless territory for the entire game. Ninjew was theoretically on the tiny planet but apparently there were no functional mice in his entire house so I did the best I could to manage it and my base on the main planet simultaneously. While we were flailing around they expanded to the other two planets uncontested, but our obnoxious dox and Splicer's persistent raiding were effective enough that we were able to get T1 metal up on most of the large planet, and eventually overwhelm their remaining assets there. This gave us juuuust enough eco to raid and capture their first medium planet when they started building halleys on it, then to nuke their second maybe fifteen seconds before it rammed ours, and then finally bringing it home with an accidental com snipe by a final orbital raiding group.
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# ? Jan 24, 2016 09:19 |
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Any tips for multi planet micro/macro? I play this occasionally normally with friends vs AI. Single planet is fine as I played a lot of supreme commander 1 way back when but I can't seem to get to grips with managing everything on different planets, is there something tips I should be following or is it something that just comes with experience?
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# ? Jan 24, 2016 11:52 |
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Picture in picture is your friend. I only actively manage two planets at once. The rest are guarded by swarms of T1 and T2 air and have builders slowly ringing it in anchors and umbrellas so I never need to look at them again. I don't typically concentrate forces in any one spot and instead just have them slowly spill out of teleporters into whatever planet I'm fighting on. Repeat orders become more useful the larger the system is. Oh, and keep your commander and your strategic weapons on one of those fortress worlds, but make sure you don't put all your eggs in one basket.
Larry Parrish fucked around with this message at 12:01 on Jan 24, 2016 |
# ? Jan 24, 2016 11:58 |
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Sunber posted:Any tips for multi planet micro/macro? I play this occasionally normally with friends vs AI. Single planet is fine as I played a lot of supreme commander 1 way back when but I can't seem to get to grips with managing everything on different planets, is there something tips I should be following or is it something that just comes with experience? Also come play with us tonight!
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# ? Jan 24, 2016 12:11 |
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PiP is pretty handy, didn't know about the quick switch command though, will keep it in mind. Repeat orders, as in patrol? I know the quick grid thing for building things like anchors which made my life 20x easier than manually shift queuing all of them individually, but is there a similar thing for units patrols? So that it looks like a swarming hive rather than manually plotted blobs of air units? I could do actually EUTZ?
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# ? Jan 24, 2016 12:43 |
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Sunber posted:PiP is pretty handy, didn't know about the quick switch command though, will keep it in mind. Repeat orders, as in patrol? I know the quick grid thing for building things like anchors which made my life 20x easier than manually shift queuing all of them individually, but is there a similar thing for units patrols? So that it looks like a swarming hive rather than manually plotted blobs of air units? You can click-drag for patrolling which will set up circular area the units will constantly patrol in. If you click-drag over the entire planet it will set a patrol zone over the entire planet, opposite side included (it will kind of "snap" visually when this kicks in). If you do this with a factory then every unit coming out of the factory will be given the "patrol the entire planet" order on being built. (don't do this if you've got fabbers in the queue as patrolling fabbers automatically do things like assist or repair, and the closest job will be the factory, so you'll suddenly come back to find your entire economy invested in fabbers speedbuilding more fabbers to help speedbuild more fabbers to help speedbuild-)
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# ? Jan 24, 2016 13:37 |
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That would save me a lot of headaches for patrols and not having to go back and forth setting up new patrols for new groups so thanks! I found I kept getting unit cannoned on particularly large planets and setting up blobs patrolling left gaps enough on large planets for foothold teleporters to appear. I'll probably be around 10-11 GMT, is there a TS or Mumble server?
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# ? Jan 24, 2016 13:51 |
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IRC is #PAGoons, Mumble is Planetary Annihilation on the SA CTS Mumble.
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# ? Jan 24, 2016 14:30 |
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Awesome, I'll be sure to check it out
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# ? Jan 24, 2016 15:35 |
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# ? Jun 10, 2024 11:37 |
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Robots are happening
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# ? Jan 24, 2016 23:03 |