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Author Topic: Battlezone 2 strategy guide. (first draft)  (Read 2600 times)
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Dirty Rooster
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« Reply #75 on: February 04, 2010, 05:08:32 PM »

That rules him out.

Seriously.
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AHadley
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« Reply #76 on: February 04, 2010, 05:38:51 PM »

Hmm. I really do need to read this, more than I thought.

I got slaughtered by an easy IA this afternoon. I think the most I had was three pools, reached up to tech centre before they started throwing titans and maulers at me... I had assault towers up but they kept on coming...

Frightening stuff.
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DarkFox
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« Reply #77 on: February 04, 2010, 06:48:17 PM »

Having played a lot of FE games, I figured that missile scouts, which have light armour in FE, would be all but useless in 1.3. After a game with Appel this evening, my eyes were opened to the power of missile scouts in 1.3, given that they can hit pools now. I'm considering adding them to the 'midgame' section as a potential unit to build...

Ahadley - read it then! Smiley
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appel
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« Reply #78 on: February 04, 2010, 07:58:52 PM »

Having played a lot of FE games, I figured that missile scouts, which have light armour in FE, would be all but useless in 1.3. After a game with Appel this evening, my eyes were opened to the power of missile scouts in 1.3, given that they can hit pools now. I'm considering adding them to the 'midgame' section as a potential unit to build...

Ahadley - read it then! Smiley

Missile scouts are alright units, configured with shadowers and VIR.

If you time it right, they can really do a lot of damage, until they are discovered and attacked directly, and that's when they become useless. They have enough ammo to tear down a early base, and even kill a whole recycler. In 1.3 they're pretty versatile as they can be used for killing extractors.

But they're quite useless beyond early game (20 min), when both teams have full scouts or tanks with VIR floating around. In late game they come back, useful to attack larger units such as assault tanks, walkers, rocket tanks.

IMO, building them is a low risk (not a lot of scrap spent) but the potential reward is high.

Their best uses is being hidden while protecting their wingmen from far (stay out of range of enemy ships, until your wingmen are attacked, then out-flank the enemy scouts with double-shadowers, works all the time).
« Last Edit: February 04, 2010, 08:01:37 PM by appel » Logged
TheJamsh
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« Reply #79 on: February 04, 2010, 08:04:43 PM »

Finally people are recognising missile scouts Smiley

I improved the AI on missile scouts used in a certain AIP set, and they do work far better. The key change is that they distance themselves from the target. Missile scouts dont fight well at close-ranges, its best to keep them on the borderlines of the weapon range
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Clavin12
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« Reply #80 on: February 04, 2010, 08:08:44 PM »

I've recognized them for a while. Quite useful in death-matches.
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C l a v i n 1 2
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« Reply #81 on: February 04, 2010, 10:02:57 PM »

I'll add missile scouts to the guide then.
I was experimenting with sentries using combat ion gun and deflection shields this evening, but even in 1.3 I can't get them to match a chainscout easily - you'd think they'd slaughter a chainscout. *sigh*
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Zero Angel
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« Reply #82 on: February 04, 2010, 11:00:59 PM »

Coms sometimes use a vired missile scout to support blast tanks vs defending empty scouts. Its fairly effective when used for flanking (but more useful in 1.2, since defenders try to hover kill blast tanks). I don't think that needs to go in your guide though, higher level tactics are better put to use when the basic stuff is mastered.
« Last Edit: February 06, 2010, 06:16:14 AM by Zero Angel » Logged

Quote
Awareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression
TheJamsh
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« Reply #83 on: February 05, 2010, 09:18:57 AM »

Remember that missile scouts have the same cost when upgraded too, so its something you should do ASAP
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VoodooChile
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« Reply #84 on: February 05, 2010, 11:47:54 AM »

good guide Smiley

not to be a bitch but this is not correct:

Quote
5x scav
constructor
(usually an upgraded pool)
power
factory
service bay
laser+shadower+VIR scout
armoury
3x chaingun

service bay gives u laser and pummel, shadower and vir are available when u have a armory.
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Red Spot
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« Reply #85 on: February 05, 2010, 12:19:43 PM »

Having played a lot of FE games, I figured that missile scouts, which have light armour in FE, would be all but useless in 1.3. After a game with Appel this evening, my eyes were opened to the power of missile scouts in 1.3, given that they can hit pools now. I'm considering adding them to the 'midgame' section as a potential unit to build...

Ahadley - read it then! Smiley

I use them quite often, a shad-Mscout can even take out a Recy .. with a bit of patience .. Tongue
They can also keep up with you beter than sabres can so you dive into battle more easily and dont have to wait for your AI-wingmen to catch up, quite an asset in FFA Wink
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VoodooChile
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« Reply #86 on: February 05, 2010, 12:21:46 PM »

and by the way: your rankings make me look bad! angry  grin
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DarkFox
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« Reply #87 on: February 05, 2010, 07:03:07 PM »

and by the way: your rankings make me look bad! angry  grin
Haha, that's just because we haven't played a lot of games together! The rankings take a few games to become accurate. (It's an ELO system with a K-factory of 64).
It's not really accurate stuff anyway... Just a bit of fun.
« Last Edit: February 05, 2010, 07:05:38 PM by DarkFox » Logged

AHadley
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« Reply #88 on: March 06, 2010, 01:41:48 PM »

Stickying this, should stop people asking where it is.
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sabrebattletank
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« Reply #89 on: March 26, 2010, 12:47:42 PM »


Great guide, thanks for posting it!

Just a little nitpick:

" If I were better we would of won"

should be

" If I were better we would have won"

it's been fixed.
« Last Edit: March 29, 2010, 01:07:31 AM by sabrebattletank » Logged

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