Def Tower Poll

Discussion in 'Planetary Annihilation General Discussion' started by beer4blood, October 29, 2013.

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How do you feel about Def towers currently.....

  1. They should be nerfed, theyre ivincible with a wall...

    6 vote(s)
    9.4%
  2. I like them as is....

    39 vote(s)
    60.9%
  3. unit hp should be increased to compensate...

    15 vote(s)
    23.4%
  4. I think they should be Stronger because im a turtle....

    4 vote(s)
    6.3%
  1. zaphodx

    zaphodx Post Master General

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    For that cost you could build 2 nukes.
  2. Flatlander

    Flatlander Member

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    My Issue is I think the Laser Turret is too "all-purpose"
    You literally cannot overpower them with any AMOUNT of units, your only choice is to out-range them.
    So basically you build laser turrets, then your are completely safe from any unit invasion, since no unit, or no 50 units can currently stand up to a laser turret.

    There would be 2 types of turrets.
    1) Fast shooting low damage
    2) Slow shooting high damage.
  3. spazzdla

    spazzdla Active Member

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    Mobile arty is highly underrated..
  4. ace63

    ace63 Post Master General

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    Not really, it just shouldn't be the only option.
    It should be the ideal option, but you should also be able to overpower turrets with tanks, even if you need them in a tank-turret ratio of 10:1.
  5. spazzdla

    spazzdla Active Member

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    Cat's are fine because they are that expensive? (I don't get the nuke point.. lol) I don't reall have an issue with them but if we are talking about powerful defenses I find a catapult turtle much stronger than a walled turret turtle. I guess you could do both but the resource cost with such a small base :S.


    The only turtle I find OP is.. the runnign to a moon.. littering it with cat's and umberal's.. that ****'s some srs cheese.
  6. spazzdla

    spazzdla Active Member

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    I don't get the issue with having a base that is 100% immune to pure tank or bot attacks...

    Why not have moblie arty a requirement to break such a base?
  7. jurgenvonjurgensen

    jurgenvonjurgensen Active Member

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    Mobile arty is highly T2. The issue is not that there's no mobile counter to turrets, it's that's there's no mobile T1 counter to turrets.
    beer4blood likes this.
  8. spazzdla

    spazzdla Active Member

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    I am 100% against the idea of T1 bots/tanks being able to break a walled in turtle. IMO it would make T2 weapons useless. Yes even 700 of them (I may or may not of launched a 700 T1 bot army to it's death against a turtle last night LOL).. IMO it doesn't make much sense either. 100 000 men could not break a trench in WW1 without tanks.. Yes I just brought up a real war lol.

    (I hope I don't come off as offensive :S, just hyped on coffee and in the mood to talk about PA)
  9. beer4blood

    beer4blood Active Member

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    ^^+1
    Last edited: October 29, 2013
  10. Clopse

    Clopse Post Master General

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    Yeah but world war 1 lasted 3 years. Personally I want real time strategy not life time strategy.
    spazzdla and beer4blood like this.
  11. beer4blood

    beer4blood Active Member

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    o
    Negative sir,t1 units should be able to dispatch t1 defense, and t2 should be more equipped to deal with t2 defense. You should always need more units
    ace63 likes this.
  12. spazzdla

    spazzdla Active Member

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    Good point.
  13. zaphodx

    zaphodx Post Master General

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    Because nukes would completely break a turtler using catapults.
  14. evolvexxx

    evolvexxx Member

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  15. spazzdla

    spazzdla Active Member

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    I just see T1 becoming way to powerful. If I could break walled turrets easily with T1 units, I'd only spam T1 units like a mad man. Why would I need T2 at all?

    I find the early rush very effective right now.
  16. jurgenvonjurgensen

    jurgenvonjurgensen Active Member

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    I see, you're one of those players who doesn't want to play at T1 at all and just throw up a few turrets and hide behind them as you tech up to T2. I'm sure people will mod in a 20 Minute No Rush option for players like you, but some of us actually like accomplishing things at T1. You hit the nail on the head by mentioning WWI. You notice that WWII is extremely popular but nobody makes real-time games about WWI. Why? Because it was a really boring war.

    If you spam T1 mobile arty against a competent player's turrets, his bots will chew your arty up. It's called "combined arms". It means you need to actually consider the forces your opponent is fielding when deciding how you defend, not just build a turret and rely on its instagib radius to keep you safe.

    EDIT: T2 has Catapults, nukes, T2 eco, advanced radar and orbital launchers. You should switch to T2 for the advanced options it gives, not just because you're forced to switch to T2 because the only other option is to Pelter creep everywhere.
    beer4blood, Clopse and ace63 like this.
  17. spazzdla

    spazzdla Active Member

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    Against T1 bots..... I always have the most T1 bots in the game.. ALWAYS.

    The odds are high I've killed somone in 10 mintues.. if not 2 with a cman engi rush.. ( like the small planet 10 man FFA's, they are halarious, action from touch down)

    Are you guys only building 1-2 factories?!?! To see the true power of T1 bots you need to spam factories, the are widly powerful as is IMO.. If the game goes to 30 mintues I will probably have 50 bot factories, yes 50.
    Last edited: October 29, 2013
  18. spazzdla

    spazzdla Active Member

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    If you removed walls, T2 and T3 turrets my game play would change very little.

    My point is.. if you make them worse they would be useless... why have useless units?

    I would be for the idea of T1 having a bit more health and T2 having double, I'd build more T2 facts that way lol. Currently I do a 1 - 8 ratio with adv vs T1 facts. Procing + T1 bots is just soo overpowered.
    Last edited: October 29, 2013
  19. mrpete

    mrpete Member

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    Hey, what's wrong about using Pelters as forward defense for outlying MEx?
    In combo with two missile towers and a Laser turret that works quite well :)

    And I'm pretty sure you can outmaneuver a T1 turret with T1 bots. Make 2 sufficiently large groups and attack from two sides. The turret will focus on those attacking first and your second group can march up behind it and kill it with relative ease.
  20. beer4blood

    beer4blood Active Member

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    you're right early rush is effective... in 1v1 still competent in 3ffa but what about more players???? You rush the first two opponents and promptly dispatch them, but it's been at least fifteen twenty minutes. The ppl who have remained out of sight are now an impenetrable turtle That you end up chasing for hours across a system.... and if you're spamming as claimed then you're economy has been on the brink the whole time. Most of your force was lost with the last comm destruction. These turtles using radar have created a giant turret perimeter. Yes t2 would walk through it but it's going to take minutes to amass the force necessary. The enemy is either flinging twenty nukes or fled to the far reaches of space......
    So yes def t1 anyways,I really have no qualms with t2, is to strong and orbital is to easily had, and I feel currently you aren't penalized enough for crashing your economy....

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