A counter for T2 bombers: the "unit stream"

Discussion in 'Planetary Annihilation General Discussion' started by Slamz, February 17, 2014.

  1. bmb

    bmb Well-Known Member

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    Sending streams of units is essentially what the AI does right now. It is extremely ineffective.
    l3tuce likes this.
  2. arseface

    arseface Post Master General

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    If you get a holkins within range of my base, I've already massively messed up, and that has nothing to do with your stream of units. If you're using advanced radar, I will see it with, get this, my radar. I will focus it down first, because it it the only threat.

    I specified gil-es, towers, and pelters. Not or. They all have roles in defense. Towers clear up the t1s that get through, pelters and gil-es are for keeping the long range targets out of range.

    I have been on the defending end of this very strategy and stomped it repeatedly. Most dedicated turtles don't know how to diversify defense types.
    Last edited: February 17, 2014
  3. Dementiurge

    Dementiurge Post Master General

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    Well it's about time someone realized that shellers are godly, even alone and outnumbered.

    You should try using a patrol-move instead of an attack-move. I believe that still does the old 'leveler' trick, where they'll stop outside the range of their targets and wait for the kill before moving forward.
  4. Gerfand

    Gerfand Active Member

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    if someone do this, just make a ball of units and air!
  5. bmb

    bmb Well-Known Member

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    Patrol orders generally seems to be doing what attack orders should be doing.
  6. someonewhoisnobody

    someonewhoisnobody Well-Known Member

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    With the new update streams may be more effective, you could bring your commander out(With alot of combat fabbers incase of artillery), in range of the conflict point(Where your stream meets the other players stream) and just keep using the uber cannon to wipe out the front line and push forward.
  7. Nayzablade

    Nayzablade Active Member

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    Don't worry Slamz, I believe in you! I know how effective it can be when you get that critical mass to your stream :)
  8. bmb

    bmb Well-Known Member

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    To add, a unit stream might not be generally useful but if you've already punched a hole in the defences then a constant stream of units might help keep up the pressure better than letting them rebuild while you build up another death ball. It's situational.
    dc443 likes this.
  9. dc443

    dc443 Member

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    Yeah I think a lot of the detractors here are simply just taking an all-or-nothing/black-and-white view to this tactic, and it's simply not how it works. The 0 APM aspect of it is key here, but being able to punch through the defenses on the other end is also crucial to the stream's effectiveness. *Obviously* the tactic will not succeed every time, but the point to take away should be that it's a potentialy really APM-light option that you should keep in your toolbox.

    It's almost certain to at least buy some time to turn the tide on expansion, which is what really WILL win the game. Even against a skilled player who will react quickly and prevent a base overrun, it's still at least a minute or so worth of micro taken away from them. It's tough to say if that's worthwhile. Comes down to skill (like it always does). Remember you can always grab your stream and turn it back into a deathball if you discover they have started to run into a deathtrap.

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