Gamma Build: 65588

Discussion in 'Planetary Annihilation General Discussion' started by liltbrockie, May 13, 2014.

  1. Taxman66

    Taxman66 Well-Known Member

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    They're super fast, like ridiculously fast.
  2. elodea

    elodea Post Master General

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    If your opponent let you get vanguards (or any t2 for that matter) in the first place, he isn't playing very well.

    This build is all about infernos, grenadiers, combat fabs, and early radar.
  3. superouman

    superouman Post Master General

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    Are you sure? It's awesome if that's the case.
  4. Taxman66

    Taxman66 Well-Known Member

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    But the game isn't just 1vs1. I've played team games, FFAs of various sizes and 1vs1. The build doesn't cater for the bigger games.
  5. elodea

    elodea Post Master General

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    1 vanguard or 30 grenadiers + 80 instead of the t2 factory? I know which one i'd choose :)
  6. SikkeSakke

    SikkeSakke Member

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    Some games yes, some no. Just read patch notes and now I know reason why I failed miserably - T2 economy is changed a lot. And AI uses a craploads of Pelters to destroy your economy, so instead of trying to rush T2, I need to figure out how to expand with T1 so that my energy plants and mex'es don't get shot down by dozens of Pelters.
  7. thetrophysystem

    thetrophysystem Post Master General

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    Idk, on one hand, t2 takes a long time to get to, you sacrifice 80+ grenadiers. On the other hand, if you can just push and shove with armies until you do get t2, you can get 2x more grenadiers per minute than the enemy via t2 mex, once you actually pay to establish t2 mex, or equal grenadiers with some shellers which kill from safety and thus always make positive on their cost. Or a vanguard and pelican, if your enemy has tons of grenadier and you have tons of grenadiers then it can push and shove but if a single vanguard drops on his commander than it pays for itself.

    Before, t2 was a benefit to get to without any real risk from t1 units. Now, t2 is a benefit to get to, but you must face the reality that t1 units exist and are dangerous without prejudice. Assuming you come to reality with t1 existing, you can still use t2, but you can't do like before and build t2 early like t1 doesn't exist.
    DalekDan and kayonsmit101 like this.
  8. elodea

    elodea Post Master General

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    You can't shove with armies while you get t2, because that leaves you with no metal to feed your t1 army. You have no army to 'shove back'.

    Ironically, the longer the game goes, the more risky it is to go t2 because of the insane build power everyone is feeding into t1 spam.

    If i am up 200 grenadiers because you decided to go both t2 air and t2 vehicles to vanguard drop me, I don't see how you hold. Especially when it's so easy to mix in stingers and just deny the entire attempt.
    stuart98 likes this.
  9. thetrophysystem

    thetrophysystem Post Master General

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    Turrets still defend a bit really, if 1-2 combat fabbers, 3-4 infernos, walls, and ants are employed.

    You can't just use turrets, no. But ants just barely have trouble with grenadiers. With higher pools of health, via repair, and infernos, which repair faster due to equal cost higher health, grenadier are manageable to defend against. If you establish decent t1 economy, you can make t2 fairly painless if you just play by attrition for a few minutes. If you do get t2 eco, start by refilling t1 armies twofold with that t2 income. Then, add shellers, so you hit their grenadiers before their grenadiers even get to your grenadiers. Or if you use ants, add levelers behind the ants, helps deal with grenadiers a lot due to double dps extended range and a bit of kiting. That will definitely shove some army aside, hit enemy buildings harder, and definitely put the commander in danger, if not from vanguard drop then by something.

    Although, someone said to perfect the build, they suggest lower the cost of t2 units but keep the cost of t2 structures and possibly even just the t2 fabber unit. That makes sense, lowering the cost of t2 units a wee bit and the factory output a wee bit would cause it not to crash your eco by itself using 9 mex of metal. Make it use 4-6 mex worth of metal instead.

    The entry cost is a step in the right direction, but it could get tweaks until it is somewhere fairly decent.
    mishtakashi and elodea like this.
  10. SikkeSakke

    SikkeSakke Member

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    I like this build more than previous one but your suggestion sounds like a reasonable tweak. Thought I've been playing only against AI but before patch, it was all about getting T2 fast and rush/fight with them. Now it's getting crapload of T1 and basicly neglecting T2. Suggestion you said makes perfect sense at least for me.
  11. mazar83

    mazar83 Active Member

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    Current gameplay against AI is better than before...not much more to say.

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