While it is a bit too early to discuss strategies, it is a bit hard not to think them up while watching all those beta videos. So i through to talk about some while waiting for the game to test them.
We have alredy seen the stratgy involving freeze and a gumpy raid to take down a single emiter.
My idea is that it should be possible to do something like that using a shield and a terp, and something to clear the ground first so either quite a lot of mortars, strafes, bombers or a Bertha. With Bertha the plan would be to first fly with the terp and shield and a gumpy if it was outside a anti-air zone and fire the Bertha at the exact time the shield lands. then proceed to terraform the land around to a few levels higher and then build a nullifier. The terraform in not always necessary however would usually buy more time/make things easier. A similar tactic was successfully used by By virgil on The March map buy there he had the terrain already cooperative.
As Lich98 showed us in his videos, using a guppy belonging to an isolated command node to help relieve deficit is a very interesting strategy...
Or using a command node to supply power to an anti air zone that can't be accessed by land lines.
Quote from: billybob on July 05, 2013, 11:40:54 PM
Or using a command node to supply power to an anti air zone that can't be accessed by land lines.
Then bringing in guppies when the Anti Air Towers go down
Guppies rock.
They can be used as an informal energy store - which you can then locate closer to the front-line units for a shortened supply route.
They can carry a whole invasion on their own, or just establish a bridgehead.
They can power a remote Terp clearing the landing site for a CN or other units.
They can be sent to 'collect' Artifacts of Odin as well as.... Ooops. Nearly gave the game away!
Guppies are the unsung hero of CW3, like the Duce and a Half of WWII.
https://en.wikipedia.org/wiki/GMC_CCKW
Why 'Guppy'?
http://en.wikipedia.org/wiki/Aero_Spacelines_Pregnant_Guppy
And that's just one CW3 unit - think of the possibilities of combining the unique abilities of all the units, on an infinite variety of maps!!
I wonder is it still possible to use a mortar and fly it into dense creeper landing just long enough to fire? to revile pressure from the back? or is it simply useless as the relative strength of a mortar is weaker then in CW1?
Quote from: pawel345 on July 06, 2013, 09:21:11 AM
I wonder is it still possible to use a mortar and fly it into dense creeper landing just long enough to fire? to revile pressure from the back? or is it simply useless as the relative strength of a mortar is weaker then in CW1?
It is possible to send mortars on a suicide run, but due to the larger size of the maps (and the increased emitter strength to compensate) it may not work as often.
Quote from: pawel345 on July 06, 2013, 09:21:11 AM
I wonder is it still possible to use a mortar and fly it into dense creeper landing just long enough to fire? to revile pressure from the back? or is it simply useless as the relative strength of a mortar is weaker then in CW1?
In specific situations this is a viable strategy.
I know the suicide runs still work if you are trying to clear a beachhead for guppies to come in and resupply the suicide runners.
Suicide runs on a power zone are incredulously effective, I think I remember seeing that in one of the blog videos.
Capping emitters still appears to be a viable strategy.
Bertha Overbuild also seems to be a new strategy, just have a whole array of those fellows covering you and it quickly weakens the enemy.
Anti-creeper beachheads also appear to be an effective strategy to gain ground.
I haven't seen shields used much, I suppose they could be used for funneling creeper, gaining beachheads and for a more effective defense.
Terping a 10 tall wall around your base also seems to be a strategy.
I was thinking more along the lines of terping a small plateau in the middle of creeper to place relays in case a lot of the map has a.e towers, instead of normal frontal assault, rushing to the towers and the emitters without clearing the creeper between your base and the emitter. So using terraforming for "offence" instead of only defense.
Terraforming is going to open up a HUGE new range of strategies. Being able to create pits to slow creeper down and funnel it your own way is going to make a huge difference in what you can do and can't do as far as strategies go. Before you were limited to whatever the map decided to screw you with.... now thats not such a huge limitation on the player. Between TERPs and Guppies this games strategy elements just got a LOT more complex and a million times more amazing in the process.
Before you get carried away on terraforming fantasies, remember that you need to clear the creeper before you can terraform the terrain beneath. I like that though every unit is extremely powerful, they all come with significant drawbacks, too.
Yes but if you shoot an area with Bertha it instantly opens a spot in creeper if you land a shield and star terraforming the exact moment the Bertha shell hits is seems possible to terraform the land a few layers, possibly enough for the shield to block the creeper form overflowing.
Quote from: pawel345 on July 08, 2013, 12:32:24 PM
Yes but if you shoot an area with Bertha it instantly opens a spot in creeper if you land a shield and star terraforming the exact moment the Bertha shell hits is seems possible to terraform the land a few layers, possibly enough for the shield to block the creeper form overflowing.
I'm sure we'd all like to see the video.... :)
Well I said from the beginning that i'm guessing XD But, you guys who are in beta can ofc tell me that i'm wrong and that it doesn't work. It's just it seems more fun to at least speculate than just sit around while waiting for the game.
Don't misunderstand. It might well be possible. I just want to see it done. It would be awesome.
Quote from: pawel345 on July 08, 2013, 12:32:24 PM
Yes but if you shoot an area with Bertha it instantly opens a spot in creeper if you land a shield and star terraforming the exact moment the Bertha shell hits is seems possible to terraform the land a few layers, possibly enough for the shield to block the creeper form overflowing.
Well... not if you have creeper densities like this one: http://knucklecracker.com/blog/index.php/2013/06/bertha-barrage/ (http://knucklecracker.com/blog/index.php/2013/06/bertha-barrage/). Besides the creeper seems to come back to quickly, the area around it is still dense; so a simple shield and terraformer (edit: terp, silly me) wouldn't hold off.
Edit2: Woops didn't notice the two new comments :-\
Too bad, I based my assumption on "The March" video where the shields could hold back quite an amount of creeper. And of course this would not be a strategy for ridiculous amounts of creeper like in "Bertha Barrage" I was more thinking about creeper ~20 lvls deep.
Quote from: pawel345 on July 09, 2013, 12:17:31 PM
Too bad, I based my assumption on "The March" video where the shields could hold back quite an amount of creeper. And of course this would not be a strategy for ridiculous amounts of creeper like in "Bertha Barrage" I was more thinking about creeper ~20 lvls deep.
I like the idea. I think it should/could be possible although timing would have to be precise. however... if you had a freeze AO (hope i got that right) that would allow the bertha shot to take out the creeper and the landing of a shield, guppy and cannon would have more time to clear the hole before creeper starts moving in. We would then see how much creeper the shields can hold back. :)
Quote from: MizInIA on July 09, 2013, 01:32:04 PM
Quote from: pawel345 on July 09, 2013, 12:17:31 PM
Too bad, I based my assumption on "The March" video where the shields could hold back quite an amount of creeper. And of course this would not be a strategy for ridiculous amounts of creeper like in "Bertha Barrage" I was more thinking about creeper ~20 lvls deep.
I like the idea. I think it should/could be possible although timing would have to be precise. however... if you had a freeze AO (hope i got that right) that would allow the bertha shot to take out the creeper and the landing of a shield, guppy and cannon would have more time to clear the hole before creeper starts moving in. We would then see how much creeper the shields can hold back. :)
This might have a much better chance to be carried off and to succeed. For added embellishment, drop a Conversion AoO and you don't even need to clean up. :)
Well I guess that AoO get things done almost always XD Too bad they are limited XD Would be nice if somebody CRPL-ed an "Odin Forge" that connected to your network would eat up packets and spawn AoO. But for that we would need CRPL function to connect to players network and somewhere on the blog V commented that he was not sure if he wants to add this.
There are other ways to get energy from the player with CRPL. Plant down an unit that does connect with the player network and drain energy from there =)
Quote from: MizInIA on July 09, 2013, 01:32:04 PM
Quote from: pawel345 on July 09, 2013, 12:17:31 PM
Too bad, I based my assumption on "The March" video where the shields could hold back quite an amount of creeper. And of course this would not be a strategy for ridiculous amounts of creeper like in "Bertha Barrage" I was more thinking about creeper ~20 lvls deep.
I like the idea. I think it should/could be possible although timing would have to be precise. however... if you had a freeze AO (hope i got that right) that would allow the bertha shot to take out the creeper and the landing of a shield, guppy and cannon would have more time to clear the hole before creeper starts moving in. We would then see how much creeper the shields can hold back. :)
You're right about the timing being imperative - and the planing would have to be meticulous.
For best results, have two or more Berthas fully armed
and targeted, but on standby if further shots are required after the first one...
building sprayers, turning on the AC collection field, and hitting the area with bombers is also a great strategy, because it essentially eliminates the need for AC storage. when you turn "dispatch excess AC" back on, you get a huge supply of ore packets ready to fuel a strong push on the front lines.
Then again, it would be better to have a good pile of AC to land units on and provide a creeper buffer whilst placing the shield in place.
If you use up your anticreeper in sprayers, then you can say good-bye to your LZ. At least with a shield you can indefinitely (so long as you have an energy supply via guppies or a landline) hold back the creeper without needing AC. And even then, shields do the same work as the sprayers do, by forcing the AC outwards.
Shields also provide a much larger area of land to land units on.
This is just my assumption from watching people play on the blog videos ;)
But what you lose by employing multiple berthas or AC is the elegance of doing it with just the minimum of units (shield, terp, blaster, guppy). But then again I am one of those players that try to beat levels with a minimum of technology (e.g. blasters only).