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Post by Sorbet on May 12, 2016 10:16:36 GMT
Has anyone maxed out their air tech? I'd like to know how much attack and shield penetration it gives.
Plus, does anyone know the precise game definition of 'shield'? I can't find any other example than aliens.
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Post by Amatsukaze on May 12, 2016 12:02:38 GMT
Has anyone maxed out their air tech? I'd like to know how much attack and shield penetration it gives. Plus, does anyone know the precise game definition of 'shield'? I can't find any other example than aliens. Don't do that, keep the PMI 0.0
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Post by Sorbet on May 12, 2016 12:12:57 GMT
Has anyone maxed out their air tech? I'd like to know how much attack and shield penetration it gives. Plus, does anyone know the precise game definition of 'shield'? I can't find any other example than aliens. Don't do that, keep the PMI 0.0 Nop I'm not doing that unless I am very sure it is better. I'm trying to do a in-depth comparison on air lvl.7 and lvl.12. Sure PMI >>> Commando for no doubt, but 9 hex + air damage + shield penetration is attractive too.
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Post by Jean Lannes on May 15, 2016 5:20:18 GMT
Don't do that, keep the PMI 0.0 Nop I'm not doing that unless I am very sure it is better. I'm trying to do a in-depth comparison on air lvl.7 and lvl.12. Sure PMI >>> Commando for no doubt, but 9 hex + air damage + shield penetration is attractive too. It pretty much depends on your playstyle. If you fight total war destroying enemy unit after unit take level 9. If you like to break your enemy by taking their cities use level 8
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Post by Comrade Willis on May 20, 2016 12:12:29 GMT
Sorbet , maxed air tech is pretty bad a** well if you like para spamming in conquest modes then imagine an army of commandos it's pretty insane since they do 50% extra damage to armoured units a swarm of these units can easily take out tanks and even cities Shield penetration: +40 (I really don't know what that means ) Attack: +8 Paratrooper: level 4 (commando) Attack range: 9 tiles (insane remember lvl 1 is only 7 tiles) I think most of your questions are answered and please fell free to comment If you have any suggestions PM me or just quote ....
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Post by Sorbet on May 20, 2016 14:44:20 GMT
Sorbet , maxed air tech is pretty bad a** well if you like para spamming in conquest modes then imagine an army of commandos it's pretty insane since they do 50% extra damage to armoured units a swarm of these units can easily take out tanks and even cities Shield penetration: +40 (I really don't know what that means ) Attack: +8 Paratrooper: level 4 (commando) Attack range: 9 tiles (insane remember lvl 1 is only 7 tiles) I think most of your questions are answered and please fell free to comment If you have any suggestions PM me or just quote .... Hugh?? I'm somewhat disappointed to know that the max lvl of air is only 10.. thought it would be 12. Although 9 hex is very attractive, I'm still unsure of giving up PMI. But thanks for the info. The consensus at the moment is undoubtedly lvl.7 >>> Max, but my intuition keep tells me it could be the otherwise. I think PMI is overrated and will come up with detailed analysis at some point. These questions should be answered thoroughly: 1. Is PMI really effective against the alien tower? 2. How important actually is the PMI's mobility? 3. How useful is PMI against aliens? 3. How much stronger are lvl.max airstrikes compared to that of lvl.7? 4. How useful is 9-hex range?
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Post by Amatsukaze on May 20, 2016 15:22:20 GMT
Sorbet , maxed air tech is pretty bad a** well if you like para spamming in conquest modes then imagine an army of commandos it's pretty insane since they do 50% extra damage to armoured units a swarm of these units can easily take out tanks and even cities Shield penetration: +40 (I really don't know what that means ) Attack: +8 Paratrooper: level 4 (commando) Attack range: 9 tiles (insane remember lvl 1 is only 7 tiles) I think most of your questions are answered and please fell free to comment If you have any suggestions PM me or just quote .... Hugh?? I'm somewhat disappointed to know that the max lvl of air is only 10.. thought it would be 12. Although 9 hex is very attractive, I'm still unsure of giving up PMI. But thanks for the info. The consensus at the moment is undoubtedly lvl.7 >>> Max, but my intuition keep tells me it could be the otherwise. I think PMI is overrated and will come up with detailed analysis at some point. These questions should be answered thoroughly: 1. Is PMI really effective against the alien tower? 2. How important actually is the PMI's mobility? 3. How useful is PMI against aliens? 3. How much stronger are lvl.max airstrikes compared to that of lvl.7? 4. How useful is 9-hex range? 1. Try have a PMI run into an oil field/village etc. next to an alien tower in 1975. The tower attacks only the PMI, when the cities nearby is not being captured by player. That means RA next to the base could attack without suffering damage. 2. Do more conquests to know more about it. 3. Cauture cities with PMI, and some strategy related to speeding progress. 4. Being able to directly capture some more of the cities, that's all OuO
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Post by Sorbet on May 20, 2016 16:12:21 GMT
Hugh?? I'm somewhat disappointed to know that the max lvl of air is only 10.. thought it would be 12. Although 9 hex is very attractive, I'm still unsure of giving up PMI. But thanks for the info. The consensus at the moment is undoubtedly lvl.7 >>> Max, but my intuition keep tells me it could be the otherwise. I think PMI is overrated and will come up with detailed analysis at some point. These questions should be answered thoroughly: 1. Is PMI really effective against the alien tower? 2. How important actually is the PMI's mobility? 3. How useful is PMI against aliens? 3. How much stronger are lvl.max airstrikes compared to that of lvl.7? 4. How useful is 9-hex range? 1. Try have a PMI run into an oil field/village etc. next to an alien tower in 1975. The tower attacks only the PMI, when the cities nearby is not being captured by player. That means RA next to the base could attack without suffering damage. 2. Do more conquests to know more about it. 3. Cauture cities with PMI, and some strategy related to speeding progress. 4. Being able to directly capture some more of the cities, that's all OuO 1. How useful is MI against the tower? The same job can be done by commandos, because what you need here is cheap infantry not mobile one. When you use a dummy you mostly don't bring it from far away. You first take the city near the tower and produce light infantries in it. So, how can MI be used against the tower? 1) as dummy 2) firepower 1) As I said, the dummy role can be done by other infantries and is best done by light infantry. Plus, the dummy is usually built directly from city, not by paradropping (due to cost) 2) This is the one I would like to dig in more. An intuitive idea is that using MI against the tower is very ineffective as it will die almost one shot. It's much more efficient to use dummy and RA strategy. However, MI might actually do good damages if infantry tech is max, so they have +15 attack and +70 shield penetration. 2. How important is MI's mobility? As you said, its mobility matters almost only in conquest. Now, let's split it into two parts. 1) human conquest This is the best arena for MIs. There are many cities that are unconnected (which means you can't paradrop but have to travel by foot), especially across Soviet-China, southern Asia, across west-east and across different continents. Intercontinental travel can be ruled out here since MI travels 2 hex in sea. Let's break it down even more. How exactly are MIs used in this situations? Paraspamming. When you've conquered major cities and have high income, it is often better to create massive armies of MI to cross unconnected distance rather than bring your slow main forces. In this job, MI is definitely better than commando as they are more than twice faster. 2) alien conquest They aren't really useful for the same job, because the aliens are too strong to be overrun by infantries. You need to do the tedious work of walking your RAs although it means slow progress. MIs are used mostly as distractions—creating more targets for the aliens in result delaying their coming to you. For this job you don't need too many of them, and it can actually be done simply by building some directly from a city, at cheaper cost. So even if your parachutted unit becomes commando, you still lose little advantages of using the MI. 3. How useful is MI against the aliens? I've already said plentiful on that. 4. How useful is lvl.max airstrike compared to lvl.7? I'm really interested in this one. Although attack only differs by +2, shield penetration may prove huge difference. Alien shield is undoubtedly greater than +28. From my observation it is also greater than 40. This means an increase in shield penetration within this interval is interchangeable with an increase in attack. So that means lvl.10 airstrike is +14 stronger than lvl.7 against the aliens. That's quite a difference. (Fighters will become especially more useful) 5. How useful is 9-hex This is a difficult question. I know that there are already threads regarding the 9-hex-distant-cities, but haven't look deep in it yet. I feel that it will significantly reduce the mobility loss of MI>commando though. I also find it useful in campaigns (for example, in union 7 enemy from the north, the two cities in the NW are 9-hex apart. If you can reach it, the mission becomes very much easier because you can nuke and takeover the left city which has the missile facilities, and immediately use that against the last city in SW. If this is not the case you have to take the SW city AND NW city by force.)
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Post by Singlemalt on May 20, 2016 18:54:15 GMT
3: pmi is very handy against alienssince quick attacks against abandened alien cities is needed for quicker succes.. I upgraded too far my 1 stti e and i amsure not to do this again nowi restarted
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Post by cardbattler on May 20, 2016 23:36:49 GMT
PMI is best against aliens (run around escaping and stealing stuffs, cracking cities) and distant areas (such as Africa/Central Asia/America) while Commando is for killing, sending reinforcements to your allies, form a blockade etc.
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Post by Sorbet on May 20, 2016 23:56:09 GMT
PMI is best against aliens (run around escaping and stealing stuffs, cracking cities) and distant areas (such as Africa/Central Asia/America) while Commando is for killing, sending reinforcements to your allies, form a blockade etc. That's the consensus on the strength of MIs and it definitely has a point. Yet, here's my argument against it in a nutshell: 1. I think enough MIs can be produced from cities and you don't need to paraspawn MI. Mass paraspamming is only done when you need a number of infantries right away. The goal of MIs in the alien campaign is however to run and steal and survive as long as possible, not to fight. So a hanful will do the job. If they die off just building them with 100 gold will do the job. 2. The mobility advantage is only really useful in human conquest, as you can't really overrun the aliens with MIs. My question is then, how much exactly useful is it in human conquest. Assuming their major role is to paraspam to takeover important (airport) or disconnected cities, here is what I want to look on further: 1) MI's mobility VS commando's strengthagainst humans: eventually which one will overrun the target faster 2) To what extent does 9-hex advantage reduce the effort to foot-travel unconnected cities
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Post by Comrade Willis on May 21, 2016 5:46:39 GMT
PMI is best against aliens (run around escaping and stealing stuffs, cracking cities) and distant areas (such as Africa/Central Asia/America) while Commando is for killing, sending reinforcements to your allies, form a blockade etc. That's the consensus on the strength of MIs and it definitely has a point. Yet, here's my argument against it in a nutshell: 1. I think enough MIs can be produced from cities and you don't need to paraspawn MI. Mass paraspamming is only done when you need a number of infantries right away. The goal of MIs in the alien campaign is however to run and steal and survive as long as possible, not to fight. So a hanful will do the job. If they die off just building them with 100 gold will do the job. 2. The mobility advantage is only really useful in human conquest, as you can't really overrun the aliens with MIs. My question is then, how much exactly useful is it in human conquest. Assuming their major role is to paraspam to takeover important (airport) or disconnected cities, here is what I want to look on further: 1) MI's mobility VS commando's strengthagainst humans: eventually which one will overrun the target faster 2) To what extent does 9-hex advantage reduce the effort to foot-travel unconnected cities No I think paratrooper commando is better than paratrooper motorized infantry because commando has more life this means it can soak some hits and great to take out cities and PMI is more like a stealer compared to PC and you unlock the 9th tile I was very happy with that and it's a bit expensive the ninth tile doesn't really matter if you still wanna para drop only MI then make sure you don't upgrade to lvl 8 because this is where you will unlock the lvl 4 troops (i,e. the commando)
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Post by Sorbet on May 21, 2016 6:01:41 GMT
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Post by Amatsukaze on May 21, 2016 6:09:21 GMT
That's the consensus on the strength of MIs and it definitely has a point. Yet, here's my argument against it in a nutshell: 1. I think enough MIs can be produced from cities and you don't need to paraspawn MI. Mass paraspamming is only done when you need a number of infantries right away. The goal of MIs in the alien campaign is however to run and steal and survive as long as possible, not to fight. So a hanful will do the job. If they die off just building them with 100 gold will do the job. 2. The mobility advantage is only really useful in human conquest, as you can't really overrun the aliens with MIs. My question is then, how much exactly useful is it in human conquest. Assuming their major role is to paraspam to takeover important (airport) or disconnected cities, here is what I want to look on further: 1) MI's mobility VS commando's strengthagainst humans: eventually which one will overrun the target faster 2) To what extent does 9-hex advantage reduce the effort to foot-travel unconnected cities No I think paratrooper commando is better than paratrooper motorized infantry because commando has more life this means it can soak some hits and great to take out cities and PMI is more like a stealer compared to PC and you unlock the 9th tile I was very happy with that and it's a bit expensive the ninth tile doesn't really matter if you still wanna para drop only MI then make sure you don't upgrade to lvl 8 because this is where you will unlock the lvl 4 troops (i,e. the commando) Firstly, the health of the 2 units are the same(75). And secondly, even if Commando has a little bit higher hp, it just means nothing for the UFOs in alien conquest 0.0
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Post by Comrade Willis on May 21, 2016 8:23:00 GMT
Firstly, the health of the 2 units are the same(75). And secondly, even if Commando has a little bit higher hp, it just means nothing for the UFOs in alien conquest 0.0 I didn't mention about aliens
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