1.5 Production schedule and air advantage. The only known difference between the various turrets are the fact that the UEF and Cybran ones turn to face their target (approximately) 33% slower (and are less resistant to kiting as a result). This snap-build tactic is also a viable tactic for shielded SACUs to defend against Monkeylords and other land experimentals. This group of T1 PD is sometimes referred to as "teleport defence", because with the PD's high DPS they can make short work of the enemy before they can do much damage. Later in the game T1 PD can be quick built by engineers to defend against surprise attacks, such as transport drops, or command units with the teleport upgrade (for example, enemies might do this to assassinate a friendly ACU). Use T1 anti-air turrets and mobile AA to stop them from being picked off by bombers. Estimating the enemy forces one expects to face at the defensive location will allow for more efficient and economical spending of mass.Īs with point defense in general, as land-only attacking units, the structure is weak to enemy air units. As before, consider using walls to shape the terrain to reduce the area that they need to cover or walling off low-traffic areas rather than building a costly PD. Further, when the cost of the engineer's economic activity is factored in, if there are reclaimable rocks near the defensive position then the opportunity cost of spending a minute to build the PD goes further up. By building a PD with a cost of 5 equivalent tanks, instead of stationing 10 defensive tanks there, essentially 5 tanks worth of mass will be freed up to join the main army. For example, stationing a PD on the edges of the map at a mass deposit might be be cost effective rather than pushing many more (eg 10+) mobile units to the edge, when the player's main force needs those tanks in the middle. When covering areas, only use PD where it is cost effective to do so, such as where it allows the main army to position more effectively, or where it would otherwise force the enemy to be more split up. They are as costly as five T1 tanks and as previously mentioned, die to T1 mobile arty due to being outranged (even worse than the tanks, as the stationary PD cannot even try to dodge arty focus fire). Additionally, the intel can allow the player to provide the PD with the necessary reinforcements before the enemy approaches. For example, without radar, an Aeon T1 Light Tank outranges the vision of the PD and can take it out without taking return fire, whereas with radar the Aurora will be shot and obliterated. A land scout or radar may be used to enable them to fire at maximum range and detect incoming enemies. They excel when positioned near a chokepoint which will force enemy arty to cluster together, making the arty easier to take out in a counterattack. Regarding placement, due to their low hitbox, it is usually effective to put walls infront of them to absorb enemy fire and extend their durability. This can limit their use and make them more situational as the game goes on and arty becomes more prominent. However they have short range and can be avoided, or taken out easily by T1 mobile light artillery that manage to reach the area (while slower than T1 tanks, with their max range of 30, this will be 4 units longer than the PD). With a shockingly high 167 DPS for T1, higher than even their T2 counterparts, these turrets work very well against direct fire units and make short work of a tank army, or ACU that strays into range. It is easy to overlook this unit when attacking a base, focusing instead on killing the economy or defending units, but should an enemy army be forced into firing range they may be surprised.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |