Strategist, on 17 April 2010 - 11:39 PM, said:
I agree, but as far as I can tell they seem to be designed to encurage mixing units based on all the games I have played with them. Even their walkers need to have some units mixed in to escort them and cover against things they are not armed to handle.
I know they are designed to need to mix units, but unfortunately for them it is more costly + more difficult to mix units. Novus eco patch is general, cost optimizers are walker specific, and one the walker is dead then you gotta remake them (not that I send me production walkers to attack or anything). I just think that the combination of being both tech- and mix- dependent is bad, especially for H.
Strategist, on 17 April 2010 - 11:39 PM, said:
Actually, I'd say Saucers are the closest thing the Hierarchy has to a generalist as they excell against vehicles, structures, walkers without arch turrets, and are somewhat effective against aircraft. They still need support to deal with basic infantry early game, but the fact that they have repair helps.
Yea I agree saucers are their 'generalists' but they are more easily countered than say FI or PB. And they are, on the whole, a lot weaker. As Kel mentioned long ago, the cost to spam FI and PB just about evens out to where the numbers you get from spending an equal amount of RM will give both players roughly a balanced army for PB vs FI, but I'm afraid saucers just aren't hearty enough generalists to be that useful. More support with repair like you said then generalist in the N or M sense.
Strategist, on 17 April 2010 - 11:39 PM, said:
That's how they seem to have been designed though, practically no unit can function without the support of another. The tech part does make them have some of the best research options though.
I think that's particularly bad for the H though because early game mixing is not cost effective and their early game units have too many soft counters. If the other factions were more tech and mix dependent then I wouldn't mind. For instance, BTs ability is already useable w/o tech, whereas grunts + lost ones need to upgrade to even get the basic ability.
Strategist, on 17 April 2010 - 11:39 PM, said:
Well, the Hierarchy only has 3 options per walker, so it goes without saying. Novus has 4 vehicle options alone while the Hierarchy has only 2 (both of which fill similar roles, though one works best with infantry and the other with walkers).
That's another thing, redundancy, which is present in all factions, but H doesn't have many options as it is...
Strategist, on 17 April 2010 - 11:39 PM, said:
I wasn't thinking of leapfrogging. I was thinking of using walkers + escorts to form a perimeter around an enemy and construct turrets a bit behind in chokepoints (if present) or high value areas (such as the city on Pacific Southwest). Saucers can easily fly between turret nests, so repairs are more or less a non issue.
Well that may be good to set-up a siege outside the enemy perimter (provided you can get a walker there), but that in no way is a sign of map control. You can only have so many walkers at once, and they are so slow anyways. You're reapers will be vulnerable most of the time, at leas that's how I feel. I can get a turret or two, could always put a few grunts there, but I don't feel that would be adequate. My outposts usually serve to stall the enemy before I can run phase tanks in, at least with those I can move around the map, whereas most H units are so slow you just have to send them right at the enemy base.
Strategist, on 17 April 2010 - 11:39 PM, said:
They never could shoot while moveing due to the nature of their weapon (see the Corrupter which uses the same code for its attack). As for their durability, they are now basically the same sort of unit as an Amplifier with a bit less range but with more abilities and infantry support abilities. I find they are still good if they are used in lower numbers as part of an army rather than the army itself (2-3 Defilers should be all you need if you support them well).
Yea I know they couldn't but they should be able to (or other units like FI or w/e shouldn't). They are slow and flimsy with less range and a similar cost to FI, why should they be so much weaker (besides the upgrades required to get FI). I mean, I can rarely justify building a defiler pod once I have an assembly walker, b/c tanks would be coming, or in H mirror, saucers.
Strategist, on 17 April 2010 - 11:39 PM, said:
Like I said in the previous post, they seem to be better as defensive units (with foes coming to them) rather than offensive units.
That's perhaps true, but any H player on the defensive against either H or M is going to lose, and if you put your starting units (Habitat>grunts) on defense, then you're screwed. 'Assault' branch for defense just sounds wrong.
Strategist, on 17 April 2010 - 11:39 PM, said:
I'm still testing Brutes effectiveness against Field Inverters but thus far I have seen promise. First, they are cheaper than FIs (850 versus 1000 or 680 versus 750 with cost reductions), their armor type is less vulnerable to the FI rail gun than Phase Tanks, Defilers, or Saucers, they have much more health than other Hierarchy infantry (650 if I remember right), have innate health regen (1hp per second), and apparently gain a damage bonus when in radiation. Furthermore, once you have Death From Above they are almost imblanced with the damage they can do. A 9-brute death from above bombardment will kill any unit short of a DMA Peacebringer or a walker and will also critically damage (if not destroy) even Murde-*cough* Mirabel.
Huh, I thought that with a scout out in front, the FI range should be able to focus fire kill many of the brutes before too much damage is done (waiting for all 9 brutes to jump and animate will take a few seconds too).
Strategist, on 17 April 2010 - 11:39 PM, said:
The main downside is that they actually have hard counters (Blades, Figs, Vars), require research and a fairly research dependant walker to use them (which is probably why Phase Tanks are more popular, the Assembly will work well regardless of research while the Habitat needs Assault or Mutagen to be viable in combat).
I suppose that is more my point. Maybe they are not totally useless, but if I need to tech twice, I'd rather go with phase tanks than grunts or lost ones supported by defilers. That's just me.