Typhoon-rocket got me last night. I went sledge armor and the typhoons then went rocket cause they were not doing any damage at all with their primary. They did quite well once they got the rockets... we actually both lost the match cause last round I had a lvl 5 slede pack left and he had a few lvl 1 wasps and we were both at low HP.
NASTY nuke finisher, getting slammed for 3k on round 6 because of some carefully lined up tempo spikes all coming together (vulcans, missiles, nuke) really must feel hopeless. Maybe he could have lived if his shield was a little further forward, but would probably still have been on death's door ~few hundred points.
maybe typhoon needs 10% more for having more units in the squad, maybe that number scales? i dunno, I don't play the game anymore but someone should look into this lol
@@alexkay6029 ...That second 'weakest', right. That's most of them. More than enough to make it up. Also having enough of them. It seems like getting it is just to slow the mass SC volley from wiping entire squads. Making SC's MUCH less likely to be leveled.
@@HidForHG It depends, do SCs have techs? A single hit is enough to make it devastating (fire, EMP). Also Farseers cost 300 a pop and while they are very versatile you do not get them in bulk ever. Also also getting a tech raises the price of futher techs on a unit. Also also also MI gets weaker the longer it is used. Also also also also most people are fine with level 1 or 2 SCs, they do their job just fine at that level.
i don't really understand typhoons. They're really just a tankier mustang, but you pay 100 more. Their DPS is not great; less than a full group of mustangs. Their missiles don't do very good damage; only 2700 damage at level 1 (from each typhoon). For comparison a level 1 sledgehammer has 3478 hp, so it would take a salvo from both typhoons to kill one sledgehammer. There's no way to increase their gattling damage against ground except with mechanical rage, which also increases their movement speed. This puts them at an awkward 13m/s -- much too fast for slow units like fangs, sledge, arclights, etc, and but still too slow for crawlers, stangs, or wasps. The only place i've had success using them is on flanks, because they're beefy enough that the opponent has to send more than just chaff against them.
They are great chaff clear without upgrades, and their missiles tear through medium units, acting very similar to a scorpion shot, with the range range of a stormcaller. I've had some success with them when going 4-6 of them and then grabbing the rockets for a big powerspike.
Shield phoons seems reliable for protecting your chaff while opponent's clearers get dealt with. Also dealing with chaff themselves. The mobile shields are strictly less costly than Forts, while also providing a different strength.
"Typhoon Missiles!"
* Looks inside *
Exactly 35 seconds of Typhoon Missiles in the entire video
You really put salt in the wound by being so flippant with your shield air drop. 10/10.
As a Typhoon-rocket enjoyer, I feel thoroughly bamboozled.
That shield drop at the center was absolutely beautiful
Key to victory.
Typhoon - Missiles action starts here 14:05
holy shit that was very decisive
Need a Mechabellum playlist
Typhoon-rocket got me last night. I went sledge armor and the typhoons then went rocket cause they were not doing any damage at all with their primary. They did quite well once they got the rockets... we actually both lost the match cause last round I had a lvl 5 slede pack left and he had a few lvl 1 wasps and we were both at low HP.
NASTY nuke finisher, getting slammed for 3k on round 6 because of some carefully lined up tempo spikes all coming together (vulcans, missiles, nuke) really must feel hopeless.
Maybe he could have lived if his shield was a little further forward, but would probably still have been on death's door ~few hundred points.
Yeaah.. Chocolate ..😎🍫...
.nice unit production..nice..cake 🎂..
maybe typhoon needs 10% more for having more units in the squad, maybe that number scales? i dunno, I don't play the game anymore but someone should look into this lol
Farseer can intercept too
Sabretooths NEVER intercept missiles worth a crap for ME. Only the $100 missile interceptors and mustangs ever work for me.
Sabertooths are very weak at intercepting, e.g. only 6 out of 16 missiles out of a Stormcaller volley. Farseers are second weakest with 11 out of 16.
@@alexkay6029 ...That second 'weakest', right. That's most of them. More than enough to make it up. Also having enough of them.
It seems like getting it is just to slow the mass SC volley from wiping entire squads. Making SC's MUCH less likely to be leveled.
@@HidForHG It depends, do SCs have techs? A single hit is enough to make it devastating (fire, EMP).
Also Farseers cost 300 a pop and while they are very versatile you do not get them in bulk ever.
Also also getting a tech raises the price of futher techs on a unit.
Also also also MI gets weaker the longer it is used.
Also also also also most people are fine with level 1 or 2 SCs, they do their job just fine at that level.
Chat help - where is the awesome music at 6:15 from?
I am now on team remove/nerf nuke
I see you tried my build hah rocket typhoons 1 tech are the best
i don't really understand typhoons. They're really just a tankier mustang, but you pay 100 more. Their DPS is not great; less than a full group of mustangs. Their missiles don't do very good damage; only 2700 damage at level 1 (from each typhoon). For comparison a level 1 sledgehammer has 3478 hp, so it would take a salvo from both typhoons to kill one sledgehammer.
There's no way to increase their gattling damage against ground except with mechanical rage, which also increases their movement speed. This puts them at an awkward 13m/s -- much too fast for slow units like fangs, sledge, arclights, etc, and but still too slow for crawlers, stangs, or wasps.
The only place i've had success using them is on flanks, because they're beefy enough that the opponent has to send more than just chaff against them.
Maybe that's their role. Get a pair flank for a win then sell them. It makes the opponent have to put something heavy enough there or loads of chaff.
They are great chaff clear without upgrades, and their missiles tear through medium units, acting very similar to a scorpion shot, with the range range of a stormcaller.
I've had some success with them when going 4-6 of them and then grabbing the rockets for a big powerspike.
Shield phoons seems reliable for protecting your chaff while opponent's clearers get dealt with. Also dealing with chaff themselves.
The mobile shields are strictly less costly than Forts, while also providing a different strength.
gg
What is this music lol
It's the ost from a game called Age of Wonders: Planetfall. Would recommend for turn based strategy fans. 😉