Thanks for casting the replay, and for the tip regarding melting point crawler tech - I keep forgetting to add that to the lineup and you're right, it would have been a great option here. Cheers! -Da Law Also regarding the result of the last round - I think a lot of it had to do with the sentry missiles - one on the left to hit the hasted mustangs that pulled out ahead, and the one on the crawlers as well that allowed the fire from the stormcallers to get to the mustangs quicker. Expensive steel balls were not ideal, but they were the only thing I could come up with to overwhelm the scorpions with chaff... You could probably tell my turns were taking so long because I couldn't think of anything else worthwhile to spend my money on haha.
yeah imo good strat especially with putting them all on 1 side but still staggering them enough to not just get aoed immediately, a stellball even got to cook the leftmost scorpion :D
The last round of first game hinged on several small things. Left side lost stangs to a missile and lost chaff war, middle lost a few volleys into shields, and the right side had drastically different pathing between the two rounds. In round 8 the chaff from the rear avoided the fire and went after the stormcallers, in 9 they ran through the fire and attacked the meaty melter. This let the callers clear the chaff. Think this was caused by red's own forward crawlers. Even though they died to a missile it shifted blues chaff which changed reds pathing. The small delays across the board let the callers hammer the stangs.
After the nerf, Scorpions no longer one shot level 3 steel balls after the nerf unless it's against cost control specialist. Level 2 balls can also survive with techs.
I would consider Scorpions buffed though as the improved rate of fire makes it better at chaff clear while mostly making up for the lower damage as well.
Thanks for casting the replay, and for the tip regarding melting point crawler tech - I keep forgetting to add that to the lineup and you're right, it would have been a great option here. Cheers!
-Da Law
Also regarding the result of the last round - I think a lot of it had to do with the sentry missiles - one on the left to hit the hasted mustangs that pulled out ahead, and the one on the crawlers as well that allowed the fire from the stormcallers to get to the mustangs quicker. Expensive steel balls were not ideal, but they were the only thing I could come up with to overwhelm the scorpions with chaff... You could probably tell my turns were taking so long because I couldn't think of anything else worthwhile to spend my money on haha.
yeah imo good strat especially with putting them all on 1 side but still staggering them enough to not just get aoed immediately, a stellball even got to cook the leftmost scorpion :D
The last round of first game hinged on several small things. Left side lost stangs to a missile and lost chaff war, middle lost a few volleys into shields, and the right side had drastically different pathing between the two rounds.
In round 8 the chaff from the rear avoided the fire and went after the stormcallers, in 9 they ran through the fire and attacked the meaty melter. This let the callers clear the chaff. Think this was caused by red's own forward crawlers. Even though they died to a missile it shifted blues chaff which changed reds pathing.
The small delays across the board let the callers hammer the stangs.
Happy New Year, Cub! All the best for 2024!!
I do love the stellaris music. Do you ever do mp stellaris?
After the nerf, Scorpions no longer one shot level 3 steel balls after the nerf unless it's against cost control specialist. Level 2 balls can also survive with techs.
I would consider Scorpions buffed though as the improved rate of fire makes it better at chaff clear while mostly making up for the lower damage as well.
where do you submit a replay; I just had a game you will love. Its 1 wraith vs the world with a super tense ending; my first replay saved
its not new year its august