I suppose the only other real answer to this is probably arclight AA if you have levels on the arclights - but it's still a big investment to counter, and it'd get stymied the same way by sandstorm in the long term. I have to imagine just picking fort + AA is always going to work best, especially if they take it early. Also has the benefit of dropping more giants which helps seal games early if you win a swingy round with a bunch of units left over.
AA Fortress is the real answer when opponent going into carry Wasp. Even level 1 can swat a lot of wasps with barrage, unless opponent bring a shield tech. Instead of spamming Mustangs, it's better to spend some money on forts.
Agree. Surely a couple of forts with missiles would already cut out a bunch of wasps (and hence DPS). Once wasps are maybe really, really high level or have shields maybe that's not enough, but iirc it's like 900dmg per missile which is still enough to kill upgraded wasps since there's some AOE and the missiles tend to hit the same general area a couple of times.
@@jordanb722 the problem with aa fort is that if you have improved wasp it's easy to put pantom rays or wraits in front to tank the barrages. And then you hard loose until you unlock (multi)melter
For the second game, I felt like Wise had too many half measures against the worm and not enough commitment. The phoenix with range weren't really pulling their weight, but maybe if they got charged shot or elite on them they would have. The Saber's could have done much more with the investment of just 100 credits for doubleshot, but with only 2 I see they didn't want to make that investment. The Balls were doing pretty good. But now they are the third unit type to fight the worms. In the end, too many units without techs. I feel like they needed more focus. But those Wasps were definitely hard to beat.
I tried hard to make carry wasp work a couple of weeks ago, but I didn't consider HE over ground spec. Do you think it's strong enough to go without improved wasp? Because dropping jump drive is such a huge opportunity cost.
I think playing this setup without improved wasp is quite challenging (remains extremely vulnerable to fortress AA and mustangs, not to mention the lack of dmg to kill big targets). The build is indeed very heavily focused on the carry wasp build, and you have to give up the flexibility of jump drive and of something like shield for chaff.
The Return of the King!! I'm so glad the wasp is viable again, I really enjoyed that meta :)
I suppose the only other real answer to this is probably arclight AA if you have levels on the arclights - but it's still a big investment to counter, and it'd get stymied the same way by sandstorm in the long term.
I have to imagine just picking fort + AA is always going to work best, especially if they take it early. Also has the benefit of dropping more giants which helps seal games early if you win a swingy round with a bunch of units left over.
Thank You. I give it a try :)
AA Fortress is the real answer when opponent going into carry Wasp. Even level 1 can swat a lot of wasps with barrage, unless opponent bring a shield tech. Instead of spamming Mustangs, it's better to spend some money on forts.
Agree. Surely a couple of forts with missiles would already cut out a bunch of wasps (and hence DPS). Once wasps are maybe really, really high level or have shields maybe that's not enough, but iirc it's like 900dmg per missile which is still enough to kill upgraded wasps since there's some AOE and the missiles tend to hit the same general area a couple of times.
@@jordanb722 the problem with aa fort is that if you have improved wasp it's easy to put pantom rays or wraits in front to tank the barrages. And then you hard loose until you unlock (multi)melter
For the second game, I felt like Wise had too many half measures against the worm and not enough commitment. The phoenix with range weren't really pulling their weight, but maybe if they got charged shot or elite on them they would have. The Saber's could have done much more with the investment of just 100 credits for doubleshot, but with only 2 I see they didn't want to make that investment.
The Balls were doing pretty good. But now they are the third unit type to fight the worms.
In the end, too many units without techs. I feel like they needed more focus. But those Wasps were definitely hard to beat.
I tried hard to make carry wasp work a couple of weeks ago, but I didn't consider HE over ground spec. Do you think it's strong enough to go without improved wasp? Because dropping jump drive is such a huge opportunity cost.
I think playing this setup without improved wasp is quite challenging (remains extremely vulnerable to fortress AA and mustangs, not to mention the lack of dmg to kill big targets). The build is indeed very heavily focused on the carry wasp build, and you have to give up the flexibility of jump drive and of something like shield for chaff.