The Ultimate Anti-Stinger Site Chinese Weapon |
The Ultimate Anti-Stinger Site Chinese Weapon |
7 Jul 2009, 22:09
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#26
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Group: Members Posts: 74 Joined: 15 June 2009 Member No.: 166 |
As a pathetic single player focused person, I consider stinger sites relevant as in massed up defenses of a already built up AI opponent, as well as my own pathetic turtle shell against money cheating AIs
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8 Jul 2009, 13:56
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#27
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Group: Members Posts: 227 Joined: 7 June 2009 Member No.: 65 Projects: SWR Productions |
If you happen to have a replay at hand, please send it. Let's face it; it's really just the units in the tunnels. ZH has never had a defensive gameplay orientation. Units is what it's been about, always - defences had pathetic range, no flexibility of any kind and they were weak as well. That's why every single ZH player that plays seriously doesn't even consider any tactic that is not a rush. GLA was good at turtling because of tunnels. By late game, you should have tunnels in pairs all over the place. Placing a Stinger Site in front of a pair can be very useful as it will either absorb the damage or damage the unit itself while they attempt to kill your tunnel units, which will probably fail because they will just go back in. |
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8 Jul 2009, 15:38
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#28
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Forum Chemist Group: Members Posts: 687 Joined: 5 June 2009 From: Zeist, the Netherlands Member No.: 19 Projects: ShockWave Tester In birro veritas. |
Placing a Stinger Site in front of a pair can be very useful as it will either absorb the damage or damage the unit itself while they attempt to kill your tunnel units, which will probably fail because they will just go back in. That sounds useful. I should give that one a try .-------------------- TN
"The courageous enter dark caves alone. The clever send in the courageous first. The cleverest wait behind the clever." --The Book of Cataclysm |
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8 Jul 2009, 21:36
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#29
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Group: Members Posts: 246 Joined: 6 June 2009 From: Canada Member No.: 21 Projects: ShockWave |
QUOTE The Stinger Site has absolutely no chance whatsoever against the following air units: -Raptors (metre-thick armour & countermeasures or PDL creates an impenetrable barrier, especially for Stingers) -Stealth fighters (not even gonna bother to explain that one tongue.gif) -Auroras (though more vulnerable than Raptors, they are still invulnerable) -Stealth & Laser Comanches (Adv. Countermeasures makes them way too tough and PDLs will make Laser Comanches impervious to Stinger fire) -MiGs when upgraded (though even unupgraded Stinger Sites can't save themselves from destruction) -Helixes (way too well-armoured and will kill the Stinger Sites extremely quickly) -Black Widows (typically Ironside - way too well-armoured) -F16XLs (way too armoured AND specialised against base defences) -Blacksharks that are either grouped or have an ECM variant with it Stingers are used to help quads against air not to be used alone. Against ground units, they're semi effective depending on the match up. QUOTE If you happen to have a replay at hand, please send it. Let's face it; it's really just the units in the tunnels. ZH has never had a defensive gameplay orientation. Units is what it's been about, always - defences had pathetic range, no flexibility of any kind and they were weak as well. That's why every single ZH player that plays seriously doesn't even consider any tactic that is not a rush. Almost every ZH player uses defenses in games over 5 minutes. China bunkers or gattcannons depending on match up. USA firebases (if SWG EMP pats, if lazer maybe lzr pats, regular ones are basically as effective as a firebase but cost power and more $$$). GLA tunnels, stingers if facing air units (MiGs/Lix/Stealthmanches) or to force enemies to focus it instead of a tunnel, since you cannot pop units out of a tunnel being attacked without losing most of them or having them damaged. QUOTE If you happen to have a replay at hand, please send it. Let's face it; it's really just the units in the tunnels. ZH has never had a defensive gameplay orientation. Units is what it's been about, always - defences had pathetic range, no flexibility of any kind and they were weak as well. That's why every single ZH player that plays seriously doesn't even consider any tactic that is not a rush. It's easy to camp in ZH with any GLA just with tunnels, units, and stingers. Against other GLAs it turns it into a super weapon war. Against Chinas you're disadvantaging yourself since you can probably win without camping but this also turns it into a super weapon war. Only against USA, who can just overwhelm you with vees you'll probably want to harass but even then, the general gameplay of a standard GLA is defensive with some harassing. You want replays? I could send to a whole pack of replays of players using defenses to cover flanks or simply for defense when playing defensive but I have no idea how to upload replays on this forum (or any kind of file). Why do you not see replays of people playing defensive? Because they're boring. No one wants to watch a super weapon war between GLAs, or a USAF just spamming firebases and relying on KRs to finish off a China. I don't know where you come up with your ZH information since you haven't really shown any competitive ZH playing. This post has been edited by Sharpnessism: 8 Jul 2009, 21:39 |
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18 Jul 2009, 22:55
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#30
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Group: Members Posts: 94 Joined: 13 June 2009 Member No.: 146 |
I've always found Stinger Sites to be pretty lacluster in the anti-ground role, especially against infantry.
Deathstrike EASILY has the best base defences of any GLA general, maybe in the entire game due to the Hornets which work against infantry as well as tanks, and those pesky SA-2s. >__< |
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19 Jul 2009, 1:34
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#31
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Twintails are eternal! Group: Members Posts: 473 Joined: 7 June 2009 From: Singapore Member No.: 74 Lurk, cleaned and mounted. |
since you cannot pop units out of a tunnel being attacked without losing most of them or having them damaged. Well I wonder what the Bunkster upgrade is for But then again SFs never lived long enough after firing... -------------------- |
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17 Aug 2009, 19:56
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#32
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Group: Members Posts: 38 Joined: 14 August 2009 Member No.: 346 |
I use most of the time to beat out enemy base defences some stealth fighters from the airforce general. Just 2 stealth fighters is eneough for the GLA base defences because of the bunker buster option.
-------------------- Thanks Pickysaurus! |
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17 Aug 2009, 21:12
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#33
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Lurker Group: Members Posts: 228 Joined: 6 June 2009 From: Plymouth, England Member No.: 30 Projects: ROTR Dev Team Har Har Har. |
The thing I find works really well is a Combat Chinook loaded up with 3 pathfinders and 3 missile defenders.
Pathfinders are excellent at neutralising them, while the MDs do the heavy lifting. Of course that's only if you're playing AFG This post has been edited by Nidmeister: 17 Aug 2009, 21:12 -------------------- |
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5 Sep 2009, 13:36
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#34
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Group: Members Posts: 195 Joined: 6 June 2009 From: Germany Member No.: 26 Projects: ShockWave Tester Mindfuck of the month: Casimir effect |
As afg? Why bother with it? get Stealth fighters with ammo upgrade and they one shot stingers. Better spend the genpoint on a spectre and level half the opponents base
-------------------- And you feel a sudden chill How do you do? My name is Trouble I'm coming for the kill... And you know I will |
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5 Sep 2009, 15:14
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#35
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
You might not be able to keep on top of the stinger sites though.
Stealth strikes have quite a long time between them. By the time you take down 2-3 the first one can be rebuilt. At least with a 'nook you've got some assurance that the site isn't coming back. -------------------- |
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5 Sep 2009, 18:32
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#36
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Group: Members Posts: 227 Joined: 7 June 2009 Member No.: 65 Projects: SWR Productions |
Just keep Comanches nearby. Attack when you feel they are out of range of other Stinger Sites. They are stealthed anyway so they are relatively safe.
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