If only you'd made that post a month or two ago... I am REALLY struggling to fill TOMU's shoes as The Company's Grey specialist!
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Thanks Indri! | #21 | ||
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That's some great tactical advice, there -- I'm still struggling with making Greys work, myself, but I think I could have a fair go with the 2 deployments you suggest.
If only you'd made that post a month or two ago... I am REALLY struggling to fill TOMU's shoes as The Company's Grey specialist! |
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Thanks Indri! | #22 | ||
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Don't let Indri make it sound too easy. I tried his regenless deployment myself a couple of times, and got destroyed. The reason was simple: running out of energy!
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Re: I hate greys | #23 | ||
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Heh, well, it can happen.
I think of the 1WG, 2P, 12Se squad as a 1WG, 2P, 6Se squad and try to rotate, rotate, rotate the sentries to the front line. Rather than just use the runaway strategy I'll often cornerdance instead. It helps conserve energy. I tend to only psyke when in range (not at the edge of your range) and even use the fear factor of just showing a psyker and then moving him away under cover. I almost NEVER fire more than 1 psyke a turn. The Warper often runs low on juice as the fighting goes on but he's needed to keep the enemy at bay if they get a little frisky. It's important to make the enemy think you have regens, if you can. |
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Re: I hate greys | #24 | ||
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'I feel of the 3, Marines are best vs Greys. '
I kind of agree with you here but it really does depend on the map too. Nothing worse though than when your'e shileds are down and a shower of nades blow up your'e regen. I think part of the skill with Greys is to pick the right time to detach yourself from the regen/ last regen and decide to go Gorilla. Playing regenless deployments is always an option which I like to take from time to time. |
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Re: I hate greys | #25 | ||
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I hate greys, mainly because they`re annoying rather then unbeatable. Their invisibility and blinding specialist abilities are simply not a good fit with the basic controls we have to issue orders - and the frustrating querks of these detract from the enjoyment of the game - much more so then the clumsyness of spawn melee units. Sentries are very powerful, cheap, and also have this annoying run away on zero energy advantage.
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Re: I hate greys | #26 | ||
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Personally, those are some of the reasons I like them, Axe.
They're Aliens. Aliens are weird, and do weird stuff. They can do things no one else can, that can mess you up. I think they fit well as far as abilities/rationale. Balance is good to boot. DA's left nut |
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Re: I hate greys | #27 | ||
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i actually agree that controls are far from ideal, even with good balance. it looks like they were done for marines and mechanoids and when spawn and greys were introduced, quick makeshift addings were added for them, but not much than that and not really much to counter them for older races. one of arguments for "makeshift" status i'm talking about is the terrain fire = force fire for spawn. the same action, but different buttons, this is against the canons of visual interface!
LSN Name: Duke Garland Alliance: Rock'n'Roll Suicides (captain) Location: Ukraine, GMT+2 Specialist: League of Ordinary Gentlemen (captain) The logic of war seems to be that if a belligerent can fight, he will fight - Rudy R. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Re: I hate greys | #28 | ||
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I just think it leaves too much to chance.
For example - no matter how good your spotting you can`t see how much energy a grey unit has, so it makes plotting orders to attack it very difficult. This is especially true with guardians and saucers. Saucers are so fast that hit and run tactics are tricky, they tend to recover any energy they lose before you can hit them again whereas you`re more likely to lose an attacking unit. Every other unit in the game reveals approximately how much hurting is required to kill it when spotted. You also cannot see the guardian shield which passes through walls. You can plot a large amount of fire against a grey unit where you have no realistic chance of killing it because it will be shielded, and you typically have no realistic chance of spotting behind the wall to determine this. You have to guess. Grenades against guardians are very tricky. You don`t know if the shield will be on or off, and whether the guardian will flee or charge you. Often you have to take a the risk that you will damage your own guys. The ability to fire around corners and through walls of WGs and Psykers give greys a huge range advantage on maps with cover. When plotting orders against enemy units we have red, yellow and purple lines, and halt, continue and retreat on sighting modes. 4 out of 6 control options are rendered ineffective by the greys invisibility, either because of the guardian shield, or because your unit has been blinded by a psyker, so it`s a double whammy, and before you`re even hit by it you have to deal with incoming warp balls and psykes from unseen locations where you have no possibility of returning fire. Within the game there is laser fire, and then a number of more special abilities ... fast units, high hitpoint units, scanning units, explosive attack units, no LOS attack units, shielding units, healing units, auto ammo regenerating units, etc. The greys are the only faction to have almost all of these abilities. The balance is good because they greys are flimsy. This they have to be because they are so flexible. Lets talk about balance in terms of balance of ability. In the old days there were marines and machina. The speed of the marines proved an elegant counterpoint to the toughness of machina. You had scanners seeing through walls, compensated for by marine grenadiers bouncing shots around corners. Hunters, Grenadiers and Missile Tanks were all powerful units, but all relying on an HQ supply which gave them an achillies heel. IMO this resulted in much better game play. The spawn messed this up initially because they were way overpowered to try and compensate for their melee nature. Nowadays all they tend to do is choke the first few turns of a game as you cannot charge the map until you know you`re not going to get eaten. Assume a defensive position and spawn fall apart more often then not. The greys detract from the game because there is no balance of ability. I`ve no objection to them doing wierd stuff, but I feel there should be more balance in the abilities of both spawn and greys which fits with the elegance of marines and machina, and I feel their abilities which negate more then half of the basic unit contols should be reconsidered. ![]() |
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Re: I hate greys | #29 | ||
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So, change their abilities and make them less flimsy to compensate? Such as what?
As you say - they're currently balanced...and a large part of their balance is that they're flimsy. Also that they have somewhat limited wall-breaking options, less vision range potential than Marines and Machina, less damage output (in general) than Marines and Machina, less damage output at range than Marines and Machina, more vulnerable to splash than anyone(except if under the shield), more expensive units than anyone, Psykers do very little damage(except v Spawn), they really have no "fast" units, etc etc. So sure - change, modify abilities but make them tougher. But it seems to me like it could easily be just making them more "marine-like" or "machina-like" and change the feel of them completely. I like the feel of playing with them. It can be quite difficult. It's easy to screw up with them. I feel like it takes a lot of finesse to play them well. I like the feel of playing against them. It can be mysterious. It can certainly be frustrating. I can see some of your points about finding them frustrating, how they change the game by having different abilities, but I guess I'll just have to disagree that they detract. For me, they don't. But I'd be interested to see ideas for changing them. (Even if nothing never happens) DA's left nut |
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Re: I hate greys | #30 | ||
Quote: I disagree. The saucer is effectively very fast because it can fly. No other high hit point unit is anywhere near this fast. I`m not sure with the current balance but certainly in the past I`ve been able to run a saucer up to a MT or AI and kill it point blank before esacaping with no energy to recharge. Psykers are often effectively very fast because they can fire from cover and run away and the attacking units need to cover a lot more distance to go around the terrain. Greys have 2 wall breakers, as do machina. Spawn and marines have 3 (I think drones can eat walls). I think this is fairly well balanced ability wise, but marines do have an advantage here. Greys do have less vision, but the invisibility effect allows them to move much closer unseen. Which compensates for this, and the scanning ability of psykers gives a huge advantage. Quote: There is an element of this in what I`m saying for sure, but personally I feel marines and machine have distinct personalities of their own and if the greys specialities were limited they would still feel unique, and you would still play them differently to the other factions. I wouldn`t propose to change the greys massively. I think if there was any oppourtunity to alter them it should be done step by step. Some suggestions to try would be: 1. Energy is shown instead of or in addition to health to enemies. Ideally in addition to health. I think the information is there in the turn files anyway - if you test orders you can get an idea how many shots it`ll take to kill a saucer you can see (for example). Might as well show this. 2. Grenades explode on contact with guardian shields, or pass through them. (Units can pass through them, why not grenades/goo balls?). Or maybe nothing can pass through a guardian shield when it is on. Or maybe things can only pass from inside the shield to outside. 3. Guardian shields are visible, even if they conceal what is under them. 4. Guardian shields are clipped by walls. Metal walls at least. 5. Psykers require any grey unit to have LOS on the target in order to initiate an attack. ![]() |
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Re: I hate greys | #31 | ||
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I agree with
1. 2a. 3. I've played a few games as Marines against Greys and although I tend to win them, I didn't enjoy them as I just put down a ridiculous amount of force fire and then had to sift through each turn to work out where the Guardian was. Much too much like hard work and not enough fun. But as much as I'd like changes, they just ain't going to happen. |
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Re: I hate greys | #32 | ||
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Perhaps this #1 could be achieved by linking the visibility of shield on visibility of guardian, and increasing the visibility of guardian a bit.
Oh, and greys have 3 wall buster units. Warper, Guardian and Saucer. Saucer's just not that good on it, but it works better than with drones. |
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Re: I hate greys | #33 | ||
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i agree on #1. energy values are passed in the results file anyway, but not displayed.
i totally agree on #2a, nades should explode on touch of guardian shield, like they explode on touch with forcefield. It of course nerfes guardian's ability to play ball with EoT grenades, but is much more fair to the grey's opponent. i remember my game vs valkea in alliance when i had to waste lots of time only to check where the nasty shield was and how to "safely" target it without nade bouncing back to me... again! i partly agree with #3 - guardian shields should be visible, but together with the guardian. you can anyway see if the shield is on or not by damage getting inside or not and where shield ends by where shots stop. this would also fix the bug with infinite displaying of psyked guardian's shield. however displaying the fact that shield is present from far, with un-halfed vision? no. maybe if it's edge is in halfed vision range, but guardian is further ot under cover - yes - with cute "only edge" display in opacity fading of some sort, but not totally removing half-vision spot. i'm undecided with #4, tending to be against. from one point of view, those guardians are nasty by shielding from behind a wall, but on the other hand i often target those "protruding" pieces by bolts and explosinve spashes to bring the guardian's shield down (guardian that is guarding a regen (for example) behind the wall) i don't agree with #5 at all, but i see how this will treat good the grey's opponent. on high metal maps grey's opponent just cannot get close to the non-windowed metal bunker that surely have psykers in it, and those psykers instead get all they are able of for free! The other way to weaken this psyker-campers might be: 6a. visualising the psyking attack (even unsuccessfull) at least for opponent 6b. weakening psykes that "go" through metal 6b-bis. weakening psykes that "go" through metal up to harming victim without stealing 100% of vison (maybe halfing the vision instead) LSN Name: Duke Garland Alliance: Rock'n'Roll Suicides (captain) Location: Ukraine, GMT+2 Specialist: League of Ordinary Gentlemen (captain) The logic of war seems to be that if a belligerent can fight, he will fight - Rudy R. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Re: I hate greys | #34 | ||
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Presumably if we asked Fuzzy nicely, we could have a mod for LSN that would let us see Grey energy levels...
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Re: I hate greys | #35 | ||
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Re: I hate greys | #36 | ||
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A step in that direction: if a Grey is within vision at the start of a turn, you can try his energy in test orders by firing everything at him. You can estimate how low his energy is by how many hits he can take. Then try it on the next chap, and so on. Finally, choose your targets for the actual orders.
Is this an exploit? ![]() ![]() |
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Re: I hate greys | #37 | ||
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#38 | |||
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It's subjective. I'd disagree that machina are their best vs. Spawn. Goo and wait. MTs can't reach their HQs that are being chewed on by buzzers,
etc.
Any race can lose easily to any other race if their balanced deplyment is not so balanced. I go sentry heavy if I expect Spawn, thus they don't cream me as greys. If I guess wrong, then those extra sentries will leave me high and dry vs. a heavily armored AI assault. And so on. I suppose you could average the number of units for each type people chose across all players, then you could figure out what race beats what in the rock paper scissor universe. I spice up my deployments and have been known to go quite unbalanced at times. This tends to cut down on the machina beat spawn or spawn beat greys standard. As for Marines vs. Greys, you can either stay back or fight up close. All map dependent, of course. I prefer to stay away, map willing, and fight them. Two commanders can kill a saucer WITH a guardian shield in a turn if the grey player isn't careful. Greys lose fighting power the further away you are from them for two reasons: Their reload/bandage time to the regen, and their warps lose damage the further they travel. A commander/sniper shot, on the other hand, doesn't. Force firing at locations where you suspect HQs to be is fun. Plus, you are less likely to have grenades bounced back at you, as firing from maximum range they won't touch a guardians shield, while still slightly damaging it through aoe. Conversely, up close and personal is a great option if you have several grunts and they've lost a lot of sentries. It's REAL easy to pick greys apart if they have no sentries. Warpers can't fire up close and cost 4fps. Saucers are big, slow, and cost 5fps. Both those equal that many fewer sentries to deal with. Run up and sacrifice a grunt or two taking down their HQs. ![]() Top Albums of last Week ![]()
Last Edited By: Bacardi Bat 151 27-Feb-08 21:10.
Edited 1 time.
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#39 | |||
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I disagree with the grenades exploding when they hit the guardian shield. If they did that, then they should also explode when they hit a wall. i.e., no more
bouncing around corners.
When I play as marines vs. greys, I often try to bank the grenades so that they land in front of the guardian. You can't simply fire grenades straight at them and expect good results. ![]() Top Albums of last Week ![]() |
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#40 | |||
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You can't simply KNOW that there is a guardian ahead. And you're mixing things up a bit, Do grenadse bounce from force field? No, they explode on
touch. What is a closer resmblence to guardian shield - wall or force-field?
LSN Name: Duke Garland Alliance: Rock'n'Roll Suicides (captain) Location: Ukraine, GMT+2 Specialist: League of Ordinary Gentlemen (captain) The logic of war seems to be that if a belligerent can fight, he will fight - Rudy R. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
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