Forged Alliance Forever Forged Alliance Forever Forums 2013-02-11T10:03:39+02:00 /feed.php?f=2&t=2713 2013-02-11T10:03:39+02:00 2013-02-11T10:03:39+02:00 /viewtopic.php?t=2713&p=29937#p29937 <![CDATA[Re: SACU replay]]> viewtopic.php?f=2&t=1908

Statistics: Posted by ColonelSheppard — 11 Feb 2013, 10:03


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2013-02-11T03:29:41+02:00 2013-02-11T03:29:41+02:00 /viewtopic.php?t=2713&p=29913#p29913 <![CDATA[Re: SACU replay]]> Statistics: Posted by Astrofoo — 11 Feb 2013, 03:29


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2013-02-10T12:49:14+02:00 2013-02-10T12:49:14+02:00 /viewtopic.php?t=2713&p=29808#p29808 <![CDATA[Re: SACU replay]]> viewforum.php?f=52

Statistics: Posted by Ze_PilOt — 10 Feb 2013, 12:49


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2013-01-08T15:24:37+02:00 2013-01-08T15:24:37+02:00 /viewtopic.php?t=2713&p=26773#p26773 <![CDATA[Re: SACU replay]]> Statistics: Posted by TheGodFather3 — 08 Jan 2013, 15:24


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2013-01-08T15:13:14+02:00 2013-01-08T15:13:14+02:00 /viewtopic.php?t=2713&p=26770#p26770 <![CDATA[Re: SACU replay]]>
Master_Vallex wrote:
for me this replay proved 2 things:
a) setons player have no idea how to make an acu immortal for the lategame :)
and b) truuu is a freakin ghoster

SCUs are not op, they are finally being used. it is super easy to counter them with stuff like personal shield, prebuild torp launchers etc etc etc.


Master, why is he aghost? What time and why plz, i will look later.

Statistics: Posted by TheGodFather3 — 08 Jan 2013, 15:13


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2013-01-07T17:41:33+02:00 2013-01-07T17:41:33+02:00 /viewtopic.php?t=2713&p=26686#p26686 <![CDATA[Re: SACU replay]]>
Mr-Smith wrote:
realy? than im going to make one :D i always found it anoying


You also want the mod that confirm the destruction of an ACU then :)

Statistics: Posted by Ze_PilOt — 07 Jan 2013, 17:41


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2013-01-07T17:36:25+02:00 2013-01-07T17:36:25+02:00 /viewtopic.php?t=2713&p=26685#p26685 <![CDATA[Re: SACU replay]]>
(actually not sure if GAZ already does it, but i use both anyway)

Statistics: Posted by Myxir — 07 Jan 2013, 17:36


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2013-01-07T17:32:29+02:00 2013-01-07T17:32:29+02:00 /viewtopic.php?t=2713&p=26683#p26683 <![CDATA[Re: SACU replay]]> i always found it anoying

Statistics: Posted by Mr-Smith — 07 Jan 2013, 17:32


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2013-01-07T14:46:23+02:00 2013-01-07T14:46:23+02:00 /viewtopic.php?t=2713&p=26662#p26662 <![CDATA[Re: SACU replay]]> Statistics: Posted by ColonelSheppard — 07 Jan 2013, 14:46


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2013-01-07T14:43:14+02:00 2013-01-07T14:43:14+02:00 /viewtopic.php?t=2713&p=26660#p26660 <![CDATA[Re: SACU replay]]> Statistics: Posted by Ze_PilOt — 07 Jan 2013, 14:43


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2013-01-07T14:38:32+02:00 2013-01-07T14:38:32+02:00 /viewtopic.php?t=2713&p=26659#p26659 <![CDATA[Re: SACU replay]]>
-_V_- wrote:
If you could reclaim a non finished enemy structure...


thats not the points, your enemy needs 5 seconds in order to selfdestruct the energy storrage, in this tie you can do everything with it, reclaim, capture run away
esspecially if you have shield

thats just my idea of how to counter

Statistics: Posted by ColonelSheppard — 07 Jan 2013, 14:38


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2013-01-07T13:18:47+02:00 2013-01-07T13:18:47+02:00 /viewtopic.php?t=2713&p=26656#p26656 <![CDATA[Re: SACU replay]]> Statistics: Posted by Ze_PilOt — 07 Jan 2013, 13:18


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2013-01-07T13:24:32+02:00 2013-01-07T13:15:04+02:00 /viewtopic.php?t=2713&p=26654#p26654 <![CDATA[Re: SACU replay]]>
The instantaneous aspect of the tele makes a huge difference. You won't have time to see it on radar or time to build defenses where the attack will happen.
Best you can do is spot for the moment the SACU is on tele, but even monitoring requires ress (eye + power to run it) + attention time.

Not sayin' it's not counterable, it's just a bit too powerful/convenient to use that to turn the tides completely.

There are some things that are a gamble in this game :

- mercies -> you can spot them and stop them easily and they CROSS the map before they hit
- telemazer -> you can spot it very easily, and if it fails, then you lose a PLAYER
- etc.

Overall either the units have to CROSS the map or the fail of the attempt has disastrous consequences. That is true except for the tele SACU.

Well there will be other replays in the 2 months time frame , so let's see how it turns out.

Statistics: Posted by -_V_- — 07 Jan 2013, 13:15


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2013-01-07T10:20:52+02:00 2013-01-07T10:20:52+02:00 /viewtopic.php?t=2713&p=26650#p26650 <![CDATA[Re: SACU replay]]>
-_V_- wrote:
It costs some ress (not so much relatively, in such games)


It's a gamble. A teleporting SCU is 40 T2 torpedos bombers or 8 T3 bombers. That's not insignificant.

Statistics: Posted by Ze_PilOt — 07 Jan 2013, 10:20


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2013-01-07T08:40:45+02:00 2013-01-07T08:40:45+02:00 /viewtopic.php?t=2713&p=26644#p26644 <![CDATA[Re: SACU replay]]>

I made a very poor judgement though going for t2 torp launcher, but in the heat of the moment I didn't think this through really well and just figured t2 launcher would toast the t1 launcher easy, and I was expecting that 2 comms would build fast enough to counter or at least make it neutral. Mistake obviously.

Mistakes were done. But still, you won't get off my mind that only the SCU should be allowed to teleport!

It costs some ress (not so much relatively, in such games) but hey you can gain a LOT if it succeeds and if it fails, you just "meh" and try another. No biggie. You don't even leave a juicy wreck to your opponent.
At least if you lose your SCU, first you lose one player, then you're probably facing unit limit. You can benefit a lot from the tele or lose a lot either way. You just don't do it "for fun".

That being said, for the time being I'll be happy enough if CTRL-King the E storages wouldn't cause 2K damage. 2K damages for the E storage is rather ridiculous anyway.

Statistics: Posted by -_V_- — 07 Jan 2013, 08:40


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