T2 Stationary Artillery

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T2 Stationary Artillery

Postby Um ZiniZini » 11 Aug 2016, 11:46

Could someone post me a few pro replays where these units are actually used in a viable situation. T2 Artillery is very expensive all factions(1680 -2080 mass), when is it viable building t2 artillery instead of using the mass to: mass T2 land units, Rush T3, do something entirely different thats a better solution anyway than slow turret turning stationary t2 artillery?

A few replays should suffice, I don't care for petty answers like its used to attack heavy fortified positions.
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Re: T2 Stationary Artillery

Postby Hawkei » 11 Aug 2016, 12:21

It is viable if it prevents your firebase from being destroyed. It outranges T3 mobile artillery, sniper bots, megalith, and Fatboy. It is particularly effective at stopping Fatboy's. So essentially, these might be spammed up as a late game defensive structure. It isn't great for aggressive firebases, as TML and mobile T3 artillery will usually give better results. Against early and small numbers of T3 arty it isn't essential - as this function can be performed by a TML if you have one.

It can also be used as a stop gap shoreline defence against naval. If you can get them up in sufficient numbers and shielded they can hold off a T2 fleet and force transition to T3. Beyond this they are mostly useless.
Last edited by Hawkei on 11 Aug 2016, 12:24, edited 1 time in total.
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Re: T2 Stationary Artillery

Postby Turinturambar » 11 Aug 2016, 12:23

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Re: T2 Stationary Artillery

Postby IceDreamer » 11 Aug 2016, 13:01

The trouble is people see it as a defensive building. It is not. They should really be used in an offensive capacity. A single T2 Arty in range of the enemy's main base is a royal pain in the arse.
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Re: T2 Stationary Artillery

Postby Plasma_Wolf » 11 Aug 2016, 13:34

If you want to stop mobile units with artillery you'll definitely need more than one. They're a bit inaccurate and that hampers your effectiveness against single units or or a group of quick mobile units. Against experimentals, they'll do a nice bit of damage.

In FFAs they're particularly nice. This is one of those units that no one will notice until it's too late. Granted, you have to have a bit of quiet time while others fight among themselves but they'll regret not paying attention to you by the time you've got 10 of them.

I had 20 on a Four-leaf clover FFA once. Great area of denial :)
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Re: T2 Stationary Artillery

Postby TheCanadianJedi » 12 Aug 2016, 05:43

Hawkei wrote:It is viable if it prevents your firebase from being destroyed. It outranges T3 mobile artillery, sniper bots, megalith, and Fatboy. It is particularly effective at stopping Fatboy's. So essentially, these might be spammed up as a late game defensive structure. It isn't great for aggressive firebases, as TML and mobile T3 artillery will usually give better results. Against early and small numbers of T3 arty it isn't essential - as this function can be performed by a TML if you have one.

It can also be used as a stop gap shoreline defence against naval. If you can get them up in sufficient numbers and shielded they can hold off a T2 fleet and force transition to T3. Beyond this they are mostly useless.

They outrange all of those? Never knew that. I always thought that snipers and fatboys outranged them. Guess I might start building more of them then.
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Re: T2 Stationary Artillery

Postby keyser » 12 Aug 2016, 12:23

In 1v1, even you get it in range of opponent base, i still think it s not worth it, until it last for a few minutes. Effectiveness can also be reduced by shield.
Well maybe zlo can say otherwise.
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Re: T2 Stationary Artillery

Postby Um ZiniZini » 12 Aug 2016, 12:39

Hawkei wrote:It is viable if it prevents your firebase from being destroyed. It outranges T3 mobile artillery, sniper bots, megalith, and Fatboy. It is particularly effective at stopping Fatboy's. So essentially, these might be spammed up as a late game defensive structure. It isn't great for aggressive firebases, as TML and mobile T3 artillery will usually give better results. Against early and small numbers of T3 arty it isn't essential - as this function can be performed by a TML if you have one.

It can also be used as a stop gap shoreline defence against naval. If you can get them up in sufficient numbers and shielded they can hold off a T2 fleet and force transition to T3. Beyond this they are mostly useless.


this is true though they still kinda suck vs T2 navy, t2 arty misses a lot vs ships I found and if they were a little bit more accurate anyway it wouldn't take much micro to dodge the arty shells with salems or aeon destroyers
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Re: T2 Stationary Artillery

Postby Hawkei » 12 Aug 2016, 13:40

Um ZiniZini wrote:this is true though they still kinda suck vs T2 navy, t2 arty misses a lot vs ships I found and if they were a little bit more accurate anyway it wouldn't take much micro to dodge the arty shells with salems or aeon destroyers


You need to get a critical mass in artillery for best effect. Usually 5 or 6 is enough to deal enough damage. Manoeuvring destroyers can avoid them, but this eliminates focus fire. Once you get this critical mass of artillery they can begin to take out T2 ships in a single salvo, with wayward shots dealing indiscriminate damage to the fleet. It isn't a terrible investment considering that each gun is the cost of a T2 ship... and if he can't penetrate your layered shields this will probably encourage him to stand off until he can get T3 navy into play. Sure it isn't an excellent investment, but, when faced with the prospect of totally loosing your economy this does make it more attractive. Lets also not forget that if you are against Cybran and Aeon fleet their Battleship is still within range of T2 artillery.

Of all this you do need to come up with something else. Such as nuking his navy, T3 gunships, or spamming hover units. The artillery is only a small part of the strategy. The only thing it will buy you is time.
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Re: T2 Stationary Artillery

Postby biass » 12 Aug 2016, 14:16

t2 arty is more of an "i have lots of mass and no navy" thing

or on icelands you can just wall off and if you have plateu you can make arty and shell his main from safety
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