So Is This Mod Still Being Updated?
Posted 16 December 2006 - 07:21 AM
Oooh, I just can't wait to play this mod again. And my other favorite mod been updated since I last looked at it, too. MUST PLAY NOW!
This post has been edited by Magus15690: 16 December 2006 - 07:21 AM
Posted 13 May 2007 - 01:36 AM
I haven't found Apocalypse tanks such a worry, playing against the AI. Genesis Enforcers loaded with Shiners do a good job on Apocs provided you meet them more than halfway from your base - both the Enforcers and the Shiners deployed inside them out-range Apocs, so you hit and run against them (of course a slug-out is suicide). I've done this on maps which are too poor to fund more high-tech approaches or too small to allow the time for high tech.
I find Catastrophes more of a problem - they have lower firepower but excellent range. Fortunately for me on small / poor maps the AI builds Apocs and rushes with them without long-range support from Catastrophes or even Quads (it's usually wasted its Quads in a premature rush earlier).
IMO the biggest problems in 5.0 (apart from Internal Errors) are:
* Armageddon is too powerful.
* The 100% cost penalty for Genesis' factory units if a Venagenium is present. So I scrap the Venagenium as soon my Airbase is built and then I go for a big fleet of Ravens (which slaughter tank groups and only have trouble against massed Quads, since the Sentinel AA units are so slow the Ravens just go round and hit Nemesis from the other side).
Posted 19 May 2007 - 07:26 PM
Perhaps, but it makes Genesis' strategy monotonous - a simple race to get a decent airforce (on large, fairly rich maps; on small or poor maps Enforcers loaded with Shiners are the backbone of Genesis). OK, the air build-up is time-consuming and requires careful defence, but after that it's like shooting fish in a barrel, at least against the AI (if I played Nemesis I'd built about 20 extra Quads as soon as I saw more than 6 Genesis planes built).
So for balance and variety:
- Nemesis needs good but expensive air defence. Expensive so Nemesis has to choose between this and and a tank rush.
- Genesis's cost penalty for having a Venagenium needs to be removed or minimal. At present it's not economically viable to build ground vehicles other than Leviathan after placing a Venagenium. That means Genesis would have to build all ground units except Leviathan before placing a Venagenium, and replacing losses would still be expensive. It also means Genesis has to commit itself strategically to a greater extent than Nemesis does - (1) ground attack led by Orchids if no Venagenium built; (2) ground attack led by Leviathan and supported by previously built Orchids if Venagenium built and not scrapped; (3) air attack if Airbase built and Venagenium scrapped. (1) should fail against a layered Nemesis defence with Apocs in front and Catastrophes behind. (2) is not reliable as Nemesis air defence units can shoot down Leviathan's shells while Apocs supported by Catastrophes counter-attack; (3) is slow to build but pretty reliable, especially as it only takes a few aircraft to demolish a tank rush while Genesis is building a large enough airforce to attack (and Ravens are fast enough to switch quickly between raiding, defence and all-out attack).
This post has been edited by philcha: 21 May 2007 - 12:28 PM
Posted 23 June 2007 - 12:42 PM
This post has been edited by philcha: 23 June 2007 - 02:10 PM
Posted 24 June 2007 - 12:48 PM
Nemesis harvesters work just fine when I last checked.
EDIT: I just got upgraded to sargeant major. What's up with that?
This post has been edited by Nemoricus: 24 June 2007 - 12:49 PM