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 Post subject: naval transport + amphibian
PostPosted: Thu May 07, 2009 12:43 pm 
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Tough Nut

Joined: Sat Feb 28, 2009 7:39 pm
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How funny this exploit i saw today...

the guy buys 2 amphibians and a sea transport and he basically screws up my leviathan unit.
What kind of lame exploit is this that the transport is too far away for my leviathan to engage it but it moves so fast and drops off these faster movers next turn so that they can attack me twice and surround me before i can hit one. In the end the leviathan gets severely damaged along with one of the 2 amphibians...count the $ difference.

Ah... funny enough if you try to pursue... the guy loads the amphibians in the transport and it speeds up escaping the leviathan and its huge range and the threat remains because they can reach my leviathan next turn anyway since they move faster than it.

To say that this is ridiculous says nothing indeed. We're talking of the most expensive unit in the game, outmanouvered by a 2$ unit which can move from outside its firing range and hit it with its cargo.
A good set of 3$ units....who also outmanouver the most expensive unit in the game.

I didnt think these exploits were so important but witnessed first-hand that this combo makes the leviathan really useless. The most expensive unit in the game needing escorts from a sea transport...

May the lamest guy win!


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 Post subject: speed & flexability
PostPosted: Thu May 07, 2009 7:04 pm 
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Conscript

Joined: Sat May 26, 2007 1:16 pm
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I have always used the transport w/amphibs with good results. Lame might be harsh for a strong tactic that takes out the big boy. Combine that Leviathin with a couple of destroyers and you put a crimp on the speed and power of the transport + amphibs.

I'm sure you realize you got plenty of hitpoints but you got to get close to hit that transport. Maybe next time try some speed with flexability on the sea or land.

Thats why this game is played by us, lots of ways to win or lose.

Yellowfoil


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 Post subject:
PostPosted: Fri May 08, 2009 12:16 am 
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It takes time to learn all the exploits...put down the situation in a realistic fashion and imagine a higgins boat sinking the USS Enterprise.

On the other hand, how can a transport be so fast as to escape the long range guns of a combat vessel... i don't know, by definition transports are supposed to be slow and even slower when loaded while in this game all transport type are so fast they escape long range weapons of all kinds...maybe not the bombers but you see.... it takes more than a single bomber to sink a transport like bombers carry flowers, not bombs. With 4 HP it takes 2 rounds with at least 2 bombers each turn. Figure if u have 2 bombers it's 6$ worth and it takes you 2 turns to sink such a transport whose value is 2$. Ridiculous.

I don't know it all seems very very gamey to me. Transport themselves being able to capture a capital, like they were combat troops...and they have too many hitpoints, it takes rocket launchers to kill them not to mention what can be done with these sea transports + amphibians...comic, not fun at all, spoils the game for good.


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 Post subject:
PostPosted: Fri May 08, 2009 1:18 am 
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Developer
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Posts: 791
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If i can damage a 4hp transport by smallfoot or bunker, i do it.


Last edited by Jedi_Knight on Fri May 08, 2009 2:36 am, edited 1 time in total.

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 Post subject:
PostPosted: Fri May 08, 2009 2:14 am 
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Levy

Joined: Fri Apr 17, 2009 10:09 am
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"It takes time to learn all the exploits...put down the situation in a realistic fashion and imagine a higgins boat sinking the USS Enterprise."
Why on earth should this game be realistic. There are no bullfrogs in real life. Though, hm... Just enjoy it the way it is.


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 Post subject:
PostPosted: Fri May 08, 2009 3:31 pm 
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Veteran
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Location: Norway
When talking exploits and amphibs, I think the possibility of the amphibs to travel with up to 4 transports sequentially in the same turn is not promoting gameplay. That gives them a possible range of 24 hexes. This chain transporting is a flaw that goes contrary to the logic behind the turn based genre I think. But then if any form of chaining is removed it would make the games more slow and less aggressive.

What about only allowing units to only load and unload once each turn? That would allow a two step chain if the units were already loaded at the start of the turn, but they can then not unload in the end of the turn to attack. That will make the maximum attack range of the amphibs to 9, which is still better than the Leviathans range of 8. So they can still be out of range and make a quick attack, but not from the other side of the map ;)


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 Post subject:
PostPosted: Sat May 09, 2009 1:03 am 
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Tough Nut

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Take the transport 2$ and add just 3 amphibians inside, that makes 11$ doesn't the leviathan cost 10$?

Then compare the moving range of this lame exploit to the moving range of the leviathan and add the fact that even with its huge attacking range and firepower (combining 2 weapons makes a 5HP dmg) the leviathan is a sitting duck against this combination. Its cargo will arrive on the leviathan and there's nothing the leviathan can do about it.

Now Leviathan hits 5, those 3 amphibians taken to combat range through the umbrella of the leviathan defenses make a total of 6 dmg.

What the hell are we talking about here?

Is it normal that a transport can beat the range of the most expensive unit in the game and that its cargo can render it a sitting duck?

Mah... the design of the whole transport thingy is wrong in my opinion, not just the sea transport. This issue could be solved by just not allowing the amphibians inside the sea transports but the problem remains. A land transport is not a combat unit and cannot be allowed to capture a capital and destroy its bombers...needless to say a non combat unit should never be allowed to invade a country...arrive to the border and unload troops in the contested nation at least. If the nation is already invaded that's another pair of hands, in that case i would allow it but things being what they are, for just 2$ you get a unit that makes more damage than a rocket launcher, really.

Look at the tank unit... it costs the same, moves half and it needs to hit the transport itself twice to destroy it...that's so wrong.

it really appears to me that the most powerful units in the game are transports. It takes a rocket launcher to destroy one but it's so fast it is always beyond range...at least when loaded, a transport can't be allowed to move that fast. That's my opinion at least...then do whatever you please with the game and may the lamest guy win with his gamey tactics.


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 Post subject:
PostPosted: Sat May 09, 2009 3:01 am 
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Developer

Joined: Mon Apr 28, 2008 10:39 pm
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Hi GShock74!

Do you know what is the most important part of the war? It's not the devastating weapons and mighty tanks. The most important part of war is logistics. Cut off the supplies and all your troops will be just decoration of the battlefield. Modern war is based on mobility. So you are right - the most powerful units are transports - both in the game and in the real life.


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 Post subject: boo hoo
PostPosted: Sat May 09, 2009 10:10 am 
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Conscript

Joined: Sat May 26, 2007 1:16 pm
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Sounds like you need mommy to fix your leviathin problems. Maybe she will tell you to build some transports and learn to use them. The only LAME thing is you crying...Learn to adapt


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 Post subject:
PostPosted: Sat May 09, 2009 12:18 pm 
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Sea Wolf
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dai gshock un po' hanno ragione loro, :) quando avrai piщ esperienza capirai come affrontare il leviathan...gli anfibi in genere (quando и possibile comprarli) sono il suo nemico piщ letale!

gshock they are right, :) when you'll learn by experience you will find a good way to face leviathan...amphibians in general(when it's possible to buy them) are his letal enemy!

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 Post subject:
PostPosted: Sun May 10, 2009 12:13 am 
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Tough Nut

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As i said, may the lamest man win with the most gamey tactics possible.

Got a game where a tank needs 2 shots on a transport...then the transport unloads the mother-mother of all monsters from its cargo and bye bye tank.

And bye bye MAN2 for me.


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 Post subject: Re: naval transport + amphibian
PostPosted: Sun Aug 23, 2009 8:18 am 
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Tough Nut

Joined: Thu Feb 26, 2009 7:34 pm
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Location: Sussex, UK
So you made a bad decision and bought a leviathan you couldn't defend.

Bad choice - but good lesson. Leviathans are deadly - if used wisely.

Wisdom comes from making these bad choices and learning from them

You could choose to learn from that lesson or run away crying - your choice.


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 Post subject: Re: naval transport + amphibian
PostPosted: Sun Jun 27, 2010 6:46 am 
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Leviathans are fair game if you dont defend them, the amphib+transport combo is so easy to beat, I love it when people use it. escort the levs with atleast 3 + destroyers. and if u can a few battle ships. The key thing to remember is, if your lev takes out three amphibs, thats 9 pts (cost), as long as your lev is alive, even by just 1 point, you kicked ass. Ive had levs running about on 1 point hidding behind a row of destroyers obliterating the enemy for like half a game, in the end they didnt die. I dont think its unbalanced at all.


Is it fair that in chess the queen can be taken out by a pawn...its all down to how you use them. And as they say, if you cant beat them, join them, use transports and amphibs yourself.


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 Post subject: Re: naval transport + amphibian
PostPosted: Fri Aug 31, 2012 4:07 am 
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Conscript

Joined: Tue Mar 31, 2009 11:57 pm
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massive assault gave me a glorious lession in amphibs abuse, but yes cover your levis with destroyers or empty naval transports.

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Speed always wins the day.


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 Post subject: Re: naval transport + amphibian
PostPosted: Fri Feb 26, 2016 3:21 am 
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Joined: Mon Oct 12, 2015 1:18 am
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It's all very helpful for me.
เล่นสล็อต


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 Post subject: Re: naval transport + amphibian
PostPosted: Mon Mar 07, 2016 6:34 am 
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Conscript

Joined: Fri Sep 25, 2015 4:49 am
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f you cant beat them, join them, use transports and amphibs yourself.
royal1688 เข้าไม่ได้


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