nan2 adv/hvy scout

Tactical advice, How-to, Post-mortem, etc.
Gandalf2
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Post by Gandalf2 »

...or reducing the sig on your basic sf by 5%-10%?

If the other team go tac, paying the $7.5k or whatever for adv. scouts is going to slow you down a bit trying to get other stuff, and since you're playing against tac, you're probably quite skint. So yeah it would help but I think it would be an option out of a couple to choose from, rather than a certain one. eg it might mean you can't buy bombers for a bit.

Thinking along these lines some more... perhaps an adv. scout-pimped bomb run against basic sfs might be pretty hard to defend against, those hunter-equipped sfs could find it pretty hard to get in range, without some change to scan range, or tac's sig.
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Jimen
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Post by Jimen »

Exactly - especially if nan2 is moved to garr too as many are suggesting. Without the extra cost of the garr upgrade, not only do you get nan2 adv scouts for about the same price that your foe pays for a tac and util2 SFs (or an equivalent amount of enh tech from any other techbase), but you get a head-start since building and planting the tac con takes a few minutes. Not only is it a massive boost to early-game aggressiveness (including con pushes and bomb rushes), but there's some nasty faction-specific strategies that can be done. For example, TF: nan2 adv scout bomb rush at 6 minutes? YES PLEASE
Last edited by Jimen on Fri Aug 06, 2010 8:22 pm, edited 1 time in total.
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Weylin
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Post by Weylin »

Factions that have especially powerful scouts could be excluded from this, as you mentioned, TF, their Adv scouts get TWO nannites, make that duel nan2s and you got a run that a whole team of heavy interceptors wouldn't be able to spike. Having that happen in the first 10 minutes would be disastrous, TF is already good enough as it is.
Hellsyng
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Post by Hellsyng »

Just make it so you need a techbase for adv.
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Camaro
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Post by Camaro »

How about we just restore Scouts to their A+ days?
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Archer14
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Post by Archer14 »

TF dual nan adv scouts + bomb runs right at the start = the other team losing bases and probably the whole game right there.
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Gandalf2
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Post by Gandalf2 »

Gosh, read the thread properly, at least two of us have suggested requiring a techbase too. So that's a tecbase from a slow-ass TF con and 6 minutes to research adv scouts & bombers & the money for all that. Presumably you want a forward base to bomb from too (more slow cons). Sure you could still "bomb early" but it wouldn't be completely broken.

Also do adv scouts have dual nans, I thought it was hvy scouts only but I might be wrong.
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spideycw - 'This is because Grav is a huge whining bitch. But we all knew that already' Dec 19 2010, 07:36 PM
Hellsyng
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Post by Hellsyng »

Archer14 wrote:QUOTE (Archer14 @ Aug 8 2010, 05:24 AM) TF dual nan adv scouts + bomb runs right at the start = the other team losing bases and probably the whole game right there.
Please read the thread before posting like an idiot.
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Jimen
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Post by Jimen »

Gandalf2 wrote:QUOTE (Gandalf2 @ Aug 8 2010, 08:45 AM) Also do adv scouts have dual nans, I thought it was hvy scouts only but I might be wrong.
The adv scouts have dual nans, the hvy scouts have three gunmounts in addition to dual nans.
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