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Galactic Battlegrounds l Clone
Campaigns l General Strategies Strategy: Clone Campaigns. Troopers are very good at killing villagers Use medics. Troop wars often involve strike/counterstrike moves where you dont' commit your entire army to the battle. This means that you can do quite a bit of healing on your units. Take advantage of the early medic that you can build and heal your fighting force. Pay attention to what the enemy is doing. Continue to make good use of your scout. Is he making a spaceport? This suggests that he will be heading to T3 soon. Is he mining nova? Again, a suggestion that he is going T3. Is he mining ore? Be prepared to face an onslaught of towers and don't worry about him hitting you with mass troopers at home. Information can also clue you in to where to strike. Many players are aware of the carbon vulnerablilty and will make good use of walls to defend that carbon. Consider striking their nova, or food operations instead. Power your econ by using buildings correctly. We have already identified that
carbon is a key resource, so be sure to make your carbon collection as efficient
as possible. This means building 2 carbon collection sites early in the game
and replacing your initial carbon site in TL2. Keep the distance that your workers
walk to a minimum and you will find that you have a great deal of carbon on
your hands. All of this is fine until you hit TL3 and that is where the problems start....
Although Strike Mechs are the listed counter to troopers, there is a bit of a problem. Here is a quick synopsis of the problem. Strike Mechs are much more expensive (100C/50F compared to the 35C/25F for troopers) Strike Mechs build much slower than troopers (:30 compared to the :16 for troopers) Strikes aren't that effective at countering a trooper mass. Thy can take troopers at about a 4:1 ratio, but getting enough strikes fast enough to counter the horde of troopers produced in T2 is an almost impossible feat. Grenaders can be added to the mix to further deter the use of strikes. Most players will have two or more troop centers up by the late stages of TL2. In contrast, players often only have 1 mech center up. The combination of build times and 2:1 ratio of buildings allows the trooper based player to easily keep pace with the 4:1 standards of trooper vs mech wars. Combine this with the increased cost of the mechs and you can see that a player will have a difficult time. Factor in grenade troopers which most players will face and you can see that difficult becomes almost impossible. One of the most effective trooper countering unit is the fighter. This is largely due to two things. The first is that troopers can do absolutely nothing vs fighters. The second is that players are frequently massing their troopers at home. This means that while they *could* make AA troopers, they have to get those AA troopers from their base to the enemy's base in time to avoid getting crushed by fighters. This can be enough of a respite to force the attacker to recall his force. Notice in the lower screenshot how I lost an entire army of h.troopers to 3 fighters simply because I couldn't get my AA there in time. This is a big contrast to the mech vs trooper battle because at the very least, troopers can do some damage to the fighters. Here is a little bit of mathematical detail on the units to help understand the situation in a bit more depth: Strikes: 80HP, does 16pts of dmg to a trooper and 15pts of dmg to a hvy trooper*
20 unupgraded troopers face 4 strike mechs. Each volley from the troopers will
do a total of 60pts of damage to the mechs. This means that 2 volleys will kill
one mech. As both of these units are ranged, how quickly you destroy the opposing units
make a very large difference. Running across a Troop War player who doesn't
upgrade their troopers is a very rare thing indeed. Damage strikes do to troopers Damage strikes take from troopers Unit fire rates Unit build times Unit costs Lets look through them one by one. For the first, a slight increase in damage may end up being ineffective as the key factor is to quickly kill troopers. For example, a +1 dmg really won't change things by much as mechs will still require 3 hits to take out a trooper. By upping the dmg they do to a base of 19pts on the other hand (+3pts), they will take out even upgraded troopers in 2 shots. I think that will change the dynamics pretty significantly. It also doesn't weaken hvy troopers that much as it will still take 3 shots for a strike to kill a hvy trooper. This keeps the incentive to upgrade your trooper army there, which is a good thing. The second factor can also be a powerful way to make troopers ineffecitve against mechs. Lets assume that everyone upgrades their troopers (which is a fairly reasonable assumption). This means that troopers are doing 4pts of damage to a strike mech and your standard army of 20 troopers can knock down a strike mech in one volley. I personally think that dropping the base dmg that a trooper does to a mech down to 1pt would be a good move. This would be very similar to the relationship between skirmishers and knights in Age of Kings. While troopers would retain the ability to fight back against mechs, they would do very little damage to them. That 1pt of damage is deceptive, because for most all players it would really be 2pts of damage. This means that the standard army of 20 troopers would take two volleys to kill a strike mech. Could make for some interesting games. Changing both of these dynamics more than likely has to be done carefully.
As I understand, any changes have to be done to the entire mech line. That is
a bit disconcerting as troopers are probably the best counter to Mech destroyers
and I would hate to see that changed. I am actually suprised that they can't
tweak the unit vs unit bonuses individually. For example, Strikes appear to
have about a +12 bonus against troopers where as Mech D's only have a +5 bonus
against troopers. What about build time? As discussed, the ability to quickly mass troopers compared to the slow build up rate of strikes ia an important factor. However, changing the build rate of strikes has consequences beyond Trooper Wars. Strikes are currently in contention with Fighters as the dominant raiding unit. Strikes currently have a *slight* advantage over air, but not enough of an advantage to make Fighters completely useless. Dropping their build time may upset this already delicate balance. Increasing the build time of troopers is also an undesirable change as it would esentially slow down the pace of the game. Right now it is enjoyable to be able to get an army out fast and begin combat. The Age of Kings engine was plauged with slow starting games and the good folks at Lucas Arts have done a superb job of speeding things up with Star Wars. There is a similiar argument against altering the unit costs of either units.
Suffice to say, it would make strikes that much more desirable as a raiding
unit and would make the game combat that much slower to increase the cost of
troopers. At this point in time, I am inclined to suggest one or all of the following balance changes to the game: Increase the base dmg that strike mechs do to troopers by +3 to allow strikes the ability to take out troopers in 2 shots, while taking out hvy troopers in 3 shots Decrease the base dmg that troopers do to Strike Mechs to 1pt, allowing for upgraded troopers to do 2pts of dmg to mechs and upgraded hvy troopers to do 4pts of dmg to strikes. However, do so in such a manner that does not underpower the trooper line against mech destroyers. The real path to take may be more obtuse than this. As the MFO Forumers have pointed out, the evolution of Trooper Wars came about from several seemingly unrelated factors. Troopers themselves were untouched by the xpack, but changes such as the increased productivity of the nursery and decreased power of the fighter were the driving forces. Perhaps there are changes that can be made such as that which would steer the game into new frontiers of strategy. You, the readers of this article and the players of this game are the people most qualified to make these suggestions. Lucas Arts has shown themselves to be a company that is out there on the zone and in the forums playing and listening to the gamers. Now all you need to do is speak up. (top) |
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