Plagueis wrote:TNT wrote:But even if you ignore all that, let's go back to the point I made that you ignored.
Exactly which single unit does enough damage, is fast enough to cover the distance and can break or ignore the walls to the well buried barracks before multiple additional waves?
The answer is there isn’t. Not against a well designed base and not in one shot. With really tough bases you might have to deploy only a few jets or jumps at a time in between ways and whittle your way to the barracks. This isn’t the case with all bases of course and in many cases I’ve come across rebel bases with barracks that are nearly out in the open or behind maybe a single row of buildings. That’s not good defense. To answer another question: I wait for the second wave to spawn against tough bases. The last thing I need is a bunch of GR distracting and stopping my jumps in front of a line of sonic turrets and at the exact moment vader trips the SC. It’s almost like the harder the base is, the more you have to approach it like a squad war base. I’ve also had many a rebel lure the first wave and mow through my near maxed 10 imp base with barracks buried as far as they can be. This was before my GR was in the 9-10 range and my rodians were lvl 8. Before that it was a 50% roll-fest with the typical attacker using 1-2 landseers on a bunch of jets at the moment my GR rodians engaged them, allowing the jets to simply run them and the barracks over. I’m assuming most of my opponents have at least lvl 7 jet skins.
On the topic of Rodians making all non-jets useless, the same holds true for most other units, including imperial ones against buffed turrets and even rebel guard reserve. A few waves of high level rebel reg GR with trooper skin can be absolutely devastating to a jump attack. The only argueable unit is the cold mhc, which still has a wacky tendency to get within range of buffed rockets and other turrets before firing, especially if buildings are in front of those turrets or there is a break in a wall somewhere else. Hoth is a strange beast right now.
Personally, I think imps would be ok without GR snipes at least having the burst turret advantage to work with now and because as other rebels here have admitted, GR snipes aren’t that tough to deal with anyways. IMO it’s better to have more GR that spawns more often to slow an attack vs. a few that only work if the attacker lacks strategy or flat out messes up. There’s more flexibility and reliability that way even if the overall defensive potential is lower. On hoth we would just run dew GR with int-4 skin and mhc GR with cold mhcs skin. On all other worlds it would probably be GR storms and dews/bikes.I'll state my point again: there is no complex strategy, Rodians effectively make all non-jets unusable.
I can't judge if taking out the Rodian Snipers GR will fix the GR to be more doable for other units as most Imperials run them.
Ironically, Imperials can actually judge that better as they never face sniper GR of any kind.
What I do know is, that when I face unskinned snipers I still occassionally fail, however it feels a lot fairer.
On the At-Act I don’t think it’s the damage and health that makes as much of a difference as the additonal units that continually spawn. In most cases, the walker pops a few shields and gets left in the dust by jumps, walking around and not really doing much as long as the jumps stay alive. The storms however seem to engage more buildings and do a good job of distracting sonic blasts away from the At-Act. Cold At-Mp MKIII should be a beast but without those additional troops the At-Act produces, it seems pretty reasonable.
I would argue that only against a base that has it's barracks outside of shields that other units might be viable.
Indeed, skinned light infantry GR seem unimpressive, but I'll be the first to admit I've underestimated them more than once. The sheer numbers with which they show up with buffs gives them a real punch for both Imperials and Rebels alike.
I've been thinking for quite a while that the current way that GR works may be too much period. But it's hard to gauge accurately.
I'm never really impressed by the extra units my lvl8 senator leia spawns. But I think that it might be a case of one of the times where the ATACT being so slow is an actual advantage for it. It allows it to spawn more units compared to Leia who is liable to run into sonic/burst turret range when a new wave of units spawn.
You know what, I think we agree and understand eachother.
