AidanNauts plays of dropping 20 welders randomly on the map every few minutes seemed pretty weird to me Didnt seem to have that much of an effect, no? Seemed like it'd do much more if they were 3x the number maybe
I was trying new stuff. While I believe Abductor drops have the capability of being powerful, it wasn't nearly as effective as t2 bombers or nuke bombers could have been because of the huge amount of apm (on average) that making drop plays this this takes. I learned a quite a bit about Abductors doing these silly plays. You can set up repeat queues for Abductors, but the queue order has to be Load-Unload-Unload-Unload-Unload. It seems there is logic for the Abductor to load continuously, but it can only unload one unit per unload order. You can right-click-drag unload orders, but they have to be spaced a certain distance apart from each other, about 250 range(?). However the actual allowed spacing for unloading units can be much smaller than that. So if you know what you're dropping, you can stack multiple right-click-drag queues next to each other. That way the Abductors waste less time moving to their next unload location. (I learned this only after the game unfortunately) You can have Abductors hold fire, and then set targets on whatever target you want them to stun. The best use case for this is for stunning anti-air on the ground. Abductors can tank a few flak shots before going down, so saving the Abductor stuns for flak is the difference between unloading units and losing them to the sky. I also learned just how expensive the drops can be. It's feasible to do these drops at the fusion level (~2000 energy), but you have to make sure the Abductors survive to keep it going. If you start pushing deeper and letting them die, you would need a few AFUS to sustain the play. Overall, I will accept that my drop plays were weak. I still strongly believe that they can be much stronger if I can get them refined.
Oh yeah, another thing I forgot to mention. I was making Welders and Archangels for the anti air. Unfortunately, Abductors like to pick up only one unit type with an area load command. So most of the time, my Abductors were stacking the archangels together, and when that gets shot down im losing effectively all my anti air. Next time, Im probably going to just make fighters for initial anti air.
1:06 if that's the game I think it is, that's a fun one. Cool take on a strategy game with no armies or fighting in that traditional manner. Offworld Trading Company is the one I'm thinking of, takes place on mars.
Unironically a great game, scrappy af
Just two sad men in a pond bashing each other with sticks while everyone around us had nukes. It was definitely an experience.
keep clicking this for evil laugh loop: 4:55
Somehow this man has the best evil laugh I've ever heard.
AidanNauts plays of dropping 20 welders randomly on the map every few minutes seemed pretty weird to me
Didnt seem to have that much of an effect, no? Seemed like it'd do much more if they were 3x the number maybe
I was trying new stuff. While I believe Abductor drops have the capability of being powerful, it wasn't nearly as effective as t2 bombers or nuke bombers could have been because of the huge amount of apm (on average) that making drop plays this this takes.
I learned a quite a bit about Abductors doing these silly plays.
You can set up repeat queues for Abductors, but the queue order has to be Load-Unload-Unload-Unload-Unload. It seems there is logic for the Abductor to load continuously, but it can only unload one unit per unload order.
You can right-click-drag unload orders, but they have to be spaced a certain distance apart from each other, about 250 range(?). However the actual allowed spacing for unloading units can be much smaller than that. So if you know what you're dropping, you can stack multiple right-click-drag queues next to each other. That way the Abductors waste less time moving to their next unload location.
(I learned this only after the game unfortunately) You can have Abductors hold fire, and then set targets on whatever target you want them to stun. The best use case for this is for stunning anti-air on the ground. Abductors can tank a few flak shots before going down, so saving the Abductor stuns for flak is the difference between unloading units and losing them to the sky.
I also learned just how expensive the drops can be. It's feasible to do these drops at the fusion level (~2000 energy), but you have to make sure the Abductors survive to keep it going. If you start pushing deeper and letting them die, you would need a few AFUS to sustain the play.
Overall, I will accept that my drop plays were weak. I still strongly believe that they can be much stronger if I can get them refined.
Oh yeah, another thing I forgot to mention. I was making Welders and Archangels for the anti air. Unfortunately, Abductors like to pick up only one unit type with an area load command. So most of the time, my Abductors were stacking the archangels together, and when that gets shot down im losing effectively all my anti air.
Next time, Im probably going to just make fighters for initial anti air.
1:06 if that's the game I think it is, that's a fun one. Cool take on a strategy game with no armies or fighting in that traditional manner. Offworld Trading Company is the one I'm thinking of, takes place on mars.
Oh yeah he clarifies the name. That's it haha
That was hilarious lol
It's always real fun being against people that you're in discord with. Nothing quite like the banter that comes from that.
Heck yeah.