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| Supreme Commander Live Forums » Supreme Commander Forums » General Game Discussions » The best Bots? |
| General Game Discussions General discussions about SupCom. |
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#1 (permalink) |
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This is sorta bred from a thread I just started in the strategy forum, "T2, the tech that time forgot." It got me thinking about seige bots in general.
Now, Cybran & UEF Seige bots have shields (I think, I'm sure UEF do), yet Aeon don't. Trouble is, since we see almost no UEF vs Aeon replays (everybody plays Aeon, *snore*) it's hard to tell. The unit stats page on this site gave me the following info. Code:
land Unit #UEL0303
Titan
Siege Assault Bot
*
Class:
Indirect Fire
Stats
Max Health:
1000
Max Speed:
2.9
Resources
Build Cost Energy: 1000
Build Cost Mass: 1000
Energy Consumption: -
Weapons Damage Max radius/range Refire rate Firing Randomness
Heavy Plasma Cannon x1 50 32 2 -
Death Nuke x1 200 1 1 -
Tactical Warhead x1 5000 75 5 -
Nuclear Warhead x1 10000 1024 5 -
Death Nuke x1 200 1 1 -
Full Desctiprion
This Siege Assault Bot fires homing rockets out of it's head!
It also has some type of energy based weapons firing from the arms.
Code:
*
land Unit #URL0303
Loyalist
Siege Assault Bot
*
Class:
Indirect Fire
Stats
Max Health:
1000
Max Speed:
3
Footprint X:
-
Footprint Y:
-
Resources
Build Cost Energy: 1000
Build Cost Mass: 1000
Energy Consumption: -
Weapons Damage Max radius/range Refire rate Firing Randomness
Disintegrator Pulse Laser x1 50 32 3 -
Heavy Electron Bolter x1 5 32 3 -
EMP x1 1 1.5 0.5 -
Heavy Microwave Laser x1 200 22 1 -
Nanite Torpedo x1 75 32 0.5 -
Full Desctiprion
This Siege Assault Bot charges up it's gun and fires 3
consecutive projectiles that fly in a direct path trajectory.
Also has an ECM laser.
The stats give no info about shields (or the lack of) and seem to have grossly underestimated HP values (an awful lot of units appear to have '1000' hp). Interestingly, the Aeon Seige Bot isn't listed at all. This isn't a dig at the unit stats page, the feature is well thought out and very helpful, it just doesn't answer the question. So, I put it to you, who has the best Bots? Last edited by cyprian.pl : 03-08-2007 at 10:36 AM. |
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#4 (permalink) | |
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Quote:
Aslong as you've got the power to spare (for their shields) I suppose UEF bots definately look like the best bet atm. |
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#5 (permalink) |
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Junior Member
Join Date: Mar 2007
Posts: 29
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20 power aint really that much. You should atleast have 1 or 2 T2 powers and if you can get a T3 generator up, you don't have to wory about anything at all. 1 T2 generator should be able to support like 12.5 T3 bots. You do have to get some more T2 generators maybe when you get too much bots, but you should expand your economy anyway once you hit T3
edit: cybran bots don't have shields, i think you are mistaking them with thei anti missile defense thingy. Any missile send at them, from mobile missile launchers or static one's, will be send back at the target. |
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#6 (permalink) | |||
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Join Date: Mar 2007
Location: USA, Louisville Kentucky
Posts: 53
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All stats gotten from gpg official link here SupCom Units Database
Quote:
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DPS Per Mass How about we go with DPS Per Mass / Energy: Titan DPS P M = 100/440 = .22727... DPS P E = 100/3600 = .o277... Harbi DPS P M = 88.46/480 = .1842... DPS P E = 88.46/3200 = .02764 Loyal DPS P M = 91.74/540 = .1698... DPS P E = 91.74/4050 = .02265 Per Mass the Titan does 19% more DPS per massthan the Harbinger Per Mass the Titan does 25.3% more DPS per mass than the Loyalist Per mass the Harbi does 8% more DPS per mass than the Loyalist The DPS per energy difference is statistically insignificant IMO Hit Points Per Mass Lets look at another comparison, Hit Points per Mass Harbi HP/M = 5100/480 = 10.625 Titan HP/M = 4700/440 = 10.681 Loyal HP/M = 4200/540 = 7.777... So not only does the Loyalist have inferior DPS per mass but it also has inferior hit points per mass by a margin of about 27%. Weapon Tracking Speed Another significant difference is yaw speed of its weapons, read left-right weapon tracking speed. Harbi turret yaw range: ±180° (75°/s) Titan turret yaw range: ±180° (30°/s) Loyal turret yaw range: ±180° (60°/s) on 71.74 DPS and ±45° (90°/s) 20 DPS [I think this is based on the torso facing and not the feet] Based on that lets see how close a unit, moving 3 units per second, would have to be in order to outpace a Titan's yaw speed while moving in a strait line. (Some math geek check my math on this pls) Each assault bot is .75 units in size by comparison. To make a LONG mathematical story short, a unit would have to be at most 4 squares away to outpace a Titans yaw speed. Way close! Meaning you'd want to run your units through their ranks. (Though if units automatically move their feet to face their target, 146°/s, moving past right next to them won't help. Though I doubt this is true) So to sum that up, in order to take advantage of the Titan's yaw speed you would have to do some hefty micro. It seems that in a normal combat yaw speed will cause a longer delay when changing targets that are spaced far apart, by degrees. After you take into account that T3 Assault Bots are always moving in ranked games, this makes for a slim benefit margin compared to your micro time I'd think. Move Speed Loyal 3 Harbi 2.8 Titan 2.9 Not big difference here. Sure there is some usefulness, but difference is small. Lets see what else is different. . . Unit Size The bigger they are the more easy they are to hit, supposedly. Both the Titan and Harbinger have the same dimensions, the Loyalist is bigger. Ok it looks like I covered all of the quantitative stats. How about the qualitative stats right? I'm sure that by now everyone hates me at this point, but I must be thorough. Here's the home stretch, and the most debatable part! Special Abilities Titan Shield = 2500 HP and costs 25 Energy per second. Recharge time = 60 seconds. Means it will stay at 0-2499 for 45 secs after the last shield hit and then pop back to max shield, handy! The downside is, supposedly, is you take out the UEF's energy generators their shields will go down completely for 60 secs. (Can anyone confirm this? the 45 and 60 conflict, but I know it pops back to 100% instead of regenning slowly.) Harbinger Reclaim and repair ability. Used at most 1 in every 20-30 top level play. Repairs at 1/4th the rate of a T1 engineer I'm told. Loyalist has: Tactical Missile Redirection. Any T2 missile will be directed back in the direction of the aggressor. A T2 mobile missile launcher does 47-53 DPS. This would be very useful if it were worth having T2 in high level play. EMP meltdown. When a Loyalist dies the area it was destroyed in creates a 10 unit radius EMP cloud, lasts 2 secs, that stuns units in the area for half a second. To give you a better representation of how big this area is, you could fit 314 units in this area. But to be realistic: With group move it would be more like 25-100 units, and non group movement would be more like 5-25 units. Thats if you ran your dying Loyalist into the middle of them. (Completey off the top of my head. I've never been able to found how groups space themselves?) So, now that I've wasted half of my non-busy work day, how do you guys feel about these stats? |
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#10 (permalink) |
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Join Date: Mar 2007
Location: USA, Louisville Kentucky
Posts: 53
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I think I'll write that up. Currently I'm sending it through the GPG forums so that flamers can catch my mistakes. Amazing that they can actually be useful!
Already found some misworded stuff so I'll start the write-up. Hopefully a day or so. Good title by the way. |
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