Outpost Universe Forums
Outpost Series Games => Outpost 2 Divided Destiny => Topic started by: spirit1flyer on January 23, 2005, 10:17:15 PM
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why does the computer connect his guard posts with tubes?
is there a added bonus I don't know about?
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If GuardPosts are connected to a Command Center by tubes, it will up their damage. (By 50% I think it was?)
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upgrades somthin by 50% ya ;)
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Thanks for telling me :)
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Connecting your Guard Posts to your Command Center gives the GP's 50% more damage. (Its basicly the whole point of having immobile firing units)
If you ever use Guard Posts to defend you base, make sure you get walls infront and around them(good defense line with an opening) and get them connected to your CC with Tubes. Combined with mobile units, this should be good and strong line of defense.
Personally I always have a nice line of walls combined with guardposts around my base if it lies in the open. Saved my ass a bunch of times because Star Flares/Super Novas can't sneak in the backdoor.
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Rember not all weapons can shot over walls, like microwaves. so walling them in from the front is not 2 cleaver.
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though it is good if it is a rusher who is having initial ore problems ;)
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If you place walls far enough away so the weapons that CAN shoot over them can't get close enough, you have a nice roadblock which will give you advance warning of any attacks coming in (and a chance to get some forces there, if you happen to leave entrances unguarded).
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a lot of good advice :)
most of it I can't use in campaigns I am attacked to fast
are there any hints that you guys have that I can make and put up quickly?
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Keep your earthworkers building walls.. get more earthworkers 2 get more wall faster...
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Theres no shame in being beaten by the campaign on hard, but learn from what you have seen, and since the comp is so predicable, you'll know where to put up your defenses
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Don't forget not all weapons recieve the 50% bonus. I know stickfoam, esg and emp don't, not too sure about acid cloud. I'm alsonot sure if supernova/starflare gaurdposts recievethem either, but i don't think it much matters.
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LMAO, EMP has 0% damage in the first place, though, you'd thing the casing blowing off would do a little damage
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havnd read all the thing you said but i did some about defence and walls and tubes whel i have this strategy to make walls like this
0 = walls
3 = emps gard post
$ = my camp
000000000 000000000000 000000000 00000000 000000000 00000000 00000000 00000
3 3 3 3 3 3 3
$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
and a moblie army around it this way if you get attacked 1 unit will get traped inside the holes get shot by an emp and the rest cant get in this way you can distroy them 1 by 1
k now i see after i posted it that the 3's wont work as i planed whel they are standing right infront of the holes in the walls
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the only probolem is that you can shoot the walls to pieces and pass through
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in teh cd version the guard posts have 2 tubes aready attacked it it, but in the version i downloaded there isn't any tubes attached.
is this a change you guys did?
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Yeah its a change, and were thinking of puting it back so single player still has it etc.
I think it can be edited so custom missions can have no tubes and were do that when wanted.
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If u connect the projectile weapons like emp or whatever they will reseive increased range of fire. Basicaly they will shoot farther when they are connecter with tubes.
This is a proven fact.
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Are you serious? I've never heard of that...
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Also if they are (as well as anything) connected to a non-upgraded dirt it reduces the damage done to them by 50% and around 65% with a upgraded one, so they are quite usefull. (thumbsup)