Author Topic: Teleport Raiders vs Neinzul expansion  (Read 6959 times)

Offline CogDissident

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Teleport Raiders vs Neinzul expansion
« on: August 18, 2010, 10:04:28 am »
I've been using Teleport Raiders in a recent savegame of mine, and I noticed that they absolutely tear through every single unit added in the Neinzul expansion. Is this just me, or do they seem to be the best counter to all of the stuff added there?

Offline keith.lamothe

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Re: Teleport Raiders vs Neinzul expansion
« Reply #1 on: August 18, 2010, 10:08:21 am »
How do they do against Hybrids?  Or Enclave Starships?

As far as the younglings (hyper-low-health, take-high-damage-from-everything, self-attritioning ships), quite a lot of ships will serve as hard counters against them.  That's ok.  They'll get additional balancing to make sure they're worth the (already very low) costs of production, but in general they're going to die very very very fast to lots of different things.
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Offline CogDissident

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Re: Teleport Raiders vs Neinzul expansion
« Reply #2 on: August 18, 2010, 10:14:51 am »
They seem to do pretty well against hybrids actually, half because all starships are best dealt with with a swarm of smaller units. And the other half is because teleport raiders can hop all over and break the hybrid equipment nodes without the AI being able to stop you.

And against enclaves, they're about as effective as fighters are, so good but not overwhelming. Though enclaves don't have enough shots-per-second to really be a threat to them, it does take them a while to kill an enclave.
« Last Edit: August 18, 2010, 10:16:34 am by CogDissident »

Offline keith.lamothe

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Re: Teleport Raiders vs Neinzul expansion
« Reply #3 on: August 18, 2010, 10:24:43 am »
Ok, good information on the teleporters vs. hybrid facilities.  That sounds like a valid form of deep-strike but it sounds like it's a bit easier than intended at the moment, so I'll look at the balancing of how long it takes a teleport raider to kill one of those, etc.
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Offline CogDissident

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Re: Teleport Raiders vs Neinzul expansion
« Reply #4 on: August 18, 2010, 10:32:10 am »
The changes to guard posts also make raiders a bit better at deep striking, since they can pop command posts quite easy (unless there is a shielding-guard-post in system, of course, in which case they have to take that guard post out first). I think command stations used to be immune to minor electric, or was that just warp gates and i am mistaken?