Something I have noticed about the way some people play comet....

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Posted by KaijuBaka on 11-25-2001 07:37 PM:
Something I have noticed about the way some people play comet…
Once I was playing comet catcher against BTU_Shollos. At about 4 minutes, my com
is out expanding, and I build a radar.
To my surprise, I see several dots just sitting there.
I think, oh, it must be he forgot about some flashes! And I send some units to
check.
Well suuuurprise, there was a con, a few mexxes and some MT’s.
In short, in 4 minutes he had cons about 5 screens from my base. It boggled my
mind. How does one do that effectively without completely screwing themselves on
expanding? He rushed too; I figured he would have had to make a least 7 cons
straight off.
Unfortunately I did not get the demo. However, I have had this happen to me more
than once, and I don’t get how they use this tactic. Can anyone explain this?


Any christian who is not a hero, is a pig.

Posted by LordBeek on 11-26-2001 04:22 AM:

Firstly you shouldnt be expanding with you commander. Expand with con vehicles,
and use the commander to assist the vehicle lab, in producing more con vehicles
faster.
Also position stuff near the oppoents base, forces them to spend time fighting
to gain land which should be theirs. Add to the fact that the enemy wouldnt
expect you to build so close to you, and thus, will probably not have anything
in that area for a bit.

Proud Member of the TEA
Cowards die many times before their deaths. The valiant never taste of death but
once.
-Julius Caesar, Act II, Sc. 2, line 32.
[This message has been edited by LordBeek (edited November 26, 2001).]


im good
15 min bt

Posted by Masonary on 11-26-2001 10:24 AM:

Basically, you send maybe your third con right down to that area (I assume it
was somewhre next to the cratar), in the hope that it wont be seen. If it is
seen, then tough luck you prob lose the con, however if you can keep them from
noticing it, then you gain territory that should by rights be theres.
If you can set up missile towers there, it is somthing they have to get rid of,
so using up an attack force that would instead have been used in an attack on
your base.
Using this tactic is risky, as you dont really wanna lose the con, but the gains
if you pull it off make it worthwhile.
I have seen people do this with the fist con out, but you have to risk having it
taken out, thus being slightly behind in the expansion race.

I Destroy, Therefor I Am


When the Blind Leadeth the blind
They Bumpeth into things
which is worse, confusion or apathy? who knows, who cares

Posted by SadisticSid on 11-27-2001 05:59 AM:

It’s not just Comet - I’ve seen Peter focus on Flashes and MTs without expanding
a few inches on Red Planet. My expansion was crippled and death shortly
followed.
Sid.

Even a broken clock is right twice a day.

Posted by Masonary on 11-27-2001 07:58 AM:

somone tried doing that to me the other day, no expansion on comet, just loads
and loads of emg in the form of peewees?
Nearly got me as well. Just managed to survive, and once I had expanded, death
to the rusher. Ha ha ha. Actually, if he had done any expansion at all I would
have been creamed. took me about 10 mins to get back to some sort of effective
level of production, it really was constant flashes and peewees. must have been
a pain in the *** to micro. Moral. You have to expand
So, claim all the territory you can, and if you can get away with mt’s in there
base, do it.

I Destroy, Therefor I Am


When the Blind Leadeth the blind
They Bumpeth into things
which is worse, confusion or apathy? who knows, who cares

Posted by KaijuBaka on 12-09-2001 04:58 AM:

There is nothign wrong with expanding with your commander. After all, if you
intend to take the middle, that is what you must do. But it depends on your
style of play…for instance, I MUST do it since I really don’t know how to
expand fast enough to make up for it, and if my commander isn’t out there, I
lose worse than if he was, and I never win if he isn’t. Go figure.

Well, how DOES one expand very quickly on comet? My method only gets around 3/10
of the map at around 10 minutes, and that’s just too damn slow.


Any christian who is not a hero, is a pig.

Posted by Annihilater2k1 on 12-09-2001 07:04 AM:

Ok i am not an expert on Comet coz i dont really play it that often. But if your
expanse is too slow kik ot 5 flashes and scout up to were ypu would like to
expand to then use the Kid, Parent, Dog method, one CV (con vehicle) building
mexxes then closely followed by another CV building 1 or 2 mt’s beside every
mexx then followed by 1-2 CV’s just foresting the area with mt’s and as your
flashes can be used as an early warning system for raids so that when your opp
does send a raid then the flashes you have still been building with your comm
assisting the plant they can back up the mt’s next to your mexxes enough to keep
your CV’s building the forest safe and keeping building. But when you stamp out
his raid dont stop go after them and tw*t anything that you want and then he
should recover and try and get the land you have been grabbing with the Kid,
Parent, Dog Method.

[This message has been edited by Annihilater2k1 (edited December 09, 2001).]


The weak have one weapon, the over-confidence of those who think they are
strong.

Posted by SadisticSid on 12-09-2001 09:31 AM:

WC, if you guard out con vehicles with your com you can have 2/3 of the map
taken in less than 10 minutes, assuming no resistance. Expanding with your com
is ludicrous unless you have 30+ metal.

Sid.


Even a broken clock is right twice a day.

Posted by Screamer on 12-09-2001 02:42 PM:

Actually expanding with the Comm is ludicruous once you have +30. Early on he is
a far better choice than Const because you do not have as much total workertime
available. The dilemma is that you take the D-Gun on a walk away from home… so
you have to pray that the Flashes don’t come aknockin’. I have found that using
the first Const to guard out Const and taking the Comm on a walk instead can
yield very good results, but it is very difficult to get the timing right.
You’re likely to want to assist a quick MT or two first, and maybe a Flash or
two, and it can be incredibly micro intensive.


The taste of truth is bitter. | You can lead an idiot to
knowledge, but you cannot make him think.


The beauty of the world has two edges, one of laughter, one of anguish, cutting
the heart asunder.
Virginia Woolf

Posted by Annihilater2k1 on 12-09-2001 03:53 PM:

But what about expansion on water maps like Caldara’s rim would you expand to
other islands, what would be the best way to start?


The weak have one weapon, the over-confidence of those who think they are
strong.

Posted by Screamer on 12-10-2001 01:24 PM:

Good question about Caldera’s Rim… can’t comment on that really. It would seem
risky at the very least, because you leave your start island open and your new
base only has the Comm as protection for a while. In a 1v1, I’d try to keep the
other guy away from the middle rather than going there myself. In a 2v2, the
risk may be worth it…

One thing I can say for sure is that Comm expansion rules on 100 Isles. No other
means of claiming the metal patches on the many little islands is really
competitive. Some people experimented with airlift the Comm or using Conplanes
but really there is no other way than to swim him around.

Edit: I confused Caldera’s Rim with the one that has those metal rich islands in
the middle where you start on one of 5 islands way away from the center. For
Caldera’s rim, Comm expansion seems like a good bet - then again, ground units
can swim through the shallow water so you might only want to expand a bit with
your Comm until you can afford some ground units in addition to ships. I can’t
really comment though. One thing I’ve seen done and loved on that map is walking
Mavs through the shallow - seems to me like a very powerful Pel counter, but I
again I can’t say how practical it really is. Morties getting their feet wet
should be funny also


The taste of truth is bitter. | You can lead an idiot to
knowledge, but you cannot make him think.

[This message has been edited by Screamer (edited December 10, 2001).]


The beauty of the world has two edges, one of laughter, one of anguish, cutting
the heart asunder.
Virginia Woolf

Posted by A_Novice_ToS on 12-11-2001 07:34 AM:

Screamer - you were right first time, Caldera’s Rim IS the map with 5 islands on
the outskirts with the clump of em in the middle. The one with the shallow water
in the middle is Ring Atoll.
On subject however, imho walking with the commander is the best way to play
comet. After me and Preen had played countless numbers of comet games we came to
the conclusion that walking is, overall, more effective. This is because the
commader is the best builder and having him on the frontlines is very useful. If
the bottom player moves hard and fast up the left with their commander they can
have plants inbetween both the craters very quickly, and if the other player is
not paying attention throwing sams up the very top left with your comm can gain
you another metal-rich chunk of land. This works best because the comm can place
down plants quickly, and so when you get the metal in the bank from reclaims he
can almost straight off change it into plants/units. It takes practise to get
the start done properly, but a few sams here and there will hold you in.
Ill explain in more detail later but im outta time

Nov.

Posted by Masonary on 12-11-2001 07:48 AM:

Personnaly I disagree with comm expansion to the centre on comet. I can see a
case for comm expanding to say the first 6 metal patches, if you go v.quick
plant for an early rush, and are just producing flashes for the first couple
mins, but
I find that I cover the map a lot quicker if I guard out cons from the first
plant. 10 cons cover the map in no time at all. Sending the comm up the map, if
you are not attacked early works wonders, but if you are playing somone who will
attack early, then you are very vulnerable, and all the best players I have come
accross attack early, then attack some more.

I havent lost yet on comet to someone who sent the commander wandering far past
the first crator, at least untill there expansion is past that point. If you can
establish a base in the middle of the map later in the game, all well and good.


When the Blind Leadeth the blind
They Bumpeth into things

I Destroy, Therefor I Am [tag]


When the Blind Leadeth the blind
They Bumpeth into things

which is worse, confusion or apathy? who knows, who cares

Posted by clf_guapacha on 12-15-2001 01:54 AM:

inho both caldara’s rim and ring attol are the same start. energy x2(wind or
tidal), mex x3, tidal x2, shipyard, tidal, comm guard shipyard and pump 10
skeet/searchers, 2cons, skeet/searcher:con 5:1 till you have about 6-8 cons

Posted by SadisticSid on 12-24-2001 01:31 AM:

Actually expanding with your com early on Comet is most certainly viable if you
start from the bottom left corner, given the lack of convenient metal spots for
quick flashes and cons. It’s wise to pump out a few Samsons in the meantime,
forgoing the Flash raid.

Sid.


Even a broken clock is right twice a day.

Posted by DOGGY on 12-26-2001 02:48 PM:

bottom sux, on comet:

  1. wether u go late plant and guard then with commander (and run the risk of
    getting jeffyrushed)
  2. go medium plant and u have to leave it with commander, and the mexes are so
    far away, that it isnt sensible to return to ur first plant
  3. u try the jeffyrush, which (if its done good) will kill about 3 mexes or more

So, the most risky strat is the 3rd, but if u get some mexes, u are ahead, even
with bottom.

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