An Idea:
In RP- Nothing is invincible if it has a built counter:
+ Megaton Spam/Artillery is countered by cruise missile+bombs strike aircraft (Some kingdoms already have this already *Cough**cough*kebab kingdom*cough*) and airborne AI swarms (TAC specializes in these) (not the bees!)
Mountains are also an indirect counter too, since artillery struggle on mountains
+ Aircraft is countered by Bases (AA Guns and multi-Tech turrets without aim instabilities /Fast AA Tech (dodges the bombs really well). Bases are really bulky and airborne strikes against them would normally be futile, thanks to shield arrays and power generation provided by the base itself.
+ Bases are countered by Megaton Spam/Artillery (easy target for artillery). Artillery deals great pain from afar, and bases do not move, meaning that the artillery has an easy job taking down bases. Bases take time to establish too, so they cannot be deployed instantly. Anchoring Mobile Techs doesn't count as bases unless it is a Mobile Base.
+ Tanks are the round-robin of all militaries, being durable to many attacks (stronger in RP- armor buff) and are able to serve on almost all missions. Tanks become Artillery if they are too huge, or too powerful.
+ Fast/Recon Techs can take down many things, and are best suited for hitting structural weak points on Techs, but can also be destroyed easily in combat. Artillery has trouble shooting these down. They are ultimately countered by Tanks, but that's still not that much...
+ Mining Techs of the sorts rock in close range combat, but only if they have GEO Corp weapons. (Bore holes in the enemy and disable all of the weapons mounted on the front of the enemy in seconds. The fastest kind also is highly influenced, since they can spar against Megaton Spam/Artillery). Artilleries usually move slowly, meaning that RIP the artillery if a mining Tech with Jackhammers gets close. Armies of fast mining Techs are deadly and versatile, if you want the problem with dealing with airborne Techs...
+ Resource Management Techs get a durability boost, but are still not suggested for use in combat unless it is the worst case scenario.
+ Mobile Bases are the best of all of them, although there should be a limit on how much any kingdom can have... Maybe 8?
Role Play:
- Main Cannons counter anything huge, but are destroyed easily by fast crafts that can also cause them to self-destruct
- ION CANNONS drain batteries at the cost of the unit firing it to "run out of energy" (they are also now extremely rare to find now...)
- Mechs are weaker than the ordinary Tech and are much easier to immobilize, but they have better mobility and can grab Techs depending on size.
- Magnets and Jackhammers normally take tons of room the the Tech that can be used for ranged weapons, but rock Tech grabbing and launching abilities. Angled Jackhammers can launch the enemy down into the ground, causing Massive Physical Damage if pointed at the ground. Of course, this is nullified on bases or on Techs with wheels, meaning that removing the enemies' wheels first would be a priority.
- Missiles on Artillery have trash accuracy due to incompatible targeting systems. As a result, they only work as boosted damage SCUD missiles (no tracking). They effectively cannot attack aircraft and require escorts.
- Shields are hard countered by ION CANNONS, but those are now very rare...
- All atmospheric spaceships and hoverships are like glass cannons to ground Techs. Hit something hard on the hoverships (like a thrown Tech), and you *might* cause it to lose stability and cause it to crash into the ground. Hoverships cannot dodge attacks very well (slow acceleration), meaning that they struggle with bad accuracy weapons and thrown Techs.
- Rotor powered flight ships are high maintenance Techs, but are the best kind of airship out there, since they can compensate for mass loss immediately. They however usually cannot enter space without some speed-related problems in space.
In RP- Nothing is invincible if it has a built counter:
+ Megaton Spam/Artillery is countered by cruise missile+bombs strike aircraft (Some kingdoms already have this already *Cough**cough*kebab kingdom*cough*) and airborne AI swarms (TAC specializes in these) (not the bees!)
Mountains are also an indirect counter too, since artillery struggle on mountains
+ Aircraft is countered by Bases (AA Guns and multi-Tech turrets without aim instabilities /Fast AA Tech (dodges the bombs really well). Bases are really bulky and airborne strikes against them would normally be futile, thanks to shield arrays and power generation provided by the base itself.
+ Bases are countered by Megaton Spam/Artillery (easy target for artillery). Artillery deals great pain from afar, and bases do not move, meaning that the artillery has an easy job taking down bases. Bases take time to establish too, so they cannot be deployed instantly. Anchoring Mobile Techs doesn't count as bases unless it is a Mobile Base.
+ Tanks are the round-robin of all militaries, being durable to many attacks (stronger in RP- armor buff) and are able to serve on almost all missions. Tanks become Artillery if they are too huge, or too powerful.
+ Fast/Recon Techs can take down many things, and are best suited for hitting structural weak points on Techs, but can also be destroyed easily in combat. Artillery has trouble shooting these down. They are ultimately countered by Tanks, but that's still not that much...
+ Mining Techs of the sorts rock in close range combat, but only if they have GEO Corp weapons. (Bore holes in the enemy and disable all of the weapons mounted on the front of the enemy in seconds. The fastest kind also is highly influenced, since they can spar against Megaton Spam/Artillery). Artilleries usually move slowly, meaning that RIP the artillery if a mining Tech with Jackhammers gets close. Armies of fast mining Techs are deadly and versatile, if you want the problem with dealing with airborne Techs...
+ Resource Management Techs get a durability boost, but are still not suggested for use in combat unless it is the worst case scenario.
+ Mobile Bases are the best of all of them, although there should be a limit on how much any kingdom can have... Maybe 8?
Role Play:
- Main Cannons counter anything huge, but are destroyed easily by fast crafts that can also cause them to self-destruct
- ION CANNONS drain batteries at the cost of the unit firing it to "run out of energy" (they are also now extremely rare to find now...)
- Mechs are weaker than the ordinary Tech and are much easier to immobilize, but they have better mobility and can grab Techs depending on size.
- Magnets and Jackhammers normally take tons of room the the Tech that can be used for ranged weapons, but rock Tech grabbing and launching abilities. Angled Jackhammers can launch the enemy down into the ground, causing Massive Physical Damage if pointed at the ground. Of course, this is nullified on bases or on Techs with wheels, meaning that removing the enemies' wheels first would be a priority.
- Missiles on Artillery have trash accuracy due to incompatible targeting systems. As a result, they only work as boosted damage SCUD missiles (no tracking). They effectively cannot attack aircraft and require escorts.
- Shields are hard countered by ION CANNONS, but those are now very rare...
- All atmospheric spaceships and hoverships are like glass cannons to ground Techs. Hit something hard on the hoverships (like a thrown Tech), and you *might* cause it to lose stability and cause it to crash into the ground. Hoverships cannot dodge attacks very well (slow acceleration), meaning that they struggle with bad accuracy weapons and thrown Techs.
- Rotor powered flight ships are high maintenance Techs, but are the best kind of airship out there, since they can compensate for mass loss immediately. They however usually cannot enter space without some speed-related problems in space.
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