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Mohawk is strong on the side, spraying continuously. If they can be flanked its game over (tho a good player can reposition). I didn't play CTF though.

Prowler is not very good against Goliath because the Goliath can deflect, and its deflect ability unstealths the Prowler. Only a Goliath who has bad reflexes and goes in a straight line gets hosed. And one rocket doesn't kill the Goliath. And as soon as they know Prowler is on them, they're on their toes.

Even in a FFA game a Goliath is easy to take, but only once they unloaded their energy bar or took a few hits. Other players can help with that, consciously or not. And if the Goliath has a large bounty on their head, it is in their interest to help. FFA isn't literally FFA all the time. Sometimes interests align. The bounty system aids that, and its fun. K/D ratio is the real, publicly hidden score.

As a player you should avoid being near the spawn points. You learn where they are after a while. Planes always spawn facing north.



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Then you played against bad Goliaths. You get slowly to them, and you don't one shot them. If they don't go in a steady line either (which they shouldn't and wouldn't if they knew enemy was around), then you won't kill them. When I played Goliath, Prowlers weren't my concern. My concern was resource starve or multiple vs 1 (the former usually due to the latter). A Prowler is great to one shot others; damaged airplanes and Mohawk. You don't easily one shot a Goliath. Not in the least w/o external help.

I don't agree Prowler is good against Goliaths. Even if you find one that stays on the edge of the crowd and doesn't use radar, it takes so long to kill a G because of your poor damage potential. It's easy for another player to swoop in and steal your kill. And it only gets worse as Goliath upgrades Defense, Speed, and Energy.

Prowler is even better against Mohawk, especially those staying on the edge. One shot, one kill, they don't see it coming.

I find the Goliath simple to take down with a Prowler. Even when they discover you, you're close enough to fire. Even with a skilled player as long as you're not directly in his line of fire you're safe.

Impossible 1-on-1, maybe. Bring friends/enemies and a Goliath goes down quick, especially if you can time your shots as the Goliath is deflecting someone else's.

For Goliaths the optimal strategy I found was to tail them and wait until they ran into some trouble on the front end. Its easier to make it a pack kill. Wait for a moment of weakness and then finish it off.

In general the optimal strategy seems to be sniping. Stay on the edges of the map (N. Europe, mid Africa) and then sweep in to more highly trafficked areas and pump in missiles. If you are ever hit retreat immediately until you recover your health. That's a pretty low risk way to stay at the top of the leaderboard.


If it takes multiple attackers to reliably bring down one Goliath, that's clearly overpowered.

CTF is to hacking what fencing is to actual swashbuckling.

If they have a weapon or it's more than one enemy, then going for ground fighting it's not a good idea. For a clean 1v1 it's by far the best IMO.

Doesnt EVER win. They will just ambush your ambushers. The best you can do is just let it pass.

Sweeping is a bad idea fyi. Identify the most likely position for your enemy to appear and aim at that spot only.

Never said it isn't; like every strategy it boils down to good execution and working to avoid getting countered.

I just personally hate to play against turtles ;)


The only thing you need to defend in a game is why it doesn't have laser raptors, because there is no game that doesn't get better with laser raptors.

you're right - the phoenixes will take damage. They'll take virtually nothing with range upgrade. But this 6 v 22 trade off https://www.youtube.com/watch?v=6g1GCzJfCKo

What? Why would your enemy lose energy here? This makes no sense; you are the one losing energy with this type of maneuver.

In a 2v1, if you’re the 1, you’re essentially already dead. Either you’re chasing one while the either is getting free shots at you, or you’re simply being chased by one while the other is providing support. Realistically, you’re running for your life with one hand already on the ejection handles. If you’re the 2, there will never be a need for this since the bandit knows that even trying to down one of you is suicide.

In a 2v2+, this kind of maneuver is just going to generate free shots for someone within a few seconds. You’ll be a sitting duck, and anyone can pull off a missile shot on you without even leaving their turning circle, particularly with modern helmet cueing systems and high off-bore missiles (fighter pilots can nowadays literally just turn their head, look at something, and shoot at it with high success rates).


Depending on the units you had at your disposal it needed a little practice or was really easy. A bunch of marines with medics (or hydralisks) for example just kill the interceptors quickly enough so carriers aren't a threat anymore. Goliaths worked very well with their range upgrade. Psi storms work wonders and don't even need to be targeted that accurately. There are plenty of cheap and easy options against carriers but I guess as usual with such high-level threats, you shouldn't let your opponent get to the point where they can employ them or at least stay informed on what they do so you can react accordingly.

Yeah, but that's an architecture about the attack/defense CTF. I'm working on a Jeopardy style CTF. Th'x btw.

No worse than the rocket launcher or sniper rifle or having the higher ground or any other advantage you need to strategically fight over in a game.

The fight for asymmetry is what makes the game fun.


What I learnt on 1v1 was that you should keep travelling towards the opposite corner of the map, forming one or two very thin attack lines, to surprise them in the beginning itself.

Sometimes I used the first, weaker one as a recon team, so that they give me the king's location before they are slaughtered, and then the second, stronger one comes in from an altogether different route and finishes them.

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