Last night i was playing with my buddy in 2v2 and came across some high level players and they did a strategy on us I have never seen before but was unable to defend against.
It was on labyrinth, I was the brute chieftain, my buddy was anders. I initially put two turrets up and Went WH, TEMPLE, WH,and a shield gen was being built but around the 2 min mark, the arby came to my base, dropped in around 5 suicide grunt squads and at the same time, the forge guy carpet bombed my base as the grunts detonated on it, destroying my base in about 10 seconds…
Anyone know any strats against this? I had no time to react because it happened in about a total of 20-30seconds…
> Last night i was playing with my buddy in 2v2 and came across some high level players and they did a strategy on us I have never seen before but was unable to defend against.
> It was on labyrinth, I was the brute chieftain, my buddy was anders. I initially put two turrets up and Went WH, TEMPLE, WH,and a shield gen was being built but around the 2 min mark, the arby came to my base, dropped in around 5 suicide grunt squads and at the same time, the forge guy carpet bombed my base as the grunts detonated on it, destroying my base in about 10 seconds…
>
> Anyone know any strats against this? I had no time to react because it happened in about a total of 20-30seconds…
Get Citadel. It gives your base more health. 3 grunts and a Mac or Carpet will kill a Keep.
I have not measured Covenant health values. However UNSC Base with Supply Pad has twice as much health as a Base without Supply Pad. When there is 2 x Supply Pad the Base has 3 times as much health as Base without. Surprisingly enough the 3rd Supply Pad makes it to have 4 times as much health.
Station without any buildings has about 48 % more health than Base without any buildings.
Fortress without any buildings has about 37 % more health than Station without any buildings.
So for health it is better to build another building to UNSC base than expand it to Stations/Fortress. Of course sometimes there is enough supplies to do both. I do not know how it goes with Covenant.
> I have not measured Covenant health values. However UNSC Base with Supply Pad has twice as much health as a Base without Supply Pad. When there is 2 x Supply Pad the Base has 3 times as much health as Base without. Surprisingly enough the 3rd Supply Pad makes it to have 4 times as much health.
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> Station without any buildings has about 48 % more health than Base without any buildings.
> Fortress without any buildings has about 37 % more health than Station without any buildings.
>
> So for health it is better to build another building to UNSC base than expand it to Stations/Fortress. Of course sometimes there is enough supplies to do both. I do not know how it goes with Covenant.
Upgrading the base adds health to it for the covenant. That’s it.
Thanks for the replies… Hey lagstone, I will direct my friend to this thread so he can read about UNSC base health and such since he uses Anders… That’s interesting how the supply pads help out that much.
Btw im a 32 and my friend is a 31 in 2v2 party teams and have only lost 9 games out of 81 this month so far but these guys were a 41 and 45.
As for the covenant, BB2010, you said if i upgrade to citadel sooner it will give me more health, when should i upgrade? I usually do when i have my 4th building complete and my 5th being made but this arbiter and his team mate hit me before even my 4th building could be started…
I set 1 marine squad (fresh, without updates or experience) to shoot down supply pad. It took about 560 seconds (no Y ability used). It also took about 560 seconds from 1 marine squad to shoot down a warehouse. So if there is any difference at all it is meaningless. O.o
I’m Vital’s teammate, and I was stuck watching in horror as his base vanished in seconds. Thanks for the info about the UNSC bases. Are supply pads the only buildings that boost its health, or is it any structure? And does this same math apply to a Covy base, or is its health static based off of how many slots it has available?
And thank you to the guy that tested pad/warehouse with a single marine for us. These are the types of things I need to learn to become a better player.
Have you guys encountered this Forge/Arby rush before? How did you react? What was the outcome? Is this a common strategy for high level players?
> I set 1 marine squad (fresh, without updates or experience) to shoot down supply pad. It took about 560 seconds (no Y ability used). It also took about 560 seconds from 1 marine squad to shoot down a warehouse. So if there is any difference at all it is meaningless. O.o
Warehouses seem weaker because one suicide grunt pretty much kills them (followed by a few hacks from the Arbiter). I heard that blessed warehouses have the same health as normal warehouses, while an upgraded supply pad has more health than a normal supply pad. So supply pads get a health gain while warehouses don’t. Always seemed like a balance issue to me, but meh.
> I’m Vital’s teammate, and I was stuck watching in horror as his base vanished in seconds. Thanks for the info about the UNSC bases. Are supply pads the only buildings that boost its health, or is it any structure? And does this same math apply to a Covy base, or is its health static based off of how many slots it has available?
>
> And thank you to the guy that tested pad/warehouse with a single marine for us. These are the types of things I need to learn to become a better player.
>
> Have you guys encountered this Forge/Arby rush before? How did you react? What was the outcome? Is this a common strategy for high level players?
>
> Thanks for the help, guys.
It’s good to see more players wanting to get better. I like your attitude.
Supply pads and reactors seem to be the only buildings that get a health boost when they are upgraded. Temples and warehouses do not.
A UNSC base gains health according to how much building slots are filled. The more buildings on it, the stronger it becomes. So a UNSC base with two slots filled, whether it be a firebase, station, or fortress, will still have the same amount of health.
Covenant bases have a fixed amount of health for each upgrade (outpost, keep, citadel) and don’t rely on the amount of buildings like UNSC bases do. Upgrading to Citadel pretty much doubles the health of your base.
So like someone else has already stated, upgrade to citadel if you sense a rush like that is coming, and have hogs camp the Arbiter’s lift and ram suicide grunts. Also, if suicide grunts manage to get through, queue up your front turrets to soak up the damage from the grunts. Your base won’t take as much damage. You can also rage/vortex the grunts with good timing if they get through.
You encountered a rush that is commonly known as ‘cheesing’. High level players usually cheese when they think they are playing less experienced players who won’t give them a good game, and they want to move on to the next game as quickly as possible. But now that you know how to react, you won’t be brushed aside so easily the next time. Good luck!
> > Have you guys encountered this Forge/Arby rush before? How did you react? What was the outcome? Is this a common strategy for high level players?
>
> Like what the other people said, get citadel ASAP and try to get ur UNSC person to camp the arbiter’s lift with hogs and ram any grunts that come out
ah yeah the hogs blocking the teleporter is a good idea, hadn’t thought of that one before…
King Leonighdus pretty much summed it all up. It doesn’t matter what buildings you add to a UNSC base, it will still gain the same amount of health per building. A more upgraded base will actually give a small boost to it’s health, but not much.
In 2v2 in a UNSC/Arbiter mirror, it’s generally a good idea to get Citadel after fiendish return. Temple second is good on most maps and usually you just want to send your Arbiter straight to their Arby’s base to deny supply pads. At that point, you can drop in a couple suicide grunts to kill blessed warehouses (since they have the same health as regular warehouses) as long as they aren’t camping your teleporter with hogs. So early game you should be spending your resources on Fiendish, Citadel, building more warehouses, and possibly suicide grunts. Don’t spend it on upgrading warehouses because a good player will just suicide that down right away. Shield generators can also easily be stopped by a ghost.
> Warehouses seem weaker because one suicide grunt pretty much kills them (followed by a few hacks from the Arbiter). I heard that blessed warehouses have the same health as normal warehouses, while an upgraded supply pad has more health than a normal supply pad. So supply pads get a health gain while warehouses don’t. Always seemed like a balance issue to me, but meh.
Heavy Supply pad has about 1.5 x the health of regular Supply Pad (took 842 seconds from marine to shoot heavy down compared to 560 to shoot down regular). As you mentioned Blessed Warehouse does NOT get any health boost over regular Warehouse.
Also - as King Leonighdus told - health of an Outpost is fixed (it does not depend if there is buildings or not). It has roughly as much health as a Base + 1 x Supply Pad.
I’m supprised they were able to get the suicide grunts to actually do as they’re told, My Suicide grunts will either ignore the fact i pressed Y about 6 times, Get somehow glued to the spot the instant they come though the teleporter and then refuse to move at all, or on the odd occasion they start their suicide run as I told them to they will run at the enemy base then stop as they get to the base and not explode after which they will remain in sucide mode and refuse any opder i give them.
How do you get them to actually do what they’re told?
> I’m supprised they were able to get the suicide grunts to actually do as they’re told, My Suicide grunts will either ignore the fact i pressed Y about 6 times, Get somehow glued to the spot the instant they come though the teleporter and then refuse to move at all, or on the odd occasion they start their suicide run as I told them to they will run at the enemy base then stop as they get to the base and not explode after which they will remain in sucide mode and refuse any opder i give them.
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> How do you get them to actually do what they’re told?
when they get stuck , use local units(rb) and press x to move them a little. they become unstuck and you can slam them in a building/leader with y again