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The real Total Annihilation Vs Starcraft!

Which one is better, TA or SC?

  • Total Annihilation rules!

  • Starcraft rules!

  • I don't care.

  • Huh?


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Noddingdog

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ThePhoenix said:
Not really, me and my friend were playing a TA game, and we finally stalemated after 1 1/2 hours. Vulcans owned any ship attacks, and flakkers owned any air attacks (Island maps) the problem is, defenses are just too good.
LOL! Vulcan in sight... Vulcan destroyed. Any vulcan can be taken out with repeated strikes easily. KBot/vehicle attacks? Multiple nukes? Extended range rule? Airlifting bombs? Endless strats, even with the original game.
 
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ThePhoenix

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Noddingdog said:
LOL! Vulcan in sight... Vulcan destroyed. Any vulcan can be taken out with repeated strikes easily. KBot/vehicle attacks? Multiple nukes? Extended range rule? Airlifting bombs? Endless strats, even with the original game.
Island maps, so kbots/vehicals were worthless. Nukes? That's what anti-nukes are for. Air was owned by the flak guns, as I noted. Extended range rule? Care to clarify?

Anyway, you noted 5 strats, only one of which might work (And that's only because I don't know what it means).
 
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Noddingdog

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ThePhoenix said:
Island maps, so kbots/vehicals were worthless. Nukes? That's what anti-nukes are for. Air was owned by the flak guns, as I noted. Extended range rule? Care to clarify?

Anyway, you noted 5 strats, only one of which might work (And that's only because I don't know what it means).
Possibilities of island maps are Ror Shock, Metal Isles, Seven Seas etc. Which one were you playing?

Possibilities for KBot/vehicle attacks would be: Hulks/Envoys (ship transports),Turtles/Bears (hovercraft transports) and Atlases/Valkyries (air transports). Air could be used after the initial KBot/Vehicle attack took out anti-air emplacements.

If you build at least one more nuke silo than your opponent has anti-nukes some will get through. Handy for dealing the finishing blow, or once again used after KBots/Vehicles (transported) took out anti nukes (Fortitudes/Protectors).

In any ballistic weapon (Bertha, Timmy, Vulcan, Buzzsaw etc) to get extended range order it to attack just in front of the unit. It will raise it's barrel to the highest point depending on where you clicked and will fire much further than normal. Take some practice first but you can eventually vary the range and angle depending on where you choose to attack just in front of the unit. Works best for Buzzsaws/Vulcans.
 
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ThePhoenix

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Noddingdog said:
Possibilities of island maps are Ror Shock, Metal Isles, Seven Seas etc. Which one were you playing?

Possibilities for KBot/vehicle attacks would be: Hulks/Envoys (ship transports),Turtles/Bears (hovercraft transports) and Atlases/Valkyries (air transports). Air could be used after the initial KBot/Vehicle attack took out anti-air emplacements.

If you build at least one more nuke silo than your opponent has anti-nukes some will get through. Handy for dealing the finishing blow, or once again used after KBots/Vehicles (transported) took out anti nukes (Fortitudes/Protectors).

In any ballistic weapon (Bertha, Timmy, Vulcan, Buzzsaw etc) to get extended range order it to attack just in front of the unit. It will raise it's barrel to the highest point depending on where you clicked and will fire much further than normal. Take some practice first but you can eventually vary the range and angle depending on where you choose to attack just in front of the unit. Works best for Buzzsaws/Vulcans.
Ror Shock, I repeatedly tried Hulks, but they proved vulnerable to tactical nukes and vulcans. We both had large numbers of anti-nukes, since the third player in the game was a consumate nuke abuser. Because of that we both had 20+ anti-nukes in three silos when he was eliminated. Any time I tried shelling he used tactical nukes, and I adopted a similar strategy. It is VERY annoying. We finally declared it a tie when he flew 150 planes into my base and failed to take out a single building.
 
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dragannia

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One: You don't let the game go for that long. Island hooping is also good. You stick a few radar jammers and build anti-nukes on the islands where they can be protected. Also, stick a few radar jammers in hulks and use rangers to take out their anti-air defences, then call in an airstrike

Two: Flakkers aren't that good against stealth fighters

Three: That can go for SC as well. Mass Valkyries/ siege tanks/bunkers and you have a very good turtler
 
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Pope Gonzo

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You made some very, very poor assumptions about Starcraft and its strategy. Since I've never played TA, I can't judge its strategy. My biggest point in supporting SC is that it, by many different gaming groups, has been declared one of the greatest games of all time, and TA simply has not. Back to the strategy, turtling is pointless. Any smart player will do an amphibious assault when another player turtles. And when you say most maps only have one chokepoint, I assume you mean Big Game Hunters. If you play other maps, you'll find that turtling is quite impossible(try Expedition, or better yet, Primival Isles). If you don't use an unlimited resource map, expansion plays a vital role.
 
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Noddingdog

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Unfortunately, TA's many gleaming gaming reviews and the fact that it was released earlier than SC but still outdoes it graphically along with the fact that many such organisations simply did not exist at the time disprove this. Gaming organisations have their own biased views, some in favour of TA and others in favour of SC. One of the reasons for TA's success is it's flexibility: you want a unit/map/tool/mod/mutator? You can get it or make it yourself. SC's units are coded into the game engine so you cannot make your own unique mods or units for it.
 
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ThePhoenix

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dragannia said:
One: You don't let the game go for that long. Island hooping is also good. You stick a few radar jammers and build anti-nukes on the islands where they can be protected. Also, stick a few radar jammers in hulks and use rangers to take out their anti-air defences, then call in an airstrike

Two: Flakkers aren't that good against stealth fighters

Three: That can go for SC as well. Mass Valkyries/ siege tanks/bunkers and you have a very good turtler
One: Ror Shock. Island hopping? Not an option.

Two: Stealth fighters? Will have to try those.

Three: Nah. Because you need resources from outside your base in starcraft only the most newbie player can possibly be turtled against. Try it against me any time you want, you'll lose every time.
 
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Noddingdog

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ThePhoenix said:
One: Ror Shock. Island hopping? Not an option.

Two: Stealth fighters? Will have to try those.

Three: Nah. Because you need resources from outside your base in starcraft only the most newbie player can possibly be turtled against. Try it against me any time you want, you'll lose every time.
1: Yeah, set up multiple bases on multiple islands and surround and overwhelm the enemy. If necessary set up a Buzzsaw on the island with the huge statue and reduce the enemy's base to smouldering heaps of wreckage

2: Very quick, good at avoiding flakkers, but low damage. Try sending them in before bombers to distract the enemy.

3: One of SC's limitations: limited resources. Some games degenerate into resourceless and very dull wars if there are too few resources.
 
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dragannia

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What you do is send out two groups of conquerers, sub killers, a hulk loaded with radar jammer and mobile radar and anti-air ship plus some stealth fighters to guard against incomeing aircraft. Use missile frigates to take out anti-air defences then swarm them. Or you could just use them to take out Vulcans if they are in range. Carriers might also be good. You should also do two groups because if they spot you they might nuke you.
 
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ThePhoenix

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dragannia said:
What you do is send out two groups of conquerers, sub killers, a hulk loaded with radar jammer and mobile radar and anti-air ship plus some stealth fighters to guard against incomeing aircraft. Use missile frigates to take out anti-air defences then swarm them. Or you could just use them to take out Vulcans if they are in range. Carriers might also be good. You should also do two groups because if they spot you they might nuke you.
He had patrol aircraft flying in a huge radius around his base, and he had many, many nukes. This game went on for waaay too long.
 
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dragannia

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He had patrol aircraft flying in a huge radius around his base, and he had many, many nukes. This game went on for waaay too long.

Then you should have used thinly spread anti-air ships and steath fighters to take out his air. If he used nukes, he could only have taken out one anti-air ship at a time. Scout ships are also good as they have a good missile system and you can build lots in a very short amount of time. Then you should have done the above. Basically, the only way to advoid this strat is to have the map on permanent, and how crappy is that? Like I said, more strategies.
 
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BladeZ

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On island maps (haven't played TA for a long time), I think Dragannia/Simon is right. Island hopping is a viable stratagy. And if you attack an opponent, it's follow his strat. Load up a hulk with a mobile radar and a radar jammer, and your force should consist of many scouts (AA def), conquerers/whatever other ship (okay ships), warlord/millenium (good artillery) and of course sub killers. Well, I forgot what to do now, but he is right.

Anyway, stealth fighters are a great asset. You can use them, in great numbers, to destroy buildings (they are very effective).
 
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dragannia

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TA: Great maps, bad storyline. Goes for quantity
SC: Okay maps, great storyline that's actually believable, goes for quality

Since I lost SC, I'll ahve to say TA is better.

What do you mean quantity and quality? I assume you mean the units. TA does have a lot of units, some of them the same e.g. Mobile Artillery and Luger but many are different eg pyro and zeus.
 
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