TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,993
I was in the ole dark laboratory attempting to concoct some new war methods. Cloning, arm cannons, beam spam, maniacal laughs, mind worms...you know. So checking the review notes we see that this unit actually exists.
The one civ IV thread on it in the search seems to me to have failed to shed any light on actual utility of GM against alternatives (including my own comment on it at the time).
In the overpowered/underpowered units thread, nobody mentioned them at all. It's possible that the reason is because they are so well balanced , but somehow I think it's more likely that this unit is so underwhelming that it is not even CONSIDERED!
So I ask you all ----> do you ever use cruise missiles for anything other than cherry tapping? When I look at their returns and do world builder tests, it seems bad:
1. It takes like 40 of these to kill off a couple mechinfantry in a city. 2400 hammers just to kill a few units! So these are not nuke substitutes unless you are attacking VERY few units.
2. Their range is terrible. At least tacticals damage adjacent tiles. These things are true 4 range units, frequently unable to hit anything without being carried by naval forces or using forts.
3. They inflict 0 collateral. That's right...they're a 1 time use 40 str fighter. They can kill...but see #1.
4. They don't come especially early against other options (radio + rocketry puts them in the neighborhood of nukes, fighters, and bombers. Fighters are actually faster to get).
5. Unlike fighters, the #'s it takes to make these practical makes using them at sea unwieldy.
What bothers me the most about them is their to kill/damage ratio. Depending on what you want to use, every alternative is better.
If you want a ground-based typical beatdown SoD, arty will serve you better for virtually the entire game and is available sooner.
If you want fast wars, air power or spies make better complements. Annoyingly fighters are more cost-effective even when the enemy has fighters too. Fighters are a mere 40 hammers more expensive and don't automatically die.
If you have access to uranium, nukes own these silly. Anything over 4-5 units and the tac nukes are ALREADY more cost effective...and longer range...and barely later.
So what's the role of the cruise missile then? The only thing it seems to have going for it is that the AI doesn't use them . It loses for naval superiority (badly), loses for missile stopping power badly compared to nukes, and can't replace air due to terrible range and the fact that it is markedly *worse* in cost effectiveness!
Granted, they're resource-less, but how exactly would you use them without oil or uranium? You can't load them on ships (since you can't make metal ships), and your fastest resource-less units are cavalry and (if you tech more) paratroopers, but paras require an empty city, and guided missiles are even worse for this than nukes (it takes sooooooo many to clear a city, assuming they even fricken reach, and then one worker, missionary, or exec and you can't take it).
Am I mistaken, or are these legit candidates for "most underpowered unit in the game"? How do people use them? IF you do use them, please tell us how and why they compare favorably to alternatives in that situation. I've yet to see a case.
The one civ IV thread on it in the search seems to me to have failed to shed any light on actual utility of GM against alternatives (including my own comment on it at the time).
In the overpowered/underpowered units thread, nobody mentioned them at all. It's possible that the reason is because they are so well balanced , but somehow I think it's more likely that this unit is so underwhelming that it is not even CONSIDERED!
So I ask you all ----> do you ever use cruise missiles for anything other than cherry tapping? When I look at their returns and do world builder tests, it seems bad:
1. It takes like 40 of these to kill off a couple mechinfantry in a city. 2400 hammers just to kill a few units! So these are not nuke substitutes unless you are attacking VERY few units.
2. Their range is terrible. At least tacticals damage adjacent tiles. These things are true 4 range units, frequently unable to hit anything without being carried by naval forces or using forts.
3. They inflict 0 collateral. That's right...they're a 1 time use 40 str fighter. They can kill...but see #1.
4. They don't come especially early against other options (radio + rocketry puts them in the neighborhood of nukes, fighters, and bombers. Fighters are actually faster to get).
5. Unlike fighters, the #'s it takes to make these practical makes using them at sea unwieldy.
What bothers me the most about them is their to kill/damage ratio. Depending on what you want to use, every alternative is better.
If you want a ground-based typical beatdown SoD, arty will serve you better for virtually the entire game and is available sooner.
If you want fast wars, air power or spies make better complements. Annoyingly fighters are more cost-effective even when the enemy has fighters too. Fighters are a mere 40 hammers more expensive and don't automatically die.
If you have access to uranium, nukes own these silly. Anything over 4-5 units and the tac nukes are ALREADY more cost effective...and longer range...and barely later.
So what's the role of the cruise missile then? The only thing it seems to have going for it is that the AI doesn't use them . It loses for naval superiority (badly), loses for missile stopping power badly compared to nukes, and can't replace air due to terrible range and the fact that it is markedly *worse* in cost effectiveness!
Granted, they're resource-less, but how exactly would you use them without oil or uranium? You can't load them on ships (since you can't make metal ships), and your fastest resource-less units are cavalry and (if you tech more) paratroopers, but paras require an empty city, and guided missiles are even worse for this than nukes (it takes sooooooo many to clear a city, assuming they even fricken reach, and then one worker, missionary, or exec and you can't take it).
Am I mistaken, or are these legit candidates for "most underpowered unit in the game"? How do people use them? IF you do use them, please tell us how and why they compare favorably to alternatives in that situation. I've yet to see a case.