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Mind Worms > human units...

Illusion13

King
Joined
Jul 3, 2003
Messages
671
Location
Burnaby, Canada
Except against artillery units I guess... but still, I wasted an entire faction with mind worms that I got when I was wandering around... (Yup, I use Gaia)
 
That's a matter of opinion realy. The strength of mind worms is that they use Psi, so you never have to upgrade or enhance them. A worm, is a worm, is a worm, is a worm. Unfortunatley, the same goes for the defenders. A scout patroll stands as much chance against a mind worm boil as a hovertank w/quantum armor & a singularity laser. However, if the person defending against your worms has far supperior morale (Command centres, Morale-boosting social choices, defense facilities, ect) then they can just pop out a few cheep units and tear through your mindworms with ease. With conventional weapons, your enemies have to actually keep up in the tech race and invest a lot of minerals if they hope to stand any chance against you. I'd rather have a trained quantum/singularity gravship with clean reactor than 5 locusts of Crion. But then, that's just my oppinion...
 
Mind worms only have 10 hit points no matter what. Human units can have up to 40. This means that a Mind Worm attacking a human unit with the same morale level probably will lose if the defending unit has a better reactor than Fission Reactor.
 
Wrong, The Person. Mind worms automatically assume the hit point (reactor) level of the opposing unit if it is different, regardless of whether it is more or less.
 
Still wrong. In a mind worm-mechanical unit battle, the mechanical unit is considered to have 10 hit points.
 
Well, I think the best thing is to have both. Mind worms are great if you have to deal with some expensive enemy units. Then you mow down the cheapies with the techy stuff.
 
Pasi Nurminen said:
Wrong, The Person. Mind worms automatically assume the hit point (reactor) level of the opposing unit if it is different, regardless of whether it is more or less.
Cuivienen said:
Still wrong. In a mind worm-mechanical unit battle, the mechanical unit is considered to have 10 hit points.
Oh, I didn't know that. Thanks for the info.
 
Mindworms evens out the technological advantage. The only variables here are: Morale, planet+, innate advantage gained by secret projects.
 
The Last Conformist said:
In short, mindworms are good if you're behind in tech, bad if you're ahead.
dificult to be behind when you have locust of chiron

I will say : before fusion power mind worm are very good unit, if you have them with boil moral or beter . have many and evade artilery

d'ont forget the heal to 100% in fungus square and move fast on fungus square
a mind worm can get up to 90% damge from artilery meaninig 1 hit point
BTW it seem less moral have a unit more chance to capture mindworm
 
Well actually, I used to think locusts or chiron were good, but they arent really good. :rolleyes:
 
No, they're actually mildly useless. They never have a huge advantage. They're only good with both The Dream Twister and a Planet Rating of 3 or greater. The one-to-one attack ratio for air- and sea- native units really cripples them.
 
AnsarKing101 said:
Well actually, I used to think locusts or chiron were good, but they arent really good. :rolleyes:
they are good for capturing base or as a blockade around your base or damge unit. if I not mistaken they get a penalty of 50% when atacking ground or sea unit.
 
They don't get a penalty against sea/ground units but have almost no chances attacking AAA unit. Good use for them is to send them en masse to enemy land and start ripping out his farms, boreholes etc. and watch him succumb from starving and inability to support/build more units. Afterall, crop-destroying is the main function of locusts here on Earth :devil:
 
Cuivienen said:
No, they're actually mildly useless. They never have a huge advantage. They're only good with both The Dream Twister and a Planet Rating of 3 or greater. The one-to-one attack ratio for air- and sea- native units really cripples them.

True. But they can take bases--which is why they are of great use to me, since the backbone of my military is 'copters, which can keep pounding a base until there's not even a former left to put up a defense, and then it can't take it. OK, no matter; I fly in my Locusts, and the base is mine. Of course, I ditch the Locusts as soon as I get gravships, but they are useful nonetheless, since gravships tend to be very much late-game.

Of course, I use neither the Locusts nor the gravships if I can get a paradrop in; but that simply doesn't work with sea bases and bases protected by an Aerospace Complex.
 
I say mindworms are best as an early game navy works best for me that way soon after 10 isles of the deep it seems like your an unstopable force of the sea then build 15 more then you are then just watch out for Trance ships and such to be your new navy using the sea worms mainly as City protection and transport
 
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