Rocktopus

ShaggyCan

Warlord
Joined
Sep 2, 2007
Messages
149
I can't seem to figure out the Rocktopus? Is this a bug? I couldn't get it to launch anywhere on the map. I didn't get to experiment with it too much, cause like all late game units, I won 5 turns later.
 

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I believe they only enter orbit over cities or is it that they can only enter orbit when they have a full turn remaining? They are also painfully slow unless you have magrails.

They could certainly be more useful...
 
he needs to be in sattelite range before you can deploy him in the sky.
Also, he can't overlap with other sattelites ( ofc )

he's pretty much the most useless unit in the game I think.
 
I must admit I'm not sure if I picked the hex right over top of him, but I had no other orbital units up at all (see pic). Yeah he did nothing in those last 5 turns.

That was another game where the AI had to wait like 15 turns or whatever before it could declare for peace. The minimum time of war thing is really bugging me. Its just bad AI. IF the AI DOW on you, and is getting stomped it shouldn't have to wait to sue for peace, especially if its gunna get knocked out of the game. But that is for another thread...thanks!
 
/edit: nvmd
 
Whooaaa Rocktopus has 92 ranged strength? That's amongst the highest. Only Angels from Supremacy surpasses that I think.
 
Does anyone happen to know if the Abyssal Mirror wonder applies to rocktopus made in the city with it.
 
The Rocktopus is essentially an artillery. You move it around like a hovertank and then deploy it in orbit directly over its own tile when you're ready to rock. The upgrade that allows you to de-orbit it at will is very useful, because it's otherwise going to stay in orbit for 10 turns, which can be inconvenient.

It's nice because only other artillery units can attack it, and there's really not much of those, so you can use it to decimate enemy armies with pretty much no return fire from them. Unfortunately, it's useless for sieging cities because Rocket Batteries give cities something like a 4 or 5 tile range for killing orbital satellites, and it's only range 2. If you're okay with saccing the unit or you're sure you're going to take the city, it's fine enough for a quick siege.

Ah - movement 2 means you need magrails or Phasal Transporters or it's going to take forever to get to where the action is.
 
Does the city orbital strike instantly kill the Rocktopus no matter what, or does its combat rating affect it?

If the later is true, then giving the Rocktopus a defense vs. ranged bonus high enough to make it more durable than a regular artillery should make it more useful - as the artillery is already the more mobile of the two, it doesn't need to be the tougher one as well.
 
any kind of orbital strike will guarantee it's death when it's in orbit.
 
You clicked the button and it moved into orbital mode on the tile that it was on, that's how it works.
On your screenshot it is currently in orbit, you have the deorbit button (the first from the left) and the attack button (the second one from the left)

I actually don't think it is in orbit yet- it isn't providing any orbital coverage in the screenshot (and it doesn't immediately go into orbit when you click launch, you have to click launch and then position the coverage over the space where it's standing). I think the buttons on the left are the anti-orbital strike (furthest left, not available because there aren't enemy orbital units nearby) and then the launch button.
 
Yes, that was obvious nonsense. Too much Alcohol or something.
 
Combat orbitals should defend with their strength rating rather than get one shotted like others. I actually got a Rocktopus to the front lines and it got shot down instantly.
The upgraded version spreading miasma makes it good for defense. But like always, the game will end before you'd get to use it.
 
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