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Stargazer 10-03-2013 11:42 PM

Cyborg gards..
Can people explain cyborgs gards to me?How to use them effectively etc,Ive never gone robotics,I know the obvious that they are much harder to stop as have hidden armour but how do you know how many to send to land?

If nbs says you need two mill to flak someone,how many cyborgs would you need?


Twigley 10-03-2013 11:47 PM

I usualy sent 1:1:0,1

Gards CGards Geo.

Ignoring all enemy troops.

Land everywhere.

Elevnos 10-03-2013 11:53 PM

Send Cyborg Gards => Get Land!

Garrett2 11-03-2013 12:17 AM

disregard poms, acquire acres.

hippies strip armour and can stop cgs if used en masse.

'Tiger' 11-03-2013 12:31 AM

CG's early in the round like now is hard to stop, if you send a decent number.

You can pretty much go for anyone tbh, but as Garrett said, be wary as people will just **** you over with hippies.

Franny 11-03-2013 12:50 AM

oh noes, not hippies. wk and apprents is what will **** you over.

Steve_God 11-03-2013 08:17 AM

Is short, normal gards and harvs are cheap, and are all health.
CGs have armour points, meaning that stuff like Terrors are much less effective, and you need something with armour damage to stop them.

n0c0ntr0l 11-03-2013 08:36 AM

CG's are brilliant as long as you don't run into insane amount of hippies. Generally I'd say 2:1:0.1 gards/CG/geo

Also, you can do what nobody else wants to, go hit those solos with sleepers, farm them to nothing!

Max 11-03-2013 09:22 AM

Depends on the target as to what ratio to use.

When you are hitting a player with spikes and SGTs, it is most cost effective to use pure CGs.

When you are hitting a player with mostly basics, it is far more effective to use mostly gardeners, and then just a few CGs to boost a layer to your flak (10m gards, 1-2m CGs for example).

It's particularly important when hitting solos not to just "mass CGs" because you can trigger unecessarily if you aren't careful.

If you are hitting allied, then 2:1 or 1:1 are both pretty good suggestions. Of course, if nobody knows you are a CG yet, then pure CG for your first attacks can give you the element of surprise :D

Stargazer 11-03-2013 10:19 AM


No-Dachi 11-03-2013 11:29 AM

Pure CG gets costly, and if they layer the defence well enough you might even find yourself with your geos being blocked through the CGs. I would definitely not go over 1:1, and probably as low as 2:1. Later in the round you can tailor it to suit whatever route you're going.

Stargazer 14-03-2013 11:41 AM

Im not quite 100%, example please:

Staff [7,151,671 Total] 80,872,906 - 68,069,867
Gardener [2,870,974] Harvester [201,000]
Hippy [1,030,299] Protestor Guru [1,998,692]
Protestor Leader [0] Yob [1,021,866]
Wheelbarrower [28,840]

There is enough to block 11,941,751 gardeners

So what would you send to land?4M gard,4M cyborg?Whats the way to work it out?Do you just half what the NBS says(with cybogs)?Need me a system :)

timtadams 14-03-2013 12:10 PM

hippies get 1:1 on both gardeners and CG
guru get 1:5 on gardeners but only 1:1 on CG
yobs get 1:2 on gardeners but less than 1:1 on CG
(ratios are approximate)

for that target 4m CG alone would probably get you through, provided you had geos. 3m gardeners + 3m CG would easily get you through, with geos. 4m of each is a safe bet if you don't have a lot of wheelies.

Stargazer 14-03-2013 12:27 PM

thanks, perfect answer :D

Max 14-03-2013 02:37 PM

If you are stretched for AR mod however, something like this would also fit the bill:

1m gards to get past the hippies
4m gards to get past the gurus (now all the gards are distracted)
1m cgs to get past the yobs
5m gards 1m CGs and geos

Cheaper than just 4m CGs, and might be the ticket to avoid AR triggering!

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