It does not matter, bro. You will not fight a battle that you know will not win. In fact the cost of making another Hunter Captain is greater than that of your army, but again, you do not have to lose him if you do not want to, he will do what? To hunt you? With that speed even the Marines flee from him. No, Areo is no better solution if you do not have a big army of them, and if you have it, it does not make sense to talk about it because we're talking about it against 40 pop. Another thing, he is not invincible, everything he does has his price, and yes, Snipers give him account. But again, if you have a problem with it, if you know that a direct fight against the Hunter Captain can be bad, do not use your skills improperly, save them for the right time.D3Iinquent wrote:So to educate you all. HC beats all army comps except snipers at 40pop or lower on ground. Air is the best solution. Banished have no way to optimally kill him late game with ground. Early game just make choppers/ghost. Having siphon on top of CR is rediculous. Your comparing prices between his upgrades vs an army. Did you take into account the units need to be upgraded or better yet if he dies the rebuild cost is way less then your army? Only nerf he needs is to not be r by CRSoulNathan wrote:Hello guys. About Hunter Captain, what skills do you use against him to support your 40 pop? Because Hunter Captain has three supporting abilities to help himself: Skitterer, Battle Hardened and Combat Repair, plus active skills that as you say are used to keep him alive, ie multiple skills are used in conjunction with it, including the supreme ability of the Colony. Another point, what level of units do you use against it? Because a T3 hero can usually beat 40 pop without improvement or with just the T1 enhancement and even with abilities aids (which is the case of Hunter Captain), you can beat 40 pop. Another point, Hunter Captain alone costs 0 pop, but the skill that allows him to be even stronger than he already is and even more tanky, is Skitterer's skill, which makes a Hunter Captain then have 4 pop, not takes up a lot of space and may even be irrelevant, but it's usually not like pop. Another point, what kind of unit do you use against it? Because Hunter Captain is infantry, there is no point in sending air to him, besides, infantry that is not infantry specific counter is not a good idea, because he is tanky and has a good damage, besides the Skitterers are also infantry and the fact that as infantry lose units, it also loses its damage. So the ideal against it are the vehicles, but do not expect vehicles without their enhancements and unsupported skills or some micro can beat him easily, even because he'll probably be in Vet 1 by then. Another point, Hunter Captain can only prevent his units from moving if they were not already in motion and in a competitive game their units will always have to be on the move or you simply lose. Any stopped unit dies easily, there is no need for a Hunter Captain for this, you can do this with much less expense as we have with him and in a much easier way. So let's go Hunter Captain to his Skitterers costs 4 pop and 600/1665, a considerable expense in just one unit, all of which he does a consequence to balance his speed and again, in a competitive game, speed is everything. Hunter Captain pressure you at first, but after that, you will always be faster and stronger than him, even your army sometimes, since he may be leading one. Thanks for read, bro.
[Locked] Season 11 Patch Preview