Spring Strategies, each and everyone! - Page 2

Spring Strategies, each and everyone!

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Min3mat wrote:its hilarious and only noobs don't get one AA tower and or walk their com around.
Or bots, who your allied with :P

I love commander dies and the team loses, no more laggy bots after I used his com to kill my enemies...
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Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

SwiftSpear wrote:
Hellspawn wrote:Actually walking comm can't be taken :P, so they are probably not "walking" it around =P.
That's exactly what he said. When you get chased by atlas just get an AA tower up and walk your com in lines around it.
Oops read it to fast <3.
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DeathHawk
Posts: 278
Joined: 19 Oct 2005, 02:02

Post by DeathHawk »

sadly i dont have a specific stradagy because each time i play i go completly at random and if what i do in that game play is affective i use it and addapt to it.

Mostly when i loose i study the replays so i can correct my mistakes and next game i try i attempted to overcome those mistakes and after that point i end up doing someing completly differnt afterwoulds.
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

A so-powerfull-its-almost-imba strat in 2v2s that is pretty obvious but I never see used is both allies rushing one position with about 5 AKbots/Peewees each.

It is so simple but it has won more games for me than I can count because even the usual anti-rush LLT will just get torn down by the swarm, with some micro and luck you can often kill a comm with it.


The only counter is if they have HLLTs or they decided to build lots and lots of LLTs.




I dont wanna go giving away all my secrets, but another trick to this rush is you let your commander guard the Kbot lab, this lets you get even as many as 10 or 15 AKbots for your opening rush (after you have two mexes and adquate power)



Edit: uhh, pretend I fixed all those really long sentinces
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

In XTA, don't neglect AA kbots. Often your oponent will try to open with a com rushed pair or trio of zippers/freakers. As core you can just go AK's to deal with it, but as Arm you have the PW, which is much worse against fast moving targets.

So what to do? Try rushing 3 AA bots and throw up a radar tower. The AA bots will start firing on the rushers a long way out, and whittle them down before they do serious damadge. Remember to line up your bots so they all have clear fire paths.

Swarming cheap AA bots is also a good way to deal with a comnapper or other L1 air rusher, as the bots have more flexibility than the fixed towers.
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

I just sit in my base and porc.
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Johns_Volition
Posts: 134
Joined: 05 Jul 2006, 21:17

Post by Johns_Volition »

In XTA, fusion reactors are extremly effective and will power 3 Moho metal makers. Therefore, if you build them in a ratio of 2 fusions to 5 Mohos, you will alaways have enough metal/energy for your war effort.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

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Deathblane
Posts: 505
Joined: 01 Feb 2006, 01:22

Post by Deathblane »

Yeah, true co-ordination absolutely destroys all. Unfortunately you don't often get it unless you're playing with friends.
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Forboding Angel
Evolution RTS Developer
Posts: 14616
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

it's "Spring" btw :P
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jackalope
Posts: 694
Joined: 18 Jun 2006, 22:43

Post by jackalope »

for AA 2.23


maek wesel
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

tiz a winzer stretygee tbhaech
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Day
Posts: 797
Joined: 28 Mar 2006, 17:16

Post by Day »

be me tbh
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

I find 2 things help:

Always over estimate your opponent.

Always expect it to go horrible wrong.

aGorm
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Now you're not even trying, guys.

That said, make weasel has a better ring than make gator.
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Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

I prefered maek gaet0r from maek wezel <_<.
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

hmm on ssb with aa 2.23 core: garpike rush to criple there economy then a halbard swarm 2 take out there dfences then a kraken army 2 finish them if they decided 2 go air mix in aa hovers arm: send a constant line of pw to c whats goen on then make the duel missle truck and the aa missle truck and atack what the pws c bfore getting killed then go lvl 2 vehs and mass produce adv consts , penetraters, and phalanx 2 defend ur base while u build lvl 2and3 kbots to crush there base
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

also, if the comnapper is pissing around rather than just sending in to comb, coms can nanolathe in air, so you can capture or reclaim the air transport.
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jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Post by jellyman »

Written with AA in mind - Closed vs Open game:

Closed games are games where it is easy to set up a solid defensive line. Factors that can contribute to a closed game include - restrictive terrain/chokepoints, team games with larger numbers of players, and maps that are long and narrow. Strategic considerations for such a game are to occupy as much territory as possible early on. Its easy to claim territory that is unoccupied, but hard to assault territory that is defended. Generally the more territory you have, the more resources you control. As the commander is fairly tough, and can build light laser towers quickly, it is the ideal unit for initial occupation of territory. Hence moving your com towards the center of the map as quick as possible (com pushing) is a vital strategy to master for playing closed games.

In a closed game, attacks by small to medium squads of units often achieve nothing. Or worse than nothing - you have wasted metal, and the attacker die on your opponents defensive line, leaving your opponent with an economic boost if he reclaims the metal. So attacking carefully is important. A popular and effective option for battle on such a map is long range artillery. If you can build a guardian within range of the opponents line, you may be able to shell that line without taking any damage yourself. Mobile artillery while less popular can also be effective. Range isn't as great, but it can be moved to where its needed most, and can also be built quicker and cheaper than static artillery. Another tactic to consider in team play is a coordinated attack. You may be facing four players lined up on crossing with a dense defensive line across the whole map. But if four aggressive players build a significant mobile force, they may be able to concentrate it on the weakest point on the defensive line and break through. Such a break through will often be decisive, as in a closed games most players invest a lot of effort into the important defensive front line.

Also be mindful that some maps may appear to be closed, but can be opened up by specialised units. Hovercraft or some kbots can cross barriers that are impassable by normal units, allowing surprise attacks in parts of the map that may not be defended as well.

Open games are games where it is difficult to set up an effective defensive line. Open games are most likely to occur with 1 vs 1, or maybe 2 vs 2 team, on open square maps with few terrain restrictions on where units can move. In such games it is important to expand your economy as quickly as possible, while restricting your opponent from expanding.

Attacking often, with smaller squads of units is normally rewarding, as your opponent cannot effectively defend his entire territory. To build a defensive line that is strong enough to prevent this from occurring is too expensive, and will slow your expansion too much. Most attacks should take out at least a few defensive and resource structures, and require the defender to spend time moving defensive units to intercept, which slow his expansion. Expect that when you are attacked that you will take losses, and don't over defend. A few lighter defenses scattered around to slow the enemy down, and tip the odds in your favour when your mobile units intercept is all that is required.

Artillery is less effective as it is either static or slow, and there are no key points to attack. If you build a guardian, you may find that all you have achieved is shell a few cheap defenses, and claim a small amount of extra territory that is not strategically significant, after expanding a strategically significant amount of resources. Com pushing can be dangerous, as it is easy for the opponent to move a party of raiders around the defensive line the com is attempting to set up. They may then have uncontested access to destroy your factory and key resource structures. The com is often more effective guarding the factory as a last line of defense against raiders, and to help you to quickly pump out large numbers of raiders and construction units to attempt to out expand and out raid your opponent.
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bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Post by bwansy »

Is "crawling bomb+aerial transpert=flying bomb" feasible? I think if a player forgets to have AA for long enough for his/her enemies to tech up, he/she deserves to be bombed this way. Good for comm ends=true games. Also for sea battles, having some scout ships/hovers to distract a group of cruisers and/or battleships, then send a sea transport fully loaded with crawling bombs and kaboom!! Hover transports might work as well.
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