this is what I used last game, worked pretty well: mex, energy pylon, mex, energy pylon, scout, scout, all three units go off to seperate mex spots, after the com makes one more mex, let him wait until the scouts have made at least one mex each, then build a combat form, maybe another energy pylon and another scout, and then a combat form or coneriatarka wrote:Still lots of people here insist that Aliens as a faction are overpowered. So, what am I doing wrong? For instance, what is a good initial build sequence to keep energy problems to a minimum?
And the only reason I can think of to make tons of energy pylons is if you're trying to power many T2 mexes on T1 power. Not a good plan. Either that or going into late game without teching to any advanced energy pylons.