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for GD u have to make sure ur using all available lvl 1 tanks. With URC the flamer and Wraith are a bit more specialized and as such require finess to use. With GD throwing in a few lasers and an ion tank or two will greatly help ur fighting abilty. Ions in particluar can be devastating as they can freeze several units at a time.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Day, you are insane
5 Urals can walk through anything.
All I have to say about that lol.
@ ivory
GD can be really tough to play vs a good urc player.
A few tips... Build an air factory asap (they obnly cost about 2 tanks worth).
Use airdrops as much as possible.
When attacking or defending, just before engagement send in scout helicopters, wait for a few seconds then attack.
Lasers and ion tanks especially are FTW.
Build multiple factories rather than assisting a factory.

All I have to say about that lol.
@ ivory
GD can be really tough to play vs a good urc player.
A few tips... Build an air factory asap (they obnly cost about 2 tanks worth).
Use airdrops as much as possible.
When attacking or defending, just before engagement send in scout helicopters, wait for a few seconds then attack.
Lasers and ion tanks especially are FTW.
Build multiple factories rather than assisting a factory.
Squads of differing units can help you a lot as GD - when playing URC, you may have gone for the "X Rocket Squad" "X Plasma Squad" and "X Mortar Squad"... for GD it is much more effective to mix and match, and indeed, if you mix correctly you might just be able to stop that URC group with twice as many of the same unit.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Day, you missed my point.
No. No. and just no.
DO you honestly think A mammoth could stand up to a ural? Good luck.
Do you honestly think a saturation arty can stand up to a lv3 plasma or cannon mech? no.
nuff said.
Besides, if you ever stop building lv1 during the entire game, you have made a very grave mistake. lv2 and lv3 in EE are not replacements like they are in AA. They are support.
Lv1 easily flanks anything, and when you get flanked you are screwed. AA is more about econ micro than Army micro. In AA you simply send everything you have towards the enemy.
In EE it is exactly the opposite. Tight control of one's army is what makes or breaks your game in EE.
No. No. and just no.
DO you honestly think A mammoth could stand up to a ural? Good luck.
Do you honestly think a saturation arty can stand up to a lv3 plasma or cannon mech? no.
nuff said.
Besides, if you ever stop building lv1 during the entire game, you have made a very grave mistake. lv2 and lv3 in EE are not replacements like they are in AA. They are support.
Lv1 easily flanks anything, and when you get flanked you are screwed. AA is more about econ micro than Army micro. In AA you simply send everything you have towards the enemy.
In EE it is exactly the opposite. Tight control of one's army is what makes or breaks your game in EE.
Last edited by Forboding Angel on 15 Sep 2006, 21:59, edited 1 time in total.
I never said you don't mix your groups as URC, I simply said that you had distinct ones. You must watch for the nuances... most people send mixed forces, but they produce and use the individual elements as if they were unmixed, to whit, running the mortars in a line behind, advancing with the plasma, rockets on guard... that sort of deal.
GD is much more effective in squads, that was really my meaning there. You can get away with large groups of a single unit or a pair of types as URC, and indeed it can be advantageous at certain times. However, making small better mixed groups with GD can be highly effective.
GD is much more effective in squads, that was really my meaning there. You can get away with large groups of a single unit or a pair of types as URC, and indeed it can be advantageous at certain times. However, making small better mixed groups with GD can be highly effective.
im not comparing it to GD
its about the t3 Missle mechs being to good to use the other mechs
why use plasmas when you can get mechs that do about the same damage can fire over hills/bigwrecks and DONT get brutally owned by gunships your not saying anything to prove me wrong i just think the t3 missile mech (NOT the arty one) please dont just say NONONO give a reason
its about the t3 Missle mechs being to good to use the other mechs
why use plasmas when you can get mechs that do about the same damage can fire over hills/bigwrecks and DONT get brutally owned by gunships your not saying anything to prove me wrong i just think the t3 missile mech (NOT the arty one) please dont just say NONONO give a reason
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Day is 100% right, as URC i never ever build anything but missile units at lvl 3. At lvl2 its similar but i get some arty and flak too. As GD i get more inclined to build sat arties but the armies after lvl1 are still nearly 100% missile, they do similar damage to cannons, fire over stuff and have AOE.
much less? at level 3? im not sure, they both own t2,t3 pretty fast but the missile mechs never miss they dont hit trees/wrecks and fire at air
they should do a little less damage you never need the t3 plasmas
the fact that they pwn all t1/t2 gunships is a bit over the top, what else do you gotta do when you vsing t3 without you having t3
they should do a little less damage you never need the t3 plasmas
the fact that they pwn all t1/t2 gunships is a bit over the top, what else do you gotta do when you vsing t3 without you having t3
OK this is news to me... FFS PEOPLE...
if you notice at any point of time in any game at any level in anywhere that one sort of unit is dominating I WANT TO KNOW IMMEDIATELY...
From what Im getting here Day, and Krog are both saying that missile units for URC are essentially OP, after level 1 in so much that they preclude the use of plasma wielding mechs after level 1, and especially at level 3 this overpower of missiles precludes the use of anything else...
Krog seems to think this also holds true for GD...
Any other useless units/overly useless... I want to know about them..
FFS people dont wait let me know now.. LET ME KNOW.. THIS IS STUFF I WANT TO KNOW.. dont keep it to yourself so you can abuse it TELL ME NOW!!! IF you dont I WILL find out and you will pay dearly..
GOD WILLS IT!!!!
if you notice at any point of time in any game at any level in anywhere that one sort of unit is dominating I WANT TO KNOW IMMEDIATELY...
From what Im getting here Day, and Krog are both saying that missile units for URC are essentially OP, after level 1 in so much that they preclude the use of plasma wielding mechs after level 1, and especially at level 3 this overpower of missiles precludes the use of anything else...
Krog seems to think this also holds true for GD...
Any other useless units/overly useless... I want to know about them..
FFS people dont wait let me know now.. LET ME KNOW.. THIS IS STUFF I WANT TO KNOW.. dont keep it to yourself so you can abuse it TELL ME NOW!!! IF you dont I WILL find out and you will pay dearly..
GOD WILLS IT!!!!
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Dude, he was using satire in about 50% of his postkrogothe wrote:take the chill pill![]()
Im not sure about GD, dont play them much, and urals kinda pwn hard and theres also saturation arty, so missile doesnt seem as powerful, but for URC missiles own a bit too hard! a 20% dmg reduction should straighten them out somewhat (for lvl3 ofc, lvl2 can do with just 10%).
GOD WILLS IT!
GD doesnt attack their enemy, they expand into them.
Essentialy, waht i'm trying to say is that GD realy lacks mobility, and that makes them more difficult to play than URC. As GD you need to think ahead because it takes quite a while to change your course of action, you have to force your enemy into situations where firepower realy matters, and then you will win. You havent seen anything till you've seen a wall of Urals and Chechnias(L3 Ion tank) pushing through enemy lines while Ursks(L3 laser tank) crack open their flanks and Ohotosks(L3 missile tank, probably misspelled) tear apart offending swarms.
EDIT1:
Well, I got a little too excited there, but you see the point. One more thing, air power is extremely important as GD, paticularly the transports. Whereas in AA an airdrop is only scantly usefull if you manage to catch your opponent off guard, in E&E it is possible to effectively penetrate enemy anti-aircraft screens and deep-strike into the centre of their base, when don with laser tanks this is devastating. An early game rush of 8 airdropped Tagias(L1 laser tanks) can hurt your enemy hard enough, and disorient them enough, for you to crack their frontlines and destroy their base. I typicaly like to go for factories primarily as that has the largest immediate effect, if you manage to lure your enemy into redistributing units from his frontlines he's good as dead.
EDIT2: Added unit info for j5
EDIT3: Am I the only one who knows unit's "proper" names?
EDIT4: Missed naming the Taiga(L1 laser tank)
EDIT5: In retrospect, mabye I should use 'laser tanks' plural for the Taiga.
Essentialy, waht i'm trying to say is that GD realy lacks mobility, and that makes them more difficult to play than URC. As GD you need to think ahead because it takes quite a while to change your course of action, you have to force your enemy into situations where firepower realy matters, and then you will win. You havent seen anything till you've seen a wall of Urals and Chechnias(L3 Ion tank) pushing through enemy lines while Ursks(L3 laser tank) crack open their flanks and Ohotosks(L3 missile tank, probably misspelled) tear apart offending swarms.
EDIT1:
Well, I got a little too excited there, but you see the point. One more thing, air power is extremely important as GD, paticularly the transports. Whereas in AA an airdrop is only scantly usefull if you manage to catch your opponent off guard, in E&E it is possible to effectively penetrate enemy anti-aircraft screens and deep-strike into the centre of their base, when don with laser tanks this is devastating. An early game rush of 8 airdropped Tagias(L1 laser tanks) can hurt your enemy hard enough, and disorient them enough, for you to crack their frontlines and destroy their base. I typicaly like to go for factories primarily as that has the largest immediate effect, if you manage to lure your enemy into redistributing units from his frontlines he's good as dead.
EDIT2: Added unit info for j5
EDIT3: Am I the only one who knows unit's "proper" names?
EDIT4: Missed naming the Taiga(L1 laser tank)
EDIT5: In retrospect, mabye I should use 'laser tanks' plural for the Taiga.
Last edited by FireCrack on 16 Sep 2006, 02:30, edited 5 times in total.
Fire nice post but besides the Ural i think most people have no idea what the other unit names refer to...
Krog its not that Fang isn't listening it just annoys him when people don't immeadiately post info like this (im assuming that u and day don't play as often though...) the missile mechs for URC are being looked at do not worry.

Krog its not that Fang isn't listening it just annoys him when people don't immeadiately post info like this (im assuming that u and day don't play as often though...) the missile mechs for URC are being looked at do not worry.