Units/buildings BA guide

Units/buildings BA guide

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manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Units/buildings BA guide

Post by manored »

Im writing a units/buildings guide of BA. The only reason I can find its because I like to explain things :-) .

Thats how it is right now:

Description of Ba units and buildings:

Units and buildings that cannot be built:

Commander (arm and core): The commander is the unit you start with. he got high defense, but short range and low attack power, attacking with a laser. He haves a especial weapon called dgun, that kill anything it hits instantly but wastes energy (what is not a problem if you got a good energy income) and haves short range. He also haves the ability to construct, and, altough he can make only the very basic lv1 buildings, he gots a high building power. The commander also haves the ability to cloak hinself, but at a high energy waste. Then killed, the commander explodes like a nuke, causing massive damage to everthing near it. Dont forget to reclaim dead commanders since they have a very high amount of metal. The commander also stores some resources for you, so you may notice a downfall in your capacity if you lose it. In com ends games you lose if you commander gets killed and in limited dgun games you can only use the dgun near the point where your com started.

Buildings that can be built by the commander and lv1 constructors:

solar collector (arm and core): its fast and inespensive to build, normally generating 20 energy. it haves a low resistence, but closes hinself then under fire to reduce damage taken. Its more reliabe than the wind generator since the energy it produces doesnt variates.

tidal generator (arm and core): fast and inespensive to build, generates energy acording to the tidal stregh of the map. It haves low resistance. Its more reliabe than the wind generator since the energy it produces doesnt variates. May you have not noticed, its an water building. :)
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Decimator
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Joined: 24 Jul 2005, 04:15

Post by Decimator »

I advise proofreading; on a short scan over I found several grammatical and spelling errors.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

WTF H4x...

TA discussion in my off topic...

MOar likely than you think...

shouldnt this be in teh general discussion, or BA thread..
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

Decimator wrote:I advise proofreading; on a short scan over I found several grammatical and spelling errors.
I know my english sucks... but as long as it be possible to understand it will be fine I fix those errors later. :-)

What means moar?

I was not sure if this was apropiate for any of those other forums so I tough this one was it... :-)

Edit: here a more complete but still far away version:

Edit again: completed the second part: (the first part is the units and buildings that cannot be built that includes the com only)

Description of Ba units and buildings:

!Units and buildings that cannot be built:

#Commander (arm and core): The commander is the unit you start with. he got high defense, but short range and low attack power, attacking with a laser. He haves a especial weapon called dgun, that kill anything it hits instantly but wastes energy (what is not a problem if you got a good energy income) and haves short range. He also haves the ability to construct, and, altough he can make only the very basic lv1 buildings, he gots a high building power. The commander also haves the ability to cloak hinself, but at a high energy waste, and to capture units, altough that is pretty timely. Then killed, the commander explodes like a nuke, causing massive damage to everthing near it. Dont forget to reclaim dead commanders since they have a very high amount of metal. The commander also stores some resources for you, so you may notice a downfall in your capacity if you lose it. In com ends games you lose if you commander gets killed and in limited dgun games you can only use the dgun near the point where your com started.

!Buildings that can be built by the commander and lv1 constructors:

#solar collector (arm and core): generates energy with the power of the sun. its fast and inespensive to build, normally generating 20 energy. it haves a low resistence, but closes hinself then under fire to reduce damage taken. Its more reliabe than the wind generator since the energy it produces doesnt variates.

#tidal generator (arm and core): generates energy with the power of the tidal waves. fast and inespensive to build, generates energy acording to the tidal stregh of the map. It haves low resistance. Its more reliabe than the wind generator since the energy it produces doesnt variates. May you have not noticed, its an water building. :)

#wind generator (arm and core): generates energy with the power of the wind. It is extremtly fast and inespensive to build, but so fragile that the explosion of one may kill other next to it, what can create huge chain reactions. The amount of energy produced depends of the wind strengh and, since this value variates in most maps, the amount of energy produced variates.

#metal storage (arm and core): Increases the amount of metal you can store in 3k. Takes time and some resources to build, but its pretty resistent for an economic building and helps reducing metal waste.

#energy storage (arm and core): Increases the amount of energy you can store in 6k. Its not very costly and timely to build, but its not as resistent as the metal storage. It helps reducing energy waste. Be carefull since it explodes violently then destroyed, causing damage to near units and maybe killing some.

#underwater metal storage and underwater energy storage (arm and core): they are the same as their land brothers, except that they are built underwater (in case you dont have land to make em over) and are a little less cost-efficient.

#metal extractor (arm and core): Extracts metal from the earth and adds it to your stock. Its not costly neither timely to build, but its fragile. In most maps it must be built over a metal spot to work, but in some maps it instead haves one large extractor range and extracts metal from all over it (in those maps there is generaly metal equally distribuited everwhere). Its efficiency is defined by the map.

#underwater metal extractor (arm and core): Its like the metal extractor, but its built underwater. It costs almost the same as its land brother (a little more) but wastes only 2/3 of the energy.

#metal generator (arm and core): turns energy into metal at a rate of 60e = 1m. Its inespensive, fast to build and costs only 1m, but its fragile and explodes like the energy generator then destroyed. May it cause you to have energy stall (lack of it), you can always toggle it off.

#floating metal generator (arm and core): its like the metal generator, except that it is built on the surface of water. It costs almost 2x more energy than the metal generator, but generates metal at a rate of 60e = 1.1m.

#kbot lab (arm and core): Produces lv1 kbots. Kbots are generaly slower and weaker than vehicles but can climb bigger heights. The kbot lab is expensive and timely to build, but all unit factorys are. Its is resistent but for some reason not as much as it looks to be :). Since it is a large building it causes some damage to nearby units upon death.

#vehicle plant (arm and core): Its like the kbot lab, but produces lv1 vehicles instead of kbots. Vehicles are generaly faster and tougher than kbots, but cannot climb high heights.

#aircraft plant (arm and core): Its like the kbot lab, but produces lv1 aircrafts instead of kbots. Aircrafts are expensive and timely to build, but have no moving limitations (unleash there is a mountain higher than the height the aircraft flys but thats rare) and cannot be fired on by most weapons.

#shipyard (arm and core): Its like the kbot lab, but produces lv1 ships instead of kbots. Ships can move on water only and are expensive and timely to build, but are generaly vital for controlling large water areas and can bombard land.

#dragon eye (arm and core): This tiny camera is cheap and fast to build, but fragile and since it must be built you will hardly manage to make one on enemy territory. The best about it is that it can be cloaked and while cloaked it also becomes radar invisible, so the enemy cant know it is there.

#radar tower (arm and core): detects the presence of enemy units over a large range, but can only give you basic info about them, like their size and unit type (squares are buildings, circles are land units, half moons are ships, triangles are aircraft, little kbots are tech 3 kbots and the arm or core symbol is the enemy commander). Altough extremly fragile, radar towers are extremly cheap and fast to build. radars cannot detect underwater units.

#sonar station (arm and core): detects the presence of units under the water and in the surface of the water over a large range, but can only give you basic info about em (see radar to more info about this). It cannot detect units outside water and must be built on it.

#dragon teeth (arm and core): blocks the passage of enemy units and some shots. Its a extremly cheap and fast to build buidable feature that act as a wall the placed in lines. Altough it can only be damaged by some kinds of weapons, (mainly the explosive ones) its easly reclaimed so wacht out.

#shark teeth (arm and core): its like the dragon teeth, but its built on water to block the passage of underwater and surface units.

#LLT (light laser tower) (arm and core): Light defense. Its cheap and fast to build. It attacks with a long range laser that outranges most lv1 units (except artillery ones). He is not very resistent and neither haves a very powerfull attack, but its fast firing and cheapness make it good to cover your base against swarms, rushes or light units. Works a lot better if used in line shaped groups.

#Torpedo launcher (arm and core): antiship/submarine defense. Its not very expensive or timely to build, and haves a high range and attack power, but its not very resistent. You should use it against submarines and light ships. Like the LLT it work better in line shaped groups.

#anti-air tower (arm and core): anti-air defense. Its cheap and fast to build and got a high range and attack power, but its fragile. Very efficient and best used in large groups that cover as much area as possible.

#floating anti-air tower (arm and core): Its like the anti air tower, but it is built on the surface of the water. Cost and efficiency diference are minimal.

#Depth charge launcher (arm and core): land based anti submarine/ship defense. Its not very expensive or timely to build, and is greatly effective against submarines since they cant attack back. It haves considerable attack range and power, but its not very effective against heavy ships since those can often fire back and it is not very resistent. Best used In numerous groups and NOT AGAINST LAND UNITS like some ais like to try :) .

!Buildings that can be built by lv1 constructors:

What do you guys think? :-)

Making this guide is really expanding my knowlegde... who would think that floating metal generators are more efficient (just 0.1 but still is) than normal metal generators? :-)
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

problem is it dosnt really teach much. shlould give examples of when and when not to use etc
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

1v0ry_k1ng wrote:problem is it dosnt really teach much. shlould give examples of when and when not to use etc
It gives but only about militar things. I will submit the next ready part of the guide...

!Units that are built in the kbot lab:

#construction kbot tech lv1 (arm and core): This kbots is able to make all lv1 buildings (except some water ones since he cannot enter water). He is slow and weaponless, what makes him vulnerable, but got some resistence. Average price and time to build.

#infantary kbot (arm and core): This kbot is cheap and fast to build and is fast and got good attack power, but lacks attack range and resistance. Good for raids and to fight another lv1 kbots. The arm infantary kbot haves more attack power and the core infantary kbot haves more attack range.

#rocket kbot (arm and core): This kbot haves good offense and defense, and a high attack range too, but its slow, shots slowly and its not very cheap or fast to build. Good agaisnt short ranged units and heavy units. There is few to no difference between the arm and core ones. This kbot can also shot against aircraft (altough not very efficiently), but his shots cant go over obstacles (unleash he is on a high place).

#light plasma kbot (arm and core): This kbot haves good offense and defense, a good attack range and can shot over obstacles, but its slow and not very cheap or fast to build. Good against defenses and to hit enemy units and buildings behind obstacles. There is few to no difference between the arm and core ones.

#anti-air kbot (arm and core): This is a anti-air kbot (of course). He haves a good defense as is as efficient as one anti-air tower, but its slow, not very cheap and fast to build and cannot attack units other than aircrafts. There are few to none diferences between the arm and core ones.

#medium infantary kbot (arm only): This kbot is expensive and timely to build and slow, but got very high offense, defense and a decent range. Good agaisnt heavy defenses and other kbots.

#fast scout kbot (arm only): posseses pathetic offense, defense and attack range, but its very fast and very cheap and fast to build. Good for raiding completly defenseless foes and exploring the map.
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