Another big part of the guide

Another big part of the guide

Please use this forum to set up matches and discuss played games.

Moderator: Moderators

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

Another big part of the guide

Post by manored »

At the rate im doing it im never going to end it :) but where is the newest piece:

Ba 5.4 units guide:

#Tech 6 units: (Level 3 kbots)

Arm:

Bantha (tech 3 assault kbot): The Bantha is a large, powerfull kbot. He is meant for assault, but its less efficient than the large amount of tech 2 units assault units you can make with the metal you waste for him. His attack range allows him to be used as artillery, but from far away from the enemy his attack power is not very high for its price. The main reason you will want to use Bantha is that he occups a much smaller space than a group of lv2 units.

Razorback (tech 3 battle kbot): A big, fast and powerfull kbot. He is meant for attacking other units, altough large swarms of lv2 units can be more efficient at this. He can also be used for assault but again other units are more efficient at this than him. He is quite good at raiding but by the time you manage to make him your enemy will already have good defenses so its pointless. The main reason you will want to use this kbot is that he occups a much smaller space than a group of lv2 units.

Marauder (tech 3 light amphibious kbot): I believe this is the smaller and cheaper lv3 unit around, but its a nice one. Performs pretty well on assault, battle and raiding, altough not was well as lv2 units you can make with his metal. He is amphibius and altough he is defenseless underwater the smaller space occupied by groups of this kbot compared to other amphibious units makes beach invasions easier.

Vangurad (tech 3 heavy artillery kbot): The most usefull and slow lv3 unit from arm in my opinion. It is meant for artillery, and does very well on it, having a bigger range that most other artillery units and enormous firepower. It is vulnerable at close range combat, but not completly defenseless.

Core:

Krogoth (tech 3 experimental assault kbot): A kbot with immense size and power. He is very efficient at both assault and battle. His use is very recomendable if you have a strong enough economy to make him.

Karganeth (tech 3 all terrain assault mech): A big, fast and powerfull kbot. he is meant for battle, but swarms of it can be quite good against very heavy defenses (slow shotting high power ones). He is also able to attack air with his rockets. Be carefull since this kbots explodes violently and this may cause severe damage to other units near him. He can climb any height.

Juggernaut (tech 3 heavy mobile turret): A very big and resistant but very slow kbot. He is meant for defense. His shots arent strong (compared to other tech 3 kbots) but they can hit various units, what makes him good against large swarms of small units and bad against small groups of big units.

Shiva (tech 3 amphibious siege mech): A amphibious artillery kbot. Altough his attack range is not that big for artillery, he shots fast and strong, making him aceptable for close range combat too. He is defenseless while underwater.

Catapult (tech 3 heavy rocket kbot): A artillery kbot. He haves a high attack range and power, but his attack is composed of various rockets that spread around. Good against big groups of weak units/buildings. Bad against small groups of units/buildings.

#Tech 5 units: (Level 2 buildings)

Both teams:

Fusion reactor (produces energy/storage): Generates energy. Its more efficient than lv1 energy generators, but takes a long time and cost to build, what is compesated by its great output. Warning since this will be a great target for bombers and its explosion can damage/destroy near by units.

Experimental Gantry (produces tech3 units): Produces tech 6 (3) Kbots. Its expensive and timely to build, and a priority target for your enemys, so watch out.

Moho Geotermal Powerplant (Harzardous energy source): Generates energy. Its much more cost/efficient than a fusion reactor, but it must be built over a geovent and explodes like a nuke, so make sure to guard it against air attacks.

Moho Mine (Advanced metal extractor/storage): extracts metal from the ground. Its less cost-efficient than his tech 1 brothers, but he extracts metal faster and since the amount of metal spots is limited on most maps you will want to make it anyway.

Moho Metal Maker (converts energy to metal): This converts energy into metal. Its 20% more efficient than his tech 1 brothers. Beware since this building haves ridiculous hp and its explosion can cause some damage. (enough to kill other Moho Metal Maker causing a chain if you pack em togheder)

Metal Generator (produces free metal): This produces metal winhout the need of energy. They are more efficient than making fusions and then metal makers, but they take up a lot of space to generate considerable metal and are fragile, so packing em togheder is not a good idea.

Advanced Energy Storage (increases energy storage): This increases the max amount of energy you can have stored. Its less efficient than his tech 1 brothers, but haves more resistance. Its explosion can kill near by units or buildings.

Advanced Metal Storage (increases metal storage): This increases the max amount of metal you can have stored. Its less efficient than his tech 1 brothers, but resists more.

Advanced Radar Tower (Long-range radar): This building allows you to detect enemy units inside its range. Its extremely fragile, but fast to build and cheap. The radar cannot detect things underwater, some units (Those units are most times called stealth or radar-invisible units) or units inside the range of a radar jammer. Haves longer detection range than his tech 1 brother.

Veil (long-range jamming tower): This building allows you to hide your units from enemy radars and sonars. Its fragile, but got a good range. Note that it will work for the enemy too.

Fortification Wall (perimeter defense): This building is used to form barriers by making a lot of it on a line. Its extremely cheap, even tough more expensive than its tech 1 brother dragon teeth, but is consequently harder to reclaim. Blocks the fire of some units and defenses (mostly missiles, lasers and machineguns) and cannot be crushed, altough its reclaimed easly and can be destroyed by some kinds of shots (mostly cannon shots).

Air repair pad (automatically repairs aircraft): Air units will automatically come to this building and be repaired if they get their health under a certain % (this is defined by you on the orders menu of the aircraft). It can hold 4 aircraft by time and repairs then pretty fast, while not very expensive.

Targeting facility (enhanced radar targeting): This not very expensive building will increase the accuracy of your units then shotting guided by radar. Its especially usefull then you got Long range artillary units like the BB (Big Bertha). Building more of it will increase accuracy, altough there is probaly a point where it will stop making effect due to perfect accuracy.

Arm:

Cloackable Fusion reactor (produces energy/storage): Similar to the Fusion reactor, except that it is expensivier but possesses the ability to cloak (becomes invisible for units, requiring radar to be detected. Cloaked units will become visible if they attack, build or similar stuff). Wastes 200 of energy to keep the cloak on.

Prude (Safe Geotermal Powerplant): Similar to the Moho Geotermal Powerplant, except that it generates less energy but its a lot more resistant and haves a much smaller explosion.

Tracer (intrusion countermeasure system): This device detects moving ground enemy units inside its detection range, even if they are stealth or are cloacked, but it can only keep track of then while they are moving, dont show it on radar and your units wont react automatically. Not very expensive (or usefull :) ).

Keeper (Plasma deflector): This device deflects plasma cannon shots withing its range. Note that this device also offers some protection to stuff behind since shots low enough to hit that stuff must pass trhu the shield. BB or intimidator shots may get trhu the shield ocasionally, so make 2 for a completly impenetrable anti-plasma defense. Its pretty expensive so make it on key points.

Arm Juno (anti radar/jammer weapon): This weapon jams radar detection around hinself and can produce missiles that cause temporary radar jam where you shot em. Not very expensive.

Ambusher (Cloackable heavy plasma cannon): This artillery weapon costs a bit, but its worth the price. Its range is not so much for a tech 2 arti unit, but its shots pack a great power. It haves 2 firing modes: In high angle it causes a lot more damage but shots are too slow to hit moving units. In low angle shots can damage moving units but dont pack that much power. Can be Cloacked. Keep it away from direct combat.

Pit Bull (Pop-up gauss cannon): This defensive weapons is not very expensive but works well against all sizes of ground units, except for units that outrange it, that are rare.

Anniquilator (tachyon acelerator): This big weapon is considerably expensive, but if used correctly worth the price. As defense its only good against heavy units, but its range allows it to be used to hold your enemys front back. Its not very resistent, so keep it behind other defenses.

Flakker (Anti-air flak gun): This weapon is expensive, but works well against all kinds of aircraft. It cannot shot something other than flying units. Dont forget that its health is not that good, so players might try to bomb em to destroy em. Keep em away from each other to increase effect range and make bombing em harder.

Mercury (Long-range missile tower): This expensive weapon works somehow like a sniper: It haves high attack power and range, but a very slow fire rate. Shots may hit various units since they have a big blast. If you have at least 1 of this for each incoming aircraft, it will work greatly, but if you dont it wont work all that well because the slow fire rate will let you open to attacks. Because of that its not recomendable that you have those as the only AA defense of your base.

Detonator (EMP missile launcher): This is like a nuke, but of emp and less expensive. Missiles must be made before being shot. It takes around 100 seconds to make one missile. Impact area is not that big, but the enormous range can make it usefull anyway. (You can use it on a anti-nuke for example)

Protector (Anti-nuke system): This device protects the area inside its range from being nuked. It needs to have at least 1 missile in store to work. Missiles take around 50 seconds to be made.

Retaliator (Nucler ICBM launcher): This powerfull weapons lauches nuclear missiles. Missiles must be made before use and take around 140 seconds to be made. Its range is virtually infinite and the blast and power of the missiles are both very big. It can be countered by anti-nukes.

Big Bertha (Long-range plasma cannon): This expensive but powerfull weapon haves enormous range and firepower, altough not very precise and slow shooting. Nice to bombard the economy or front line of your enemy, but be aware that nearly any other way is more cost-efficient if it can be acomplished. Needs 3000 E for each shot.

Vulcan (Rapid-fire long-range plasma cannon): Like the name says, this weapon is very similar to a long-range plasma cannon, except that it haves a little more range and a much higher fire rate. Its insanely expensive, but for a reason: Whoever succeds into making this is almost surely the winner of the battle.

Decoy fusion reactor (Decoy fusion reactor): This building is exactly equal to a fusion reactor, except that it is very cheap and produces nothing at all. It merely serves to call your enemys bombers attention away from the real fusion reactors.
User avatar
Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Post by Lolsquad_Steven »

You wrote alot of descriptions there mate.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

Yeah, but I think I didnt got to even 25% of the units yet. You never know how many units a game haves until you try to make a guide with descriptions of each... :)
Post Reply

Return to “Ingame Community”