TASpring gameplay tips
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- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
I think comm bombing is very lame, stupid, etc. That's why I always play comm ends. However, comm ends has its own set of problems, because often the game degenerates into a game of who can keep an eye on his commander the most constantly.
I'd rather play comm continues but have the value of the commander to the player be very high in proportion to the explosion. To me, this means that the comm should have a VASTLY smaller explosion. I know, I know... departing from what TA did in 1997 is heresy. But at some point we may have to implement some things that are a departure from what some designer thought was a good idea in 1997 *cough*trajectory selection*cough*...
I'd rather play comm continues but have the value of the commander to the player be very high in proportion to the explosion. To me, this means that the comm should have a VASTLY smaller explosion. I know, I know... departing from what TA did in 1997 is heresy. But at some point we may have to implement some things that are a departure from what some designer thought was a good idea in 1997 *cough*trajectory selection*cough*...
Are you sure that this is a practical post? TA has enough to it that any strategy manual would need footnotes to the effect of *See subparagraph A, exception C.
1) Expand (Rapid, Balanced). Control of territory is as important as resource production, and the two generally go hand in hand. Porcing can work in team games and in metal maps, providing that your resource production advantage exceeds the territorial control advantage of your opponents on a roughly 1%/1% basis (a ratio that varies on several factors, the most important being pressure and precision, but is generally reliable). On non-metal maps, especially those with rich, spread out metal deposits, expansion is a must for economy. Territory control offers additional offensive paths - supply line equivalents - better sites for static positioning, and room for spacing out and hiding key buildings - damage control and information warfare. Most important of all, don't stop expanding until the game ends or you hit unit limit, at which point your first course should be full, or near-full, level 2 conversion. Most new players don't have a clue about expansion, which is how some veterans take on 4 or 5 on larger maps without breaking sweat.
2) Select your Attack Form. Most players will use a combination, but the individual paths are something along the lines of: land, raider; land, siege; land, static; Krogoth (and equivalents); air, gunship; air, bomber; air, cheese; naval; LRPC; nuke; Comm rush. About 2/3s of players will select a ground, raider form to begin with, followed by ground, siege, depending upon the map. The easiest counters to this are ground, raider to ground, static, or air, gunship to ground, static, depending upon your opponent's unit choice. Newer Spring players will almost always favor either tactical fights, or hopeless strategic fights (i.e. Krogoths with metal income in the 70s). The most effective counter-strategy to pure tactical play is Flowing - stall tactical forces with obstructions and statics and send land, raider or air, gunship forces around and past them; i.e. the German WWII strategy that governed the Blitzkrieg tactic.
3) Attack or Counter-Attack. Timing, mass and surprise are the three most critical elements. By timing, I refer to the ability to pick the best spot to hit, and the best moment to hit it, by mass, I refer to net firepower and durability of your force, and by surprise, I refer to the ability to catch your opponent off-guard. As units in TA automatically fire proficiently, the most useful elemets of surprise are attack form composition and speed. All three of these factors are involved to varying degrees in every encounter, and occur on both tactical and strategic levels, depending on map size (by tatical, I refer primarily to on-screen battles, whereas by strategic, I refer primarily to offscreen. Tactical fights are more immediate, and generally more intuitive, whereas strategic fights are more anticipatory, and generally more intellectual), and require the element that most strongly differentiates TA from your grandma's RTS - information control (radar, jammers and LoS scouting).
4) If you're not familiar with the controls, you'll lose (Hint: Ctrl C then D, F4, Shift and Ctrl to start). If you don't use all of your Ctrl groups, you'll probably lose. The % of Ctrl groups dedicated to offensive groups, defensive groups, information groups and construction groups will vary according to playstyle (most especially Tactical versus Strategic preference). Personally, for example, I prefer a strategic style, and will have something like 5 construction groups, 1 Fighter group, 1 Gunship group, 1 LRPC or nuke group, and 2 interchangable ground groups.
5) You'll lose. It happens. Even if you're really good, you'll lose, as you'll seek out players that challenge your abilities, and between the unpredictable elements of teammates and the impossibility to effectively neutralize all attack forms completely (especially the air, cheese to Comm bomb form, as it's less expected), 100% wins are impossible unless you stick to weak opponents or simply don't play. I, personally, am a horrible sport about it, but then again I hate you all and want you to suffer. Get used to it.
w00t! Server's back up.
1) Expand (Rapid, Balanced). Control of territory is as important as resource production, and the two generally go hand in hand. Porcing can work in team games and in metal maps, providing that your resource production advantage exceeds the territorial control advantage of your opponents on a roughly 1%/1% basis (a ratio that varies on several factors, the most important being pressure and precision, but is generally reliable). On non-metal maps, especially those with rich, spread out metal deposits, expansion is a must for economy. Territory control offers additional offensive paths - supply line equivalents - better sites for static positioning, and room for spacing out and hiding key buildings - damage control and information warfare. Most important of all, don't stop expanding until the game ends or you hit unit limit, at which point your first course should be full, or near-full, level 2 conversion. Most new players don't have a clue about expansion, which is how some veterans take on 4 or 5 on larger maps without breaking sweat.
2) Select your Attack Form. Most players will use a combination, but the individual paths are something along the lines of: land, raider; land, siege; land, static; Krogoth (and equivalents); air, gunship; air, bomber; air, cheese; naval; LRPC; nuke; Comm rush. About 2/3s of players will select a ground, raider form to begin with, followed by ground, siege, depending upon the map. The easiest counters to this are ground, raider to ground, static, or air, gunship to ground, static, depending upon your opponent's unit choice. Newer Spring players will almost always favor either tactical fights, or hopeless strategic fights (i.e. Krogoths with metal income in the 70s). The most effective counter-strategy to pure tactical play is Flowing - stall tactical forces with obstructions and statics and send land, raider or air, gunship forces around and past them; i.e. the German WWII strategy that governed the Blitzkrieg tactic.
3) Attack or Counter-Attack. Timing, mass and surprise are the three most critical elements. By timing, I refer to the ability to pick the best spot to hit, and the best moment to hit it, by mass, I refer to net firepower and durability of your force, and by surprise, I refer to the ability to catch your opponent off-guard. As units in TA automatically fire proficiently, the most useful elemets of surprise are attack form composition and speed. All three of these factors are involved to varying degrees in every encounter, and occur on both tactical and strategic levels, depending on map size (by tatical, I refer primarily to on-screen battles, whereas by strategic, I refer primarily to offscreen. Tactical fights are more immediate, and generally more intuitive, whereas strategic fights are more anticipatory, and generally more intellectual), and require the element that most strongly differentiates TA from your grandma's RTS - information control (radar, jammers and LoS scouting).
4) If you're not familiar with the controls, you'll lose (Hint: Ctrl C then D, F4, Shift and Ctrl to start). If you don't use all of your Ctrl groups, you'll probably lose. The % of Ctrl groups dedicated to offensive groups, defensive groups, information groups and construction groups will vary according to playstyle (most especially Tactical versus Strategic preference). Personally, for example, I prefer a strategic style, and will have something like 5 construction groups, 1 Fighter group, 1 Gunship group, 1 LRPC or nuke group, and 2 interchangable ground groups.
5) You'll lose. It happens. Even if you're really good, you'll lose, as you'll seek out players that challenge your abilities, and between the unpredictable elements of teammates and the impossibility to effectively neutralize all attack forms completely (especially the air, cheese to Comm bomb form, as it's less expected), 100% wins are impossible unless you stick to weak opponents or simply don't play. I, personally, am a horrible sport about it, but then again I hate you all and want you to suffer. Get used to it.
w00t! Server's back up.
- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
it is and i stay away from it. i may have some fun towards the end, blow my comm up on his last few structures but i was just trying to point out that if your base defenses are down, a commander blast can be a last ditch effort to try to stop the attacking forces. this doesnt mean you will but it can help.Felix the Cat wrote:I think comm bombing is very lame, stupid, etc. That's why I always play comm ends. However, comm ends has its own set of problems, because often the game degenerates into a game of who can keep an eye on his commander the most constantly.
I'd rather play comm continues but have the value of the commander to the player be very high in proportion to the explosion. To me, this means that the comm should have a VASTLY smaller explosion. I know, I know... departing from what TA did in 1997 is heresy. But at some point we may have to implement some things that are a departure from what some designer thought was a good idea in 1997 *cough*trajectory selection*cough*...
the problem with game ends with comm death is that its based on too weak of a unit. if the comm was a lot more powerful with that setting then i can see it being used but otherwise i wouldnt create a game based on it.
like i said, i dont carefor or like comm bombing someones base but he can be a last ditch effort. besides, the better the players get, the less comm bombing we'll see.
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
Personally I dislike comm bombing, I use my comm to the fullest extent possible, I use it early in the game to cap as many mexes and terrority possible.
If the enemy sends things my way I D-gun those units, if he brings his comm for a comm-to-comm battle I send my other units after his comm - theyl usually slap his comm silly but sometimes my comm gets caught in the blast =(.
The bottom line : I hate losing my commander, I only comm bomb If I have a spare comm or more and only if it's worth it - comm bombing a krog/orcone is a perfectly good waste of a comm.
Let's not forget that the comm is an excellent anti-krog/orcone in AA, put the firestate to hold fire, when you spot orcones/krogs coming simply cloak and stand close to where theyl be attacking - make sure it's out of the way *ex of this : put the comm on the hill next to the right choke point if you're south on the map altored_divide* once they reach in range, Disintegrator Gun FIRE!
Should kill the orc/krog with 1 or 2 blasts - comm may or may not die depending on his XP and how close is the orc/krog to the comm - most of the time the comm will die but in AA you can rezz the comm pretty fast using 5 rectors/necros.
Heres 2 more tips :
Solars are Dual-Purpose buildings - you can for example put your vital buildings behind solars and put a LLT or two in front of the solars and one on each side, makes for good early fortification buildings AND you get 20+ E.
Building a metal storage early to save your extra mex income is fairly rewarding - Lv2 Labs Cost around 3.7k metal to build - metal is hard to come by at the start - even if you expand a lot - and I hate metal makers with a passion - waste of a good 90+ energy :p.
Building that storage gives you around 2k storage - this applies mostly to AA.
If the enemy sends things my way I D-gun those units, if he brings his comm for a comm-to-comm battle I send my other units after his comm - theyl usually slap his comm silly but sometimes my comm gets caught in the blast =(.
The bottom line : I hate losing my commander, I only comm bomb If I have a spare comm or more and only if it's worth it - comm bombing a krog/orcone is a perfectly good waste of a comm.
Let's not forget that the comm is an excellent anti-krog/orcone in AA, put the firestate to hold fire, when you spot orcones/krogs coming simply cloak and stand close to where theyl be attacking - make sure it's out of the way *ex of this : put the comm on the hill next to the right choke point if you're south on the map altored_divide* once they reach in range, Disintegrator Gun FIRE!
Should kill the orc/krog with 1 or 2 blasts - comm may or may not die depending on his XP and how close is the orc/krog to the comm - most of the time the comm will die but in AA you can rezz the comm pretty fast using 5 rectors/necros.
Heres 2 more tips :
Solars are Dual-Purpose buildings - you can for example put your vital buildings behind solars and put a LLT or two in front of the solars and one on each side, makes for good early fortification buildings AND you get 20+ E.
Building a metal storage early to save your extra mex income is fairly rewarding - Lv2 Labs Cost around 3.7k metal to build - metal is hard to come by at the start - even if you expand a lot - and I hate metal makers with a passion - waste of a good 90+ energy :p.
Building that storage gives you around 2k storage - this applies mostly to AA.
- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
1. (AA) jethros, defenders and the core version, and crashers do not shoot at ground units. the rocket vehicles do. anti-air is only anti air in this mod. so next time youre building a small force, dont spam on them, theyll be useless against ground units.
2. in TASpring, units shoot at what they have in their line of sight. just because you see something, doesnt mean that your unit does. if you tell it to attack, itll find a way where it can see the unit.
3. (AA) flak cannons are very powerful in the game. a small group can take care of an airforce thats coming in very quickly. use long range missiles to take care of the nuclear bombers.
4. when you plan to build buildings and units, look at the stats. just move your mouse over what you want to build and itll tell you, at the bottom of the tool bar, how much metal and energy it costs, how long it takes to build, and the health. you dont want to build something that costs 1k metal when you only have 500. you want to build something a lot closer to 500. keep those stats in mind.
5. (AA) flagships are very powerful. i have seen an epoch, arm side, take on 7 battleships and three cruisers and win with plenty of life left. you do not want one to be built. for core, its the sea dragon i believe. i play arm so i cannot tell you how powerful the core variants are. you do not want either being built if the game is mainly based around naval units. an epoch can take out a base fairly quickly. both have radar and sonar.
2. in TASpring, units shoot at what they have in their line of sight. just because you see something, doesnt mean that your unit does. if you tell it to attack, itll find a way where it can see the unit.
3. (AA) flak cannons are very powerful in the game. a small group can take care of an airforce thats coming in very quickly. use long range missiles to take care of the nuclear bombers.
4. when you plan to build buildings and units, look at the stats. just move your mouse over what you want to build and itll tell you, at the bottom of the tool bar, how much metal and energy it costs, how long it takes to build, and the health. you dont want to build something that costs 1k metal when you only have 500. you want to build something a lot closer to 500. keep those stats in mind.
5. (AA) flagships are very powerful. i have seen an epoch, arm side, take on 7 battleships and three cruisers and win with plenty of life left. you do not want one to be built. for core, its the sea dragon i believe. i play arm so i cannot tell you how powerful the core variants are. you do not want either being built if the game is mainly based around naval units. an epoch can take out a base fairly quickly. both have radar and sonar.
(AA)Make sure your flagship has sub defence. Four Battle subs can make a flagship run for cover. My friend was so mad when I used four battle subs to pin in his flagship and destroy it.wizard8873 wrote:5. (AA) flagships are very powerful. i have seen an epoch, arm side, take on 7 battleships and three cruisers and win with plenty of life left. you do not want one to be built. for core, its the sea dragon i believe. i play arm so i cannot tell you how powerful the core variants are. you do not want either being built if the game is mainly based around naval units. an epoch can take out a base fairly quickly. both have radar and sonar.
(AA)About aircraft. A fighter is a hard counter for any aircraft of its level or lower. They are also the only mobil things that can take apart gunships. Gunships take apart almost anything except air, heavy-lasers, and anti-air. I think that gunships can usually beat any k-bot or ehicle, except the mobal flacker, cost for cost in metal.
(AA)Watch out, the unit that looks like the OTA FARK is NOT the fark. It's the reserection k-bot. The FARK now has a new modal and build pic. The Core equivlent of the FARK is the freaker.
(XTA)Solar collectors don't take any energy. Normal fusions give 3k energy and cloakable fusions give 1k.
Radar jammers jam your own radar, watch out! Radar covrage isn't round. It acts like your units line of sight. This means that hills can block your radar. You can us "L" to check what you LOS/Radar/Jammer coverage is.
- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
well, you can forcefire your ships to hit subs in AA, maybe even in TASpring. I was playing blueplanet yesterday and have a small cover fleet for my epoch and when they sent in subs, i just forcefired into the water and destroyed the subs. you have to click around it, not on it though. its just another useless glitch. seems like subs are now obsoletepatmo98 wrote:(AA)Make sure your flagship has sub defence. Four Battle subs can make a flagship run for cover. My friend was so mad when I used four battle subs to pin in his flagship and destroy it.wizard8873 wrote:5. (AA) flagships are very powerful. i have seen an epoch, arm side, take on 7 battleships and three cruisers and win with plenty of life left. you do not want one to be built. for core, its the sea dragon i believe. i play arm so i cannot tell you how powerful the core variants are. you do not want either being built if the game is mainly based around naval units. an epoch can take out a base fairly quickly. both have radar and sonar.
that is a very bad bug and should be fixed soon..wizard8873 wrote:well, you can forcefire your ships to hit subs in AA, maybe even in TASpring. I was playing blueplanet yesterday and have a small cover fleet for my epoch and when they sent in subs, i just forcefired into the water and destroyed the subs. you have to click around it, not on it though. its just another useless glitch. seems like subs are now obsoletepatmo98 wrote:(AA)Make sure your flagship has sub defence. Four Battle subs can make a flagship run for cover. My friend was so mad when I used four battle subs to pin in his flagship and destroy it.wizard8873 wrote:5. (AA) flagships are very powerful. i have seen an epoch, arm side, take on 7 battleships and three cruisers and win with plenty of life left. you do not want one to be built. for core, its the sea dragon i believe. i play arm so i cannot tell you how powerful the core variants are. you do not want either being built if the game is mainly based around naval units. an epoch can take out a base fairly quickly. both have radar and sonar.
- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
dont try to expand to lvl2 very quickly. building in lvl2 is expensive so spread out a bit and secure your territory. make sure you have a stable economy before making the transfer. an advanced kbot lab costs around 3.5k metal and the advanced vehicle plant costs more. you dont want to wait too long though either. play a few games or watch a few replays and see how other people play with this. learn how other people spread out and build up to lvl2
when playing a map with very little metal, winning a battle is a very crucial thing since you can then reclaim the wrecks and get more metal for you production.
(XTA) Mohometal mines take up 300 energy and bring in about twice as much metal as the metal extractors. it is better to build moho metal makers which produce around 16 metal and take up around 600 energy. imo, moho metal mines in XTA are a waste of time and resources.
(AA) you may notice that you get the advanced solar collectors. look at the resources closely though. regualr solar colelctors cost 145 metal, 760 energy and have a build time of 2495 and bring in 20 energy. the advanced solar collector costs 262 metal, 3608 energy, has a build time of 6630 and brings in 50 energy. if your low on energy, it is better to build the regular solar collectors. its better to build the advanced ones when you need metal and want to support metal makers
when playing a map with very little metal, winning a battle is a very crucial thing since you can then reclaim the wrecks and get more metal for you production.
(XTA) Mohometal mines take up 300 energy and bring in about twice as much metal as the metal extractors. it is better to build moho metal makers which produce around 16 metal and take up around 600 energy. imo, moho metal mines in XTA are a waste of time and resources.
(AA) you may notice that you get the advanced solar collectors. look at the resources closely though. regualr solar colelctors cost 145 metal, 760 energy and have a build time of 2495 and bring in 20 energy. the advanced solar collector costs 262 metal, 3608 energy, has a build time of 6630 and brings in 50 energy. if your low on energy, it is better to build the regular solar collectors. its better to build the advanced ones when you need metal and want to support metal makers
Long list so far... don't know if this has been mentioned, but I doubt it:
(AA) Build multiple radar towers around your perimeter, the more high-tech the better. They serve not only as overlapping redundant radar but also have the longest sight range of virtually any unit - especially any that are as cheap as a radar tower. I usually build 1 radar for every 3 LLTs in the early game. Having accurate targetting while your oppnent is relying on dancing radar dots gives you as a defender a great advantage.
(AA) Build multiple radar towers around your perimeter, the more high-tech the better. They serve not only as overlapping redundant radar but also have the longest sight range of virtually any unit - especially any that are as cheap as a radar tower. I usually build 1 radar for every 3 LLTs in the early game. Having accurate targetting while your oppnent is relying on dancing radar dots gives you as a defender a great advantage.
- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
(AA) speaking of radar, remember that radar jammers jam your own radar. its kind of a double edged sword. it was mentioned in the thing you may not know thread.
(AA) geothermal and moho geothermal powerplants give of big blast. i took out one and a good portion of a base with three zippers. just a heads up
(AA) zippers are very powerful in large groups. they can swarm your defenses pretty quickly if they cant keep up with the speed. just be prepared for them incase your enemy uses them.
(AA) geothermal and moho geothermal powerplants give of big blast. i took out one and a good portion of a base with three zippers. just a heads up
(AA) zippers are very powerful in large groups. they can swarm your defenses pretty quickly if they cant keep up with the speed. just be prepared for them incase your enemy uses them.
- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
LOS is a big part of the game now. use it to your advantage. you can usually find paths on hilly maps that annihilators can't hit. Radar does get affected by this though, hills do weaken radar.
(AA) becareful with the deflector shields. theyre nice to have but they have two downsides: 1) they use energy to deflect the shells so if you dont have a good energy income, they're useless. 2) they deflect all shells from both your enemy's forces and your own. so don't expect to place one infront of your bertha and be able to fire the bertha straight through.
snipers and spies can be very effective in the game. if you can sneak a few snipers behind enemy lines, you can create a lot of chaos at the base. spies can sit there and give u a first hand view of what the enemy is doing.
Dont cluster your base together. spread your base out as much as you can. while this gives you more land to protect, it also means that one well placed shot wont take out most of your base. remember, when buildings explode, they cause damage to everything around them and some building cause a chain reaction, Moho Matel Makers are a good example.
Brawlers can quickly turn the tide of the battle. a small group might do little damage but if you have a group of 15 or more, they can really cause a lot of damage. few non-anti-air units can take out brawlers quickly.
dont think your base is safe even if it is surrounded by mountains. kbots can scale almost any mountain or hill. the best thing to do is build dragons teeth around the outer edge and then put defenses behind the defenses. this will not only stop the enemy from scaling the hills, but it also means that you have the higher ground and can destroy the trapped forces.
(AA) becareful with the deflector shields. theyre nice to have but they have two downsides: 1) they use energy to deflect the shells so if you dont have a good energy income, they're useless. 2) they deflect all shells from both your enemy's forces and your own. so don't expect to place one infront of your bertha and be able to fire the bertha straight through.
snipers and spies can be very effective in the game. if you can sneak a few snipers behind enemy lines, you can create a lot of chaos at the base. spies can sit there and give u a first hand view of what the enemy is doing.
Dont cluster your base together. spread your base out as much as you can. while this gives you more land to protect, it also means that one well placed shot wont take out most of your base. remember, when buildings explode, they cause damage to everything around them and some building cause a chain reaction, Moho Matel Makers are a good example.
Brawlers can quickly turn the tide of the battle. a small group might do little damage but if you have a group of 15 or more, they can really cause a lot of damage. few non-anti-air units can take out brawlers quickly.
dont think your base is safe even if it is surrounded by mountains. kbots can scale almost any mountain or hill. the best thing to do is build dragons teeth around the outer edge and then put defenses behind the defenses. this will not only stop the enemy from scaling the hills, but it also means that you have the higher ground and can destroy the trapped forces.
Some other tips:
1. Nano shield - I dont see many ppl doing this. This alone makes the commander even more powerful. It blocks attacks, so it can save your ass when your in trouble and it makes defending/comm rushing even more devistating.
This also works on other units. Other guy's punisher hitting yours? Do you have a spare con unit by it? Or is it even finished? Have one con finish building it (if not done) or heal it if it is. Have the other nano shield a metal storage/radar/energy storage (whatever fits on the type of terrain ur on) and nano block his plasma from hitting u. Just becareful u dont block ur own plasma or it will hurt yours alot.
This also works aginst subs really well. If you can nano block close enuff to the attacking sub, it will kill itself. If you can nano block ur commy, u saved ur ass. If you can nano block a torp launcher, that torp launcher can own up a small group of subs since they are already in range.
2. Comm bombing - If you don't like it, too bad. This alone can turn the tide of the battle. Learn to comm bomb well and don't go in blind.
3. Lv 2 fighters - These things do a lotta damage over time (in AA). They can be used to take out ground forces in a snap.
4. Zippers - These things are the rush....AND anti rush. Watch the demo of Heze and I on FU to see what I mean. These things are awesome.
5. PRODUCE PRODUCE PRODUCE! - Just because you have every metal spot on the map doesn't mean you maxed your economy. Build adv fusions and a buncha MMM's. +200 on comet? You suck. +1000 on comet catcher....yea.....thats more like it. NOTE: Beware the unit max, cuz it will hurt you here.
6. BB's vs Vulcans - BB's ftw. Vulcans cost WAY too much. You can build like 5 bb's for the cost of 1 vulcan. That, and if you lose 1-2 bb, its ok. Vulcans are more of an end-game unit and one used for humility. Multiple vulcans are nice tho if they have lots of plasma repulsers (as are BB's) as they always keep their energy down.
7. Flagships - On that same subject. Yes you can force fire. However, having multiple cheap subs rather than 4 battle subs are even better. He can't force fire on like 10 cheap sub killers. Those 10 sub killers will eat that flag ship alive. Just stay in close, but not too close that ur subs kill themselves.
Speaking of which, if your ships are getting owned by subs, just send it a few to "touch" the subs, they will kill themselves along with ur ship.
8. Crawling bombs - Port one up and they can kill subs easy. They are also great for killing a front line defense and some ground units.
9. Force firing - Works great for any unit in any situation. Dancing radar dots? Just look in the main screen to see where the actual laser/plasma is coming from and force fire it there. If the units still want to fire at the dancing dot, then force fire BEHIND the dot.
Force fire can kill underwater mexes and the like if u have bombers and bb's.
10. Unit control. Ever wonder the other guy's 4 flashes killed ur 10 thuds without a loss? Or why his 1 flash beat your flash and is now running havoc in your base? Wonder why people using ur own metal extractor as cover against ur llt? Wonder why ppl always go around your stuff to avoid ur commander? This needs no explaination. Title says it all.
1. Nano shield - I dont see many ppl doing this. This alone makes the commander even more powerful. It blocks attacks, so it can save your ass when your in trouble and it makes defending/comm rushing even more devistating.
This also works on other units. Other guy's punisher hitting yours? Do you have a spare con unit by it? Or is it even finished? Have one con finish building it (if not done) or heal it if it is. Have the other nano shield a metal storage/radar/energy storage (whatever fits on the type of terrain ur on) and nano block his plasma from hitting u. Just becareful u dont block ur own plasma or it will hurt yours alot.
This also works aginst subs really well. If you can nano block close enuff to the attacking sub, it will kill itself. If you can nano block ur commy, u saved ur ass. If you can nano block a torp launcher, that torp launcher can own up a small group of subs since they are already in range.
2. Comm bombing - If you don't like it, too bad. This alone can turn the tide of the battle. Learn to comm bomb well and don't go in blind.
3. Lv 2 fighters - These things do a lotta damage over time (in AA). They can be used to take out ground forces in a snap.
4. Zippers - These things are the rush....AND anti rush. Watch the demo of Heze and I on FU to see what I mean. These things are awesome.
5. PRODUCE PRODUCE PRODUCE! - Just because you have every metal spot on the map doesn't mean you maxed your economy. Build adv fusions and a buncha MMM's. +200 on comet? You suck. +1000 on comet catcher....yea.....thats more like it. NOTE: Beware the unit max, cuz it will hurt you here.
6. BB's vs Vulcans - BB's ftw. Vulcans cost WAY too much. You can build like 5 bb's for the cost of 1 vulcan. That, and if you lose 1-2 bb, its ok. Vulcans are more of an end-game unit and one used for humility. Multiple vulcans are nice tho if they have lots of plasma repulsers (as are BB's) as they always keep their energy down.
7. Flagships - On that same subject. Yes you can force fire. However, having multiple cheap subs rather than 4 battle subs are even better. He can't force fire on like 10 cheap sub killers. Those 10 sub killers will eat that flag ship alive. Just stay in close, but not too close that ur subs kill themselves.
Speaking of which, if your ships are getting owned by subs, just send it a few to "touch" the subs, they will kill themselves along with ur ship.
8. Crawling bombs - Port one up and they can kill subs easy. They are also great for killing a front line defense and some ground units.
9. Force firing - Works great for any unit in any situation. Dancing radar dots? Just look in the main screen to see where the actual laser/plasma is coming from and force fire it there. If the units still want to fire at the dancing dot, then force fire BEHIND the dot.
Force fire can kill underwater mexes and the like if u have bombers and bb's.
10. Unit control. Ever wonder the other guy's 4 flashes killed ur 10 thuds without a loss? Or why his 1 flash beat your flash and is now running havoc in your base? Wonder why people using ur own metal extractor as cover against ur llt? Wonder why ppl always go around your stuff to avoid ur commander? This needs no explaination. Title says it all.
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Perhaps a discussion of strategy and tactics in terms of TA:Spring would be appropriate.
All examples are using AA 1.42.
Strategic, Operational, and Tactical Warfare
Understanding the distinctions among strategic, operational, and tactical warfare is important in devising a successful battle plan. However, the distinctions can be a bit fuzzy; there is overlap at each level.
Strategic planning deals with the overall objective of the war - in this case, to destroy every enemy unit before being destroyed yourself. Strategy is at the national scale in the real world, which would be analogous to the scale of the whole of the player's units and buildings at the TAS scale. Strategy integrates economic, political, and military forces to achieve the final goal. Strategic goals are those that lead to the ultimate strategic objective: destruction of the enemy. They tend to be general rather than specific: for example, "destroy the enemy's energy generation capacity".
Operational planning provides a specific means for reaching a strategic goal. Operational planning deals with where, when, and how forces should be employed in order to reach a strategic goal. For example, if the objective is to "destroy the enemy's energy generation capacity," the operational components of this would be to locate the enemy's energy generation buildings, assess the enemy forces available to defend the respective buildings, determine the best route to take to destroy the enemy building with the least enemy resistance, and deploy forces in such a way as to achieve the strategic goal. Operational goals tend to be on a more specific level than strategic ones; strategic goals can be broken down into one or several operational goals. An example of an operational goal may be "destroy the fusion plant at the north of the enemy's base".
Tactical planning involves the use of force to best achieve the intermediate steps to the operational goal. Tactics involves where and how to best employ each unit so that its destructive potential is maximized, and the enemy's destructive potential against it and the whole force is minimized. Tactical planning will destroy single enemy defense structures, groups of defense structures, units, and so on. A good example of tactical planning might be "this group of Goliaths will advance and destroy the enemy's Annihilator defending his fusion plant".
Why is it important to understand this? In order to win the game, you must set strategic goals that provide the best way to win. How is the game won? The game is not won on the battlefield; it is won on an economic level. You must set strategic goals in such a way as to maximize your own economic production over the length of the game, and minimize your enemy's. Operational goals allow you to break strategic goals down so that you can act with a sense of purpose; they give a concrete way of determining where, when, and how to use your forces. Tactics allows you to use your units to their maximum potential, thereby increasing the number of units that you can have because the need to replace losses will be less.
Maneuver Warfare vs. Attrition Warfare
Attrition warfare is war conducted in such a way as to wear down and eventually destroy the enemy's forces, so that the strategic objective can be achieved by first destroying the enemy's forces, then advancing in the absence of opposition to achieve the strategic objective. It is often (but not always) static. The defining factor of attrition warfare is focus upon destruction of the enemy's forces as the prime operational method to achieve the strategic objective.
Maneuver warfare is more direct. The definition that I have read is "movement toward an objective, with intent to gain an advantage over an opponent." While attrition warfare aims to battle the enemy, maneuver warfare aims to defeat the enemy. It is the least costly and most effective method of warfare. Maneuver is essentially operational and strategic in nature; it employs forces such as to achieve strategic goals without an intervening destruction of enemy forces.
The Basics of Maneuver Warfare
Maneuver warfare employs three basic tactical/operational (depending on the situation) methods for achieving the objective: preemption, dislocation, and disruption.
Preemption uses speed and surprise to thrust where the opponent least expects it. Its effects are largely psychological, intending to frighten an enemy into faulty actions or even surrender. The Israeli attack on the Arab forces in 1967 (the Six-Day War) is an example of preemption: the Arabs were planning an attack, so the IDF launched a preemptive attack when the Arab leadership least expected it, caught the armies unaware, destroyed the air forces on the ground, and advanced on all fronts.
Dislocation forces the enemy to be in the wrong place at the wrong time. It often deploys forces in such a way as to put your forces between the defenders and the objective that they are supposed to be defending. The German attack through the Ardennes in 1940 is a good example of this: the Germans attacked south of the planned British defensive lines and thus forced the British Expeditionary Force to be out of position to defend France, which was the objective of the BEF. In a TA:S example, Zipper raids are an example of dislocation: they should attack at a place and time where they will be able to reach their objective before the defenders are able to.
Disruption is the use of unlike forces with asymmetric capabilities to destroy the enemy's ability to fight. It is very effective in TA:S. Disruption depends on maintaining a combined-arms force with which to attack various sorts of enemy forces.
Opportunities for disruption in TA:S abound. If the enemy has a large number of level 2 kbots defending a certain section of frontage, use an air attack to destroy or heavily damage them, and then use vehicles to advance, destroy or push aside the remaining defenders, and push on to the operational objective. If the enemy is making heavy use of static defenses, long-range plasma cannon and missile attacks can take these out and allow your ground units to advance to their objective.
It must be stressed at this point: do not attack without an objective. An attack simply because you happen to have finished your building cycle is an attack doomed to failure. You must identify an objective - remember, since the battle is won by economic means, and the strategic way to win the battle is to maximize your own production while minimizing your enemy's. This means that your objective should be economic in nature*. Once you have identified your objective, you should then ascertain the best way to reach it. If your opponent has three Annihilators and one Crasher defending the objective, disruption would dictate that you should use an air attack rather than a ground one. If your opponent has heavily defended the shortest path to your objective, dislocation would dictate that you should attack in such a way as to put your forces between the defenses and the objective.
*One note here - an enemy Big Bertha, Punisher, or other long range plasma cannon does count as an economic objective, provided that it is negatively affecting your economy. If your opponent has built a Punisher that commands an area of metal production and prevents you from getting the metal, then it should be an operational objective to destroy it. However, if the opponent has built a Punisher that does not in any way hamper your production, the best thing to do would be to ignore it, prevent him from building one that does harm your production, and use dislocation to attack the enemy in such a way that his Punisher is useless to him.
That's all for now. I may continue on to discuss more tactical or more specific issues later...
All examples are using AA 1.42.
Strategic, Operational, and Tactical Warfare
Understanding the distinctions among strategic, operational, and tactical warfare is important in devising a successful battle plan. However, the distinctions can be a bit fuzzy; there is overlap at each level.
Strategic planning deals with the overall objective of the war - in this case, to destroy every enemy unit before being destroyed yourself. Strategy is at the national scale in the real world, which would be analogous to the scale of the whole of the player's units and buildings at the TAS scale. Strategy integrates economic, political, and military forces to achieve the final goal. Strategic goals are those that lead to the ultimate strategic objective: destruction of the enemy. They tend to be general rather than specific: for example, "destroy the enemy's energy generation capacity".
Operational planning provides a specific means for reaching a strategic goal. Operational planning deals with where, when, and how forces should be employed in order to reach a strategic goal. For example, if the objective is to "destroy the enemy's energy generation capacity," the operational components of this would be to locate the enemy's energy generation buildings, assess the enemy forces available to defend the respective buildings, determine the best route to take to destroy the enemy building with the least enemy resistance, and deploy forces in such a way as to achieve the strategic goal. Operational goals tend to be on a more specific level than strategic ones; strategic goals can be broken down into one or several operational goals. An example of an operational goal may be "destroy the fusion plant at the north of the enemy's base".
Tactical planning involves the use of force to best achieve the intermediate steps to the operational goal. Tactics involves where and how to best employ each unit so that its destructive potential is maximized, and the enemy's destructive potential against it and the whole force is minimized. Tactical planning will destroy single enemy defense structures, groups of defense structures, units, and so on. A good example of tactical planning might be "this group of Goliaths will advance and destroy the enemy's Annihilator defending his fusion plant".
Why is it important to understand this? In order to win the game, you must set strategic goals that provide the best way to win. How is the game won? The game is not won on the battlefield; it is won on an economic level. You must set strategic goals in such a way as to maximize your own economic production over the length of the game, and minimize your enemy's. Operational goals allow you to break strategic goals down so that you can act with a sense of purpose; they give a concrete way of determining where, when, and how to use your forces. Tactics allows you to use your units to their maximum potential, thereby increasing the number of units that you can have because the need to replace losses will be less.
Maneuver Warfare vs. Attrition Warfare
Attrition warfare is war conducted in such a way as to wear down and eventually destroy the enemy's forces, so that the strategic objective can be achieved by first destroying the enemy's forces, then advancing in the absence of opposition to achieve the strategic objective. It is often (but not always) static. The defining factor of attrition warfare is focus upon destruction of the enemy's forces as the prime operational method to achieve the strategic objective.
Maneuver warfare is more direct. The definition that I have read is "movement toward an objective, with intent to gain an advantage over an opponent." While attrition warfare aims to battle the enemy, maneuver warfare aims to defeat the enemy. It is the least costly and most effective method of warfare. Maneuver is essentially operational and strategic in nature; it employs forces such as to achieve strategic goals without an intervening destruction of enemy forces.
The Basics of Maneuver Warfare
Maneuver warfare employs three basic tactical/operational (depending on the situation) methods for achieving the objective: preemption, dislocation, and disruption.
Preemption uses speed and surprise to thrust where the opponent least expects it. Its effects are largely psychological, intending to frighten an enemy into faulty actions or even surrender. The Israeli attack on the Arab forces in 1967 (the Six-Day War) is an example of preemption: the Arabs were planning an attack, so the IDF launched a preemptive attack when the Arab leadership least expected it, caught the armies unaware, destroyed the air forces on the ground, and advanced on all fronts.
Dislocation forces the enemy to be in the wrong place at the wrong time. It often deploys forces in such a way as to put your forces between the defenders and the objective that they are supposed to be defending. The German attack through the Ardennes in 1940 is a good example of this: the Germans attacked south of the planned British defensive lines and thus forced the British Expeditionary Force to be out of position to defend France, which was the objective of the BEF. In a TA:S example, Zipper raids are an example of dislocation: they should attack at a place and time where they will be able to reach their objective before the defenders are able to.
Disruption is the use of unlike forces with asymmetric capabilities to destroy the enemy's ability to fight. It is very effective in TA:S. Disruption depends on maintaining a combined-arms force with which to attack various sorts of enemy forces.
Opportunities for disruption in TA:S abound. If the enemy has a large number of level 2 kbots defending a certain section of frontage, use an air attack to destroy or heavily damage them, and then use vehicles to advance, destroy or push aside the remaining defenders, and push on to the operational objective. If the enemy is making heavy use of static defenses, long-range plasma cannon and missile attacks can take these out and allow your ground units to advance to their objective.
It must be stressed at this point: do not attack without an objective. An attack simply because you happen to have finished your building cycle is an attack doomed to failure. You must identify an objective - remember, since the battle is won by economic means, and the strategic way to win the battle is to maximize your own production while minimizing your enemy's. This means that your objective should be economic in nature*. Once you have identified your objective, you should then ascertain the best way to reach it. If your opponent has three Annihilators and one Crasher defending the objective, disruption would dictate that you should use an air attack rather than a ground one. If your opponent has heavily defended the shortest path to your objective, dislocation would dictate that you should attack in such a way as to put your forces between the defenses and the objective.
*One note here - an enemy Big Bertha, Punisher, or other long range plasma cannon does count as an economic objective, provided that it is negatively affecting your economy. If your opponent has built a Punisher that commands an area of metal production and prevents you from getting the metal, then it should be an operational objective to destroy it. However, if the opponent has built a Punisher that does not in any way hamper your production, the best thing to do would be to ignore it, prevent him from building one that does harm your production, and use dislocation to attack the enemy in such a way that his Punisher is useless to him.
That's all for now. I may continue on to discuss more tactical or more specific issues later...
The advice above is good, but what i'll focus more is on unit management.
I whipped up a pretty short, but I think its rather handy guideline for newer players. I'll release more stuff soon.
Basic Attacking :
http://webhome.idirect.com/~ndipuitu/Guide%201.jpg
I whipped up a pretty short, but I think its rather handy guideline for newer players. I'll release more stuff soon.
Basic Attacking :
http://webhome.idirect.com/~ndipuitu/Guide%201.jpg
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Which Units Should I Use?
One of the most important decisions that you will make is which units to use in which situation. Kbots, vehicles, and aircraft all have their unique advantages and disadvantages; within those groups, each distinct unit has its own properties that distinguish it from the others. Knowing how to use each unit properly is vital to constructing a proper attack or defense; proper use of units enables you to use your units more efficiently than an opponent who does not properly use units.
First, we'll consider the different classes of units.
Kbots.
Strengths: cheapest; can climb hills; good variety of special-purpose units; smaller; more maneuverable than vehicles.
Weaknesses: typically lower HP and damage values than vehicles; lack of very heavy firepower; need to have many more for an attack.
Vehicles
Strengths: cheaper than aircraft; some are very fast; most armored and strongest units.
Weaknesses: more expensive than kbots; can't climb hills well; low turnrate and maneuverability.
Aircraft
Strengths: very fast; opponent needs special units to hit them; good range of firepower; ignores terrain.
Weaknesses: most expensive; tend to die easily.
It's important to stress that you are not limited to just one unit type. As resources become available, you should build factories for other unit types, so that you can have the combined-arms capability to utilize the disruption doctrine of maneuver warfare. If your opponent has lots of Flakkers, you need the ability to take them out with land units, rather than being bound to air units and continuing to send your planes to die in futile attacks.
On The Attack
Which units should you use in your attacking force? This depends on three factors: terrain, your enemy's dispositions (defenses and their locations), and your objective.
Terrain can limit which units are available for your attack. On flat terrain, there is no distinction between the movement capabilities of vehicles and kbots. However, as the terrain becomes more diverse and sloped, kbots become superior to vehicles because of their higher climb rates and turn rates.
One thing to note is that many players defend lightly behind hills and defend heavily at passes. This is good tactics, so long as you attack at the passes. However, the doctrine of preemption would teach that you should attack with speed and surprise where your opponent does not expect it - over a hill. If you can send a diversion at your opponent's main defense, where he is expecting an attack, and send your main attack force consisting of kbots or aircraft over the hill, you will have bypassed your opponent's defenses altogether and should then proceed to destroy his resource production capacity.
Your enemy's dispositions will affect your attack as well. Disruption indicates that you should attack at the time and place where your forces will enjoy an advantage over the enemy's. Does your enemy lack AA? An attack with aircraft would be called for in this instance. Does your enemy have large numbers of short-range units on defense? Artillery and rockets can damage or destroy these without being hurt. Attack in such a way as to minimize your own losses and maximize your enemy's in pursuit of your objective.
Your objective is, of course, to eliminate your enemy's ability to fight, on a strategic level. However, your operational objective will be different with each operation. Take this into account with your attack. If your objective is to disrupt your enemy's economic infrastructure, and your enemy's defenses are not very deep or can be circled around, a fast raid-type attack is called for - and you would do well to build units such as Zippers, Fidos, or aircraft. If your objective is to destroy the enemy commander who is building a new front-line base, you would do well to use Brawlers, heavy tanks, or anything faster and with longer range than the commander.
More to come when I feel like writing it.
One of the most important decisions that you will make is which units to use in which situation. Kbots, vehicles, and aircraft all have their unique advantages and disadvantages; within those groups, each distinct unit has its own properties that distinguish it from the others. Knowing how to use each unit properly is vital to constructing a proper attack or defense; proper use of units enables you to use your units more efficiently than an opponent who does not properly use units.
First, we'll consider the different classes of units.
Kbots.
Strengths: cheapest; can climb hills; good variety of special-purpose units; smaller; more maneuverable than vehicles.
Weaknesses: typically lower HP and damage values than vehicles; lack of very heavy firepower; need to have many more for an attack.
Vehicles
Strengths: cheaper than aircraft; some are very fast; most armored and strongest units.
Weaknesses: more expensive than kbots; can't climb hills well; low turnrate and maneuverability.
Aircraft
Strengths: very fast; opponent needs special units to hit them; good range of firepower; ignores terrain.
Weaknesses: most expensive; tend to die easily.
It's important to stress that you are not limited to just one unit type. As resources become available, you should build factories for other unit types, so that you can have the combined-arms capability to utilize the disruption doctrine of maneuver warfare. If your opponent has lots of Flakkers, you need the ability to take them out with land units, rather than being bound to air units and continuing to send your planes to die in futile attacks.
On The Attack
Which units should you use in your attacking force? This depends on three factors: terrain, your enemy's dispositions (defenses and their locations), and your objective.
Terrain can limit which units are available for your attack. On flat terrain, there is no distinction between the movement capabilities of vehicles and kbots. However, as the terrain becomes more diverse and sloped, kbots become superior to vehicles because of their higher climb rates and turn rates.
One thing to note is that many players defend lightly behind hills and defend heavily at passes. This is good tactics, so long as you attack at the passes. However, the doctrine of preemption would teach that you should attack with speed and surprise where your opponent does not expect it - over a hill. If you can send a diversion at your opponent's main defense, where he is expecting an attack, and send your main attack force consisting of kbots or aircraft over the hill, you will have bypassed your opponent's defenses altogether and should then proceed to destroy his resource production capacity.
Your enemy's dispositions will affect your attack as well. Disruption indicates that you should attack at the time and place where your forces will enjoy an advantage over the enemy's. Does your enemy lack AA? An attack with aircraft would be called for in this instance. Does your enemy have large numbers of short-range units on defense? Artillery and rockets can damage or destroy these without being hurt. Attack in such a way as to minimize your own losses and maximize your enemy's in pursuit of your objective.
Your objective is, of course, to eliminate your enemy's ability to fight, on a strategic level. However, your operational objective will be different with each operation. Take this into account with your attack. If your objective is to disrupt your enemy's economic infrastructure, and your enemy's defenses are not very deep or can be circled around, a fast raid-type attack is called for - and you would do well to build units such as Zippers, Fidos, or aircraft. If your objective is to destroy the enemy commander who is building a new front-line base, you would do well to use Brawlers, heavy tanks, or anything faster and with longer range than the commander.
More to come when I feel like writing it.
- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
figured it was time to bring back this thread. there are some useful things here afterall. of course, i'll provide some more tactics and tips.
early on in the game, expand. this has been mentioned many times and i've even mentioned using your commander but it can't be stressed enough. (AA) LLT's are great lvl1 defenses. while they won't hold a line, if you get some units in front of them, they are great backup. throwing in a HLT or two will make the line even better.
Don't attack the same line over and over with the same tactic, it won't work. if, for instance, your enemy has a guardian or two behind a hill and is blasting your line, don't keep trying to attack around the hill. more often then not, the other guy will have LLT's, HLT's, gauss cannons, annihilators, or something similar guarding the line. instead, try to be sneaky. snipers are a great way to get behind the line. while they're weak, the do about 1000 damage per shot (AA). sending in some brawlers usually does the trick. i know plenty of people, me being one of them, that is usually late on the anti-air defenses. lastly, just attack a different area. if you're fighting over one particular area, chances are he's focusing the majority of his forces in that one area and leaving the rest weaker. test his lines.
learn how much units cost. you surely don't want to go into a fight with lvl2 units when your economy can't support them. if metal is scarce on the map but wind is strong, build a lot of windmills and some energy converters.
play games with people better than you. sure, you'll more than likely lose but it's how i've learned to play like i do. i had a friend who was too scared to try it and now he's so much better because he learned from others how to play. jump into a few games as a spectator and see how people build up their bases.
perfect your own strategy. everyone has their own way of playing, find yours and focus on it. if you're good with air, stick to air. don't worry if your ally is moving on to lvl2 and you're still building up the economy, his style of play will differ from yours. you can't play exactly like ours. i have my own set style of play and stick to it at the beginning with minor adjustments depending on the wind of the map.
communicate as much as possible. perhaps you see some units that are moving in on your ally that he doesn't notice. if you see any enemy, bring your ally's attention to them. if he's having a hard time getting past a line, see if you can see a way past it and bring his attention to it. it may help him out.
know what the game settings are. is the game comm death=game ends? is it a metal map? is the d-gun limited to the start position? these are some of the things you need to know. i've lost a few games when my comm was destroyed on the front lines because i failed to notice it was comm death=game ends. know what you're getting yourself into before you jump into the game so you can prepare yourself better.
early on in the game, expand. this has been mentioned many times and i've even mentioned using your commander but it can't be stressed enough. (AA) LLT's are great lvl1 defenses. while they won't hold a line, if you get some units in front of them, they are great backup. throwing in a HLT or two will make the line even better.
Don't attack the same line over and over with the same tactic, it won't work. if, for instance, your enemy has a guardian or two behind a hill and is blasting your line, don't keep trying to attack around the hill. more often then not, the other guy will have LLT's, HLT's, gauss cannons, annihilators, or something similar guarding the line. instead, try to be sneaky. snipers are a great way to get behind the line. while they're weak, the do about 1000 damage per shot (AA). sending in some brawlers usually does the trick. i know plenty of people, me being one of them, that is usually late on the anti-air defenses. lastly, just attack a different area. if you're fighting over one particular area, chances are he's focusing the majority of his forces in that one area and leaving the rest weaker. test his lines.
learn how much units cost. you surely don't want to go into a fight with lvl2 units when your economy can't support them. if metal is scarce on the map but wind is strong, build a lot of windmills and some energy converters.
play games with people better than you. sure, you'll more than likely lose but it's how i've learned to play like i do. i had a friend who was too scared to try it and now he's so much better because he learned from others how to play. jump into a few games as a spectator and see how people build up their bases.
perfect your own strategy. everyone has their own way of playing, find yours and focus on it. if you're good with air, stick to air. don't worry if your ally is moving on to lvl2 and you're still building up the economy, his style of play will differ from yours. you can't play exactly like ours. i have my own set style of play and stick to it at the beginning with minor adjustments depending on the wind of the map.
communicate as much as possible. perhaps you see some units that are moving in on your ally that he doesn't notice. if you see any enemy, bring your ally's attention to them. if he's having a hard time getting past a line, see if you can see a way past it and bring his attention to it. it may help him out.
know what the game settings are. is the game comm death=game ends? is it a metal map? is the d-gun limited to the start position? these are some of the things you need to know. i've lost a few games when my comm was destroyed on the front lines because i failed to notice it was comm death=game ends. know what you're getting yourself into before you jump into the game so you can prepare yourself better.
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Remember that a regular corpse has a whole lot more metal than whatever might be left after a dgun shot.Aun wrote:(AA) Do not dgun single lvl1 kbots! I've seen lots of people dgun peewees, AKs and even fleas, when the comm laser can kill them off in seconds. Resources are very precious at the start of the game, so do not waste them.