Advanced Strategy Discussion - Page 2

Advanced Strategy Discussion

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Code: Select all

	
if(type==ChangeGiven && unitDef->energyUpkeep>25){//deactivate to prevent the old give metal maker trick
I havent played TA for 9 years for nothing :)
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

damn u SJ! ;) i loved that trick XD
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

is that upper limit in energy consumtion undividial per unit? or is it for the hole bunch?

you can give 100 mexes * 4? = 400 energy consumtion!! :)

lolz, just tested and works !!

gave 100 mexes to enemy, that is -300 energy drain!

no who is dumb enough to do that in game? post replay :D
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Noes SJ! That was such a fun trick in OTA! :(

Heh. Let it happen again! :P


But its possible with any unit that drains energy :D So just ned something that drains mad energy but doesnt give them any tangible benefit....

*thinks*

I suppose one could build a Deflector unit, set up a bunch of L1 tanks around it and fire away at it after giving it to the enemy... the plasma shots would also drain energy would they not? >-D
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

heh, since deflectors deflect indiscrimantly anyways, it'd be awesome to give one of your to an enemy (provided your defenses don't laser it, and you don't give the opponent LoS on vital base parts...)
User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

FizWizz wrote:heh, since deflectors deflect indiscrimantly anyways, it'd be awesome to give one of your to an enemy (provided your defenses don't laser it, and you don't give the opponent LoS on vital base parts...)
ctrl-d?
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

lol theres an interesting point on that, have u noticed how big is a deflecter explosion ?
Imagine that on your base :P
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

Not sure if this works in spring but......

Force firing your BB/timmy or vulcan/buzz very close to itself well extend the range by about 30% for the bb/timmy and up to 50% for a vulcan/buzz. The downside is that you can't aim at anything, its trial and error.

Some units in spring CAN shoot over each other. The most obvious (and one of my fav) is the arm spider. Low HP, but all terrain. Great unit. Tanks can to a point.

Know what can shoot over wrek and dt and what cannon. Mavs can shoot over dt ONLY if its very close, and even then it sometimes can't. Pretty much any plasma weilding unit can shoot over dt (flashes and peewees being the exception)

Stuff it! (a gnug tactic): I dunno why I barely see this in game, this is a classic! This is like the ultimate noob killer in ota. Take like a flash unit during a rush and find their lab. Put the flash on HOLD POS. And give it a manual move order directly in the lab. After it dies, the wrek will stuff the lab and stop it from producing. In ota, experience players know how to reclaim the wrek, and not the lab. Noobs end up reclaiming their lab, dgunning it, or quitting. In Spring, I know it stops production, which gives you an edge, but its easily reclaimed...unlike ota. Pooey :P

Underwater bombardment: Even if your BB (or fighters or bombers or whatever is above ground) can't aim at something IN the water (ie a comm walked in it and you can't shoot him anymore) you can still force fire to kill it. If its like an underwater foooosun, just force fire at where it is and it will take damage. Same for a comm thats trying to run from u. Force fire in the water. Works great. (crawling bombs from the sky works well too as previously posted)
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

im not sure whether u could do this if the lab was building something, unless u did it in front of the entrance
User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

As for XTA, I noticed you can get more out of turrets when controlling them (FPS). most turrets get a +30% range by just aiming in the air instead of the ground. and you can hit under-water units as well.
in AA, the range of a unit is final. Can't override it by aiming in air. but you can kill subs with a floating HLT. (if you find the time fireing it).
User avatar
Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

Zenka wrote:As for XTA, I noticed you can get more out of turrets when controlling them (FPS). most turrets get a +30% range by just aiming in the air instead of the ground. and you can hit under-water units as well.
in AA, the range of a unit is final. Can't override it by aiming in air. but you can kill subs with a floating HLT. (if you find the time fireing it).
That makes no sense. The extra range is due to a bug with the engine, not with a mod. The only thing the mod could stick to a certain gravity rating and make sure shells can't go any further than thier range on the same ground level.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

well a thing is well known , firing whatever unit you have in fps mode gives you more range, wich is not very cute , whereas you might be able to take a guardian out with a hlt (does this make sense ?)
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Min3mat wrote:im not sure whether u could do this if the lab was building something, unless u did it in front of the entrance
You cna do that, and you cna do much much more too ^_^

Image
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

lol! nice! give ur HLT that extra bit of protection ;-)
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

Min3mat wrote:im not sure whether u could do this if the lab was building something, unless u did it in front of the entrance
Just tell the flash to keep firing until it can take its place. even if it does not, the unit that is built will be stuck in there due to the wrek of the flash and production will still stop until both the wrek and the unit are cleared.
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

I've been shielding mexxes with solars and using them as dts since I first started playing spring. Same goes for the line movement (since they first added it). I would have thought these things would be common sense. Anyways, I don't play much anymore due to real life taking up all my time. What about building a metal storage, and reclaiming your level 1 factory to quickly jump to level 2 units? This only works somewhat well on low metal maps, I've done it successfully a few times in the past.
User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Kuroneko wrote:That makes no sense. The extra range is due to a bug with the engine, not with a mod. The only thing the mod could stick to a certain gravity rating and make sure shells can't go any further than thier range on the same ground level.
Dunno why either. But you can't get extra range out a guardian in AA, just try it.
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

BadMan wrote:... wrek will stuff the lab and stop it from producing. In ota, experience players know how to reclaim the wrek, and not the lab. Noobs end up reclaiming their lab, dgunning it, or quitting. In Spring, I know it stops production, which gives you an edge, but its easily reclaimed...unlike ota. Pooey :P
...
Don't think the factory will stop. I've seen it, and made it, and factory keeps producing.
Also, now it is easy to reclaim since you can just give an area reclaim order.
Also, it is now much harder to pull that one off because the units move automatically out of each other's path, including moving automatically out of the factory.
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Zenka wrote:
Kuroneko wrote:That makes no sense. The extra range is due to a bug with the engine, not with a mod. The only thing the mod could stick to a certain gravity rating and make sure shells can't go any further than thier range on the same ground level.
Dunno why either. But you can't get extra range out a guardian in AA, just try it.
That's probably because of the projectile's velocity. Meaning that, in higher gravity maps, the Guardian probably can't reach it's intended range (i think i've confirmed this in the most recent version of AA) and/or, in lower gravity ones, it can fire farther.
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

heres a simple trick for resources if there is water... often map designers leave high tide because no1 uses it. also underwater metal makers (when i last tried at least) are aprox 3 times more effective then there land counterparts... and tide gens giving u 60 energy is a major advantage early in the game =]

just simple things... like at the begining of a game expect a rush so build say 3 LLT's to cover all angles... not just the 1 angle... also dont build slow rush defence...

a tactic that is hard to pull off .. but great when it does.. is the concentrate everything onto army building.. and using it as a huge mobile defence... works well with planes especially as not many things can shoot them down well. then its also easier to attack later... its defeated by someone attacking in multiple places as obviously you need to spread it thin.

another tactic i use when theres 2 pple on the same comm is at first work on the core of the base together.. then while one concentrates souly on metal and defence usually building like a scaled base.. with a tower near all the metal makers.. and expand as far as you can but because your gaining more resources.. the other concntrates on an army and ambushes etc.. and builds energy.. so long as when u upgrade to lvl 2 defence remember to bulk up the mid section... it also makes for a good comeback because of the core... and all its energy u can build metal makers and continue attacking.... mines also work well with this....
Post Reply

Return to “General Discussion”