Guide to Balanced Annihilation - Average players +
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I read it all. I think I know most of it. But some of it I don't do because I'm too lazy, and I think the comments about every second counts in initial build order is something I should pay more attention to my starts, because I'm one that starts with more energy than strictly needed for 'e stall safety'.
I wouldn't mind some comments on micro technique, and how top players balance focusing on combat units and economy building etc.
Also on com rushing I think number of players is a big factor - many players require at least some to come push, and you can easily set up a hard to breakdown wall of coms and llts, making it hard for the enemy to raid vulnerable economic zones. With few players and wide open spaces raiders can slip past the com and do nasty damage to your factory and energy farm if you are not careful.
Another factor in push vs stay at home is com ends vs com continues. Although com ends never stops me from com pushing, it just makes me more careful. A good preparation on any map is too make sure you know the starting conditions such as d-gun limit, game ends of continues on com death. Also wind and tidal value. A wind average of around 7 is approximately the same cost effectiveness as solars. But windmills are much more vulnerable to raiding, and produce a variable ouptut. And think about who is on your team. If that 1 stipe noobie is starting next to you. Prepare for the chance he will get badly pwned and you could be fighting a war on two fronts.
I wouldn't mind some comments on micro technique, and how top players balance focusing on combat units and economy building etc.
Also on com rushing I think number of players is a big factor - many players require at least some to come push, and you can easily set up a hard to breakdown wall of coms and llts, making it hard for the enemy to raid vulnerable economic zones. With few players and wide open spaces raiders can slip past the com and do nasty damage to your factory and energy farm if you are not careful.
Another factor in push vs stay at home is com ends vs com continues. Although com ends never stops me from com pushing, it just makes me more careful. A good preparation on any map is too make sure you know the starting conditions such as d-gun limit, game ends of continues on com death. Also wind and tidal value. A wind average of around 7 is approximately the same cost effectiveness as solars. But windmills are much more vulnerable to raiding, and produce a variable ouptut. And think about who is on your team. If that 1 stipe noobie is starting next to you. Prepare for the chance he will get badly pwned and you could be fighting a war on two fronts.
Alright. Thanks for the comments pretty much what I expected.
So far as it being text only goes, that's because I only started this guide, I'm planning on making it pretty extensive (as you should be able to tell from what I've done so far) so people can look up whichever part(s) they want to improve on if they need some advice. I dont expect many people to read the whole guide because its going to be LONG and time consuming, but I'd like to put emphasis on "AVERAGE PLAYERS +"
This guide is geared towards people who have a reasonable grasp of how to play already, so it's more specific on the finer points which - if you want to improve you begin to think about and pay attention to.
A lot of it is likely to be more about the thought processes behind playing so players can learn to think up their own approaches - it's important to establish your own playing style, so I won't tell you exclusively how to play, what to build, and in what order, but I'll give examples to put people down the right track.
So far as images go, that's something I'll focus on later, but first I'm going to try and work through the text element of the guide when I have spare time. I'm also thinking about making specific replays to tie in with particular aspects of the guide for examples where it may well be easier and more understandable if I simply show people what I mean through a replay.
@ jellyman - The contents of the guide so far only cover a first section, and the list is seceptible to change and I'll add things in as they come to mind. I'm going to try and cover the majority of aspects to playing, including like you say, micro. Simply I havn't made a full contents list yet because I'm going to work on particular sections and add new ones as I have time.
Certain parts of this guide will apply to new players aswell as more experienced, so it's not totally alien for new players to understand - or I'm going to try and make it that way by editing and making summary's/key points eventually (somewhat like ivory's XTA guide).
Basically, this is WIP so theres a whole load of stuff still to be done. Suggestions are welcome, but keep in mind that if something isn't on the contents/covered in the guide then it's simply because I havn't got round to doing it yet.
If people don't want to read this that's entirely up to them. I'm not trying to make this guide to appeal to everyone in this community, it's as much for my own benefit (refreshing my memory and I enjoy writing this sort of stuff when I'm bored) as it is for whoever else wants to read it.
Its your choice, so if you don't want to read it, GTFO.
So far as it being text only goes, that's because I only started this guide, I'm planning on making it pretty extensive (as you should be able to tell from what I've done so far) so people can look up whichever part(s) they want to improve on if they need some advice. I dont expect many people to read the whole guide because its going to be LONG and time consuming, but I'd like to put emphasis on "AVERAGE PLAYERS +"
This guide is geared towards people who have a reasonable grasp of how to play already, so it's more specific on the finer points which - if you want to improve you begin to think about and pay attention to.
A lot of it is likely to be more about the thought processes behind playing so players can learn to think up their own approaches - it's important to establish your own playing style, so I won't tell you exclusively how to play, what to build, and in what order, but I'll give examples to put people down the right track.
So far as images go, that's something I'll focus on later, but first I'm going to try and work through the text element of the guide when I have spare time. I'm also thinking about making specific replays to tie in with particular aspects of the guide for examples where it may well be easier and more understandable if I simply show people what I mean through a replay.
@ jellyman - The contents of the guide so far only cover a first section, and the list is seceptible to change and I'll add things in as they come to mind. I'm going to try and cover the majority of aspects to playing, including like you say, micro. Simply I havn't made a full contents list yet because I'm going to work on particular sections and add new ones as I have time.
Certain parts of this guide will apply to new players aswell as more experienced, so it's not totally alien for new players to understand - or I'm going to try and make it that way by editing and making summary's/key points eventually (somewhat like ivory's XTA guide).
Basically, this is WIP so theres a whole load of stuff still to be done. Suggestions are welcome, but keep in mind that if something isn't on the contents/covered in the guide then it's simply because I havn't got round to doing it yet.
If people don't want to read this that's entirely up to them. I'm not trying to make this guide to appeal to everyone in this community, it's as much for my own benefit (refreshing my memory and I enjoy writing this sort of stuff when I'm bored) as it is for whoever else wants to read it.
Its your choice, so if you don't want to read it, GTFO.
- Lolsquad_Steven
- Posts: 488
- Joined: 27 Jun 2006, 17:55
pics are good when you cant figure out stuff, like identifying chokepoints, placing defenses correctly, etc; i dont think that a guide that helps you to burn each second is suitable for people who arent comfortable enough with the basics
anyway, i think that "educative" replays would be better than static images
anyway, i think that "educative" replays would be better than static images
Yes. I think a big feature would be to focus on small sections discussing common tasks and how they work out - like the inevitable "Comm-build-war" that happens when you get two commrushes colliding - it is important to know about the use of the Arm Beamer as a middleground between the LLT and the HLT.
when i started playing i read pretty much every single thing I could about AA 5 times over (not a joke).
As demo said, the guide is for average+ players who want to move to higher levels of skill, and those levels of skill you need some patience and drive more than the average player.
In short, anyone who wants to be a great player will have no problem putting in the time to read and learn from other great players.
As demo said, the guide is for average+ players who want to move to higher levels of skill, and those levels of skill you need some patience and drive more than the average player.
In short, anyone who wants to be a great player will have no problem putting in the time to read and learn from other great players.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
I read everything I can find about every mod I play before I even play it.Ishach wrote:when i started playing i read pretty much every single thing I could about AA 5 times over (not a joke).
As demo said, the guide is for average+ players who want to move to higher levels of skill, and those levels of skill you need some patience and drive more than the average player.
In short, anyone who wants to be a great player will have no problem putting in the time to read and learn from other great players.
Being in the know is the way to play well.