Tired from seeing basic tactic errors?
Moderator: Moderators
Tired from seeing basic tactic errors?
I am (on BA)
So here are some of then, if you know others, disagree with one or have from some other mod post here. Maybe this will help people around a bit.
*Heavy tanks are good to crush defenses and light tanks for raiding or battling heavy tanks, NOT THE OPPOSITE! if you pay attention you will notice that light tanks cause more damage than heavy tanks (if you make as much light tanks as the heavy one costs) and they only not work against defenses cause those got high range and kill their low health before they can attack.
*Missile trucks work well as AA and maybe as skirmishers, but THEY ARENT MEANT TO BE ON THE FRONTLINE OR THE MAIN FORCE OF YOUR ARM! They got low health and firepower. you will just waste resources.
*Gunships work well against incoming arms, but THEY ARE NOT MEANT TO BE YOUR FRONTLINE DEFENSE! they will just be torn to pieces by a few AA units.
*If you start air on the frontline, you WILL BE CRUSHED! Never start air if there is no one or nothing to protect you. Even then you shouldnt start air since its builders are inneficient.
*This one is not quite a basic mistake, more like a tip: Once you got tech 2, trade ever 10 mm you have for a moho one. He eats the energy of 10 but generates metal like 12.
Will post more then I remember.
So here are some of then, if you know others, disagree with one or have from some other mod post here. Maybe this will help people around a bit.
*Heavy tanks are good to crush defenses and light tanks for raiding or battling heavy tanks, NOT THE OPPOSITE! if you pay attention you will notice that light tanks cause more damage than heavy tanks (if you make as much light tanks as the heavy one costs) and they only not work against defenses cause those got high range and kill their low health before they can attack.
*Missile trucks work well as AA and maybe as skirmishers, but THEY ARENT MEANT TO BE ON THE FRONTLINE OR THE MAIN FORCE OF YOUR ARM! They got low health and firepower. you will just waste resources.
*Gunships work well against incoming arms, but THEY ARE NOT MEANT TO BE YOUR FRONTLINE DEFENSE! they will just be torn to pieces by a few AA units.
*If you start air on the frontline, you WILL BE CRUSHED! Never start air if there is no one or nothing to protect you. Even then you shouldnt start air since its builders are inneficient.
*This one is not quite a basic mistake, more like a tip: Once you got tech 2, trade ever 10 mm you have for a moho one. He eats the energy of 10 but generates metal like 12.
Will post more then I remember.
Well that use is fine, i was talking about people who use missile trucks instead of medium tanks and then put some more behind... :)Zpock wrote:Missile trucks are nice on the front lines now with their large sight range, as spotters.
*Another one that is more like a tip: Make dt around your fixed defenses. That will defend em from some weapons and its pretty good so the enemy cant blast your Light lasers with rockos or missile trucks.
OOoooh, ban dodger!
Common mistake I see in Gundam: Yes, your base is hard to raid if you don't expand past your com's weapon range and yes, it's a MM based economy but while you're trying to porc up I'm plastering econ over half the map and massing up enough firepower that no com or defense line will stop me.
Oh and common n00b modder error: No, taking BA and throwing random units you get from UU in there to create two or three additional tech tiers does not make a good mod!
Common mistake I see in Gundam: Yes, your base is hard to raid if you don't expand past your com's weapon range and yes, it's a MM based economy but while you're trying to porc up I'm plastering econ over half the map and massing up enough firepower that no com or defense line will stop me.
Oh and common n00b modder error: No, taking BA and throwing random units you get from UU in there to create two or three additional tech tiers does not make a good mod!
I've seen it work alot of times, what i havn't seen is someone defend themselves from every possible attack at each time and still stay ahead in economy or attack.drolito wrote:lol at this ... its good for an insulated com but a com need to be with 2 llt and 2 AA at least ... so your strategy can't work ...Ishach wrote:if you swarm a com with flashes and atlases you can kill it pretty good
if it dgguns it gets napped and if it dosent it dies to flashes
What do you mean by this? If you are Steven you know fine well that it is often the case on a map such as comet that you can take on and defend repeated agressive raids by an opponent whilst continuing to replace expansion for a short time and actually turn out to have a massive advantage in units over your opponent.I've seen it work alot of times, what i havn't seen is someone defend themselves from every possible attack at each time and still stay ahead in economy or attack.
Following this, usually a massive co-ordinated counter attack where the player that has been countering raid after raid can do more damage to his unsuspecting foe than he has done with repeated small/medium size raids.
It's a common gameplay dynamic of 1v1's: player counter attacks straight after defending against a large number of enemy units, with a considerably larger force than the player who just lost 60% of his units attempting to do damage to enemy expansion/base.
That's becaue whilst the player attacking has used more resources on a attack whilst the other player has spent more on economy so has to defend, in most cases the attacker doesn't do enough damage for this to have been worth while so the defending players comes out in the end with the same amount of military strength but a better economy.
If the defending player could spend resources on economy because they new the exact kind of attack the other player would try to pull off (on comet a fast ground attack), the defending player could have easily spent resources defending against a full air attack and everything else the other player could have thought of insteead of putting resources into economy.
If the defending player could spend resources on economy because they new the exact kind of attack the other player would try to pull off (on comet a fast ground attack), the defending player could have easily spent resources defending against a full air attack and everything else the other player could have thought of insteead of putting resources into economy.
Oh I see what you were saying now.
But about your response to my post: It's not all just about economy either. Often the defending player infact has far less economy than the attacking player (he's constantly getting raided and losing expansion whilst the attacking player expands relatively freely)
It's more that the attacking player will lose more units because his are attacking structures rather than units which lets the defending player simply attack his units without being shot at much. Obviously the attacking player will undoubtedly come across some static defences too, which adds to the tally.
More importantly perhaps, obviously the defending player will have a lot of corpses in his area of the map which for any reasonable player will be reclaimed and re-invested into units (effectively replacing dead units for free - then with a bonus of a little extra metal from opponents dead units).
Steven vs Lion Heart comet game I remember where steven basically didn't expand at all for the first 15 minutes of the game. Lion surrounds base and constantly raids any attempts at expansion. Steven holds flashes just outside veh lab. Lion has over +30 metal income and steven has +8.5 for majority of game... Steven has way way more units however, and wins the game with one single raid composing his entire force of flash.
Moral of story being more flash than opponent with less than 1/3rd of the metal income has something to say for itself. I've spectated countless games where the general trend is to counter attack shortly after defending from raids. Players do this for a reason.
But about your response to my post: It's not all just about economy either. Often the defending player infact has far less economy than the attacking player (he's constantly getting raided and losing expansion whilst the attacking player expands relatively freely)
It's more that the attacking player will lose more units because his are attacking structures rather than units which lets the defending player simply attack his units without being shot at much. Obviously the attacking player will undoubtedly come across some static defences too, which adds to the tally.
More importantly perhaps, obviously the defending player will have a lot of corpses in his area of the map which for any reasonable player will be reclaimed and re-invested into units (effectively replacing dead units for free - then with a bonus of a little extra metal from opponents dead units).
Steven vs Lion Heart comet game I remember where steven basically didn't expand at all for the first 15 minutes of the game. Lion surrounds base and constantly raids any attempts at expansion. Steven holds flashes just outside veh lab. Lion has over +30 metal income and steven has +8.5 for majority of game... Steven has way way more units however, and wins the game with one single raid composing his entire force of flash.
Moral of story being more flash than opponent with less than 1/3rd of the metal income has something to say for itself. I've spectated countless games where the general trend is to counter attack shortly after defending from raids. Players do this for a reason.