Forged Alliance Forever Forged Alliance Forever Forums 2014-05-21T18:40:43+02:00 /feed.php?f=2&t=7447 2014-05-21T18:40:43+02:00 2014-05-21T18:40:43+02:00 /viewtopic.php?t=7447&p=73514#p73514 <![CDATA[Re: Tech 3 Heavy Artillery Installations]]>

Statistics: Posted by E8400-CV — 21 May 2014, 18:40


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2014-05-21T15:51:27+02:00 2014-05-21T15:51:27+02:00 /viewtopic.php?t=7447&p=73505#p73505 <![CDATA[Re: Tech 3 Heavy Artillery Installations]]> lot of damage with a few good hits on their airforce before they realize what's going on and move the planes.

Statistics: Posted by Mycen — 21 May 2014, 15:51


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2014-05-20T07:30:36+02:00 2014-05-20T07:30:36+02:00 /viewtopic.php?t=7447&p=73370#p73370 <![CDATA[Re: Tech 3 Heavy Artillery Installations]]>
Top targets for arti in my opinion:
1. If existing stationary Experimentals like Sattelite or Ylona Oss or Paragon
2. Strategic missile defense
(1 or 2 can change depending on the defense, if enemy has 20 shields arround paragon and 1 over the smd of course remove the smd first and give him a nuke)
3. Volatile stuff like nuke launchers and t3 pgens or mass fabs
4. Built power like factory rows and hills of engis
5. Mass spots the lowest since it is hard to hit those small targets compared to the use

Statistics: Posted by Iszh — 20 May 2014, 07:30


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2014-05-20T06:19:26+02:00 2014-05-20T06:19:26+02:00 /viewtopic.php?t=7447&p=73366#p73366 <![CDATA[Re: Tech 3 Heavy Artillery Installations]]>
Icy wrote:
One of the greatest advantages of artillery is that it(usually, scathis being the exception) never leaves your base. Unlike most other options, the enemy will not gain the mass from the artillery installation if it fails to break through. While t3 artillery kills much slower than a similar mass cost in t3 or t4, the player that builds the artillery either keeps most of the mass or loses it entirely due to overkill. The risk that the enemy will reclaim it under normal circumstances is close to zero.

The ability to apply pressure and deal damage from long range without giving the enemy any reclaim makes t3 artillery more valuable in a real game than the numbers in the blueprint suggest.


Perfectly said. We see people making the same mistake when they underestimate the Novax too. (Novax yay! :D )

It also is the reason that nukes as a long-term offensive option are economically inferior to T3 arty. You're guaranteed to lose the mass you put into the missile, and if you manage to break through their SMD (impossible with just the launcher) you'll likely wipe out the mass of whatever you attack too.



The Hoff wrote:
T1 MEX > T2 MEX > T2 Quad Store on MEX > RAS > T3 MEX > SCU ECO

Which is more efficient and survivable SCU RAS Or T3Pgen with T2MassFAB? I think SCU RAS is better.

Once you get 500 mass coming in then you can play with T3 Arty if you want, but by then Exps> Nuke Exchange> T3 ARTY


Game time often is a much more significant factor in determining whether to build a T3 arty than your current mass income. If you are building it solely with your economy, you are doing it wrong. It is easy enough to get T3 arty even when you're only around +200 mass, because, in my experience, you should be funding at least 50-60% of your T3 arty with reclaim alone. This may seem high, but consider:

As has been pointed out, the normal progression of ideal offenses puts other units ahead of long-range artillery. In the later stages of a game, if you have not already won with your exps or managed to do a lot of damage with nukes, there is a lot of wreckage lying around. Remember, whoever wins a battle gets to reclaim not only the enemy units, but their own units too. Two GCs attack ten Ravagers and twenty Percivals - that's something we might think of as a normal late-game battle. If the attacker wins, he's likely to smash the opponent's base, so gg for him. If the defender wins, he'll have (27500*2+1280*20+1800*10)*.75=73950 mass for the taking.

That's the cost of a T3 arty right there, without even counting all of the supporting units involved! Now obviously, not all battles are going to look like that, and you're going to want to use some reclaim for other things. But I think that example shows just how much mass you invest in T4s and T4 defense. That's why I would say that you should be looking to use mostly reclaim to get a T3 arty, and just use your economy to supplement the effort. When you look at getting that back in one fell swoop a T3 artillery doesn't really look all that expensive.

People always use this "For the price of that, I could build this instead" argument, but they should never be building an expensive thing straightaway in the first place. You build the cheaper stuff, go win some battles with it, then recycle it all into the expensive stuff. It should be a progression, not an either/or decision. Just like you wouldn't feel like you have to make a choice whether you will or won't tech up - you always do, it's just a matter of when. (Well, or you lose.)

Statistics: Posted by Mycen — 20 May 2014, 06:19


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2014-05-20T00:45:52+02:00 2014-05-20T00:45:52+02:00 /viewtopic.php?t=7447&p=73356#p73356 <![CDATA[Re: Tech 3 Heavy Artillery Installations]]>
T3 Arty is used to break stalling endgame positions where neither side is able to go on the offensive due to unit travel times and extensive defenses. I feel like it is in a good place right now and definitely not too uncommon (in high rated games).

Statistics: Posted by Blodir — 20 May 2014, 00:45


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2014-05-20T00:32:49+02:00 2014-05-20T00:32:49+02:00 /viewtopic.php?t=7447&p=73355#p73355 <![CDATA[Re: Tech 3 Heavy Artillery Installations]]>
Which is more efficient and survivable SCU RAS Or T3Pgen with T2MassFAB? I think SCU RAS is better.

Once you get 500 mass coming in then you can play with T3 Arty if you want, but by then Exps> Nuke Exchange> T3 ARTY

Statistics: Posted by The Hoff — 20 May 2014, 00:32


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2014-05-19T22:47:27+02:00 2014-05-19T22:47:27+02:00 /viewtopic.php?t=7447&p=73352#p73352 <![CDATA[Re: Tech 3 Heavy Artillery Installations]]>
The ability to apply pressure and deal damage from long range without giving the enemy any reclaim makes t3 artillery more valuable in a real game than the numbers in the blueprint suggest.

Statistics: Posted by Icy — 19 May 2014, 22:47


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2014-05-19T14:39:08+02:00 2014-05-19T14:39:08+02:00 /viewtopic.php?t=7447&p=73323#p73323 <![CDATA[Re: Tech 3 Heavy Artillery Installations]]>
TestPlay wrote:
It can be rather tricky I feel. If the enemy has donated mass to me, I would rather build back experimentals myself and not risk a costly Tech 3 Heavy Artillery Installation. The Tech 3 Heavy Artillery Installation can be a sitting duck which fires and reloads slowly and further drains power, and I would not risk using it, unless I wish to slowly annihilate the enemy base? Would you build it given a choice?


It indeed is tricky, but that goes for anything expensive. You could build an SML instead, but that costs 15000 mass and then you have to spend 12000 mass over a waiting time of 5 minutes to get you nuke, while hoping you don't also have to kill an SMD (strat bomber snipe? Probably) in addition to the possibility of losing the SML in the same manner just before the missile is launched.

The point is that the more expensive things are, the riskier the deployment. At the early stage of the game, would you go for t2, or wait five minutes and continue to spam t1? The risk/payoff problem is a bit easier I think, but the principle is the same.

You would use the experimentals to build more of your own and then do what? Stay in your base? If you do, your opponent can catch up with you. Building a perfect defense against land exps is cheaper than building the actual land exps. Attack right away with your now 5 or 6 monkeylords? What if he can stop it? Don't forget that the time you need to build the additional exps and the time they need to move across the field can be used by your enemy to dig in. Often with success. This is a tricky decision as well.

If you choose to keep your exps close to your base, you can count on your enemy to build an artillery and then you have to attack. again, the time factor speaks in your opponents advantage because if he does it right, he can both develop the artillery and further bolster his defense. If you choose to attack and lose, the your opponent has the choice of building stuff with 5 or 6 ML wrecks, rather than the 3 you have. The advantage you had when you killed his assault is now his advantage, but doubled. Considering the facts that he saw his attack fail and successfully stop your counterattack, the chance is high that he will go for the artillery.

As you said, the choice is a tricky one, but it can go horribly wrong in both ways. However, if you go for the exps and he beats them, then he has the wreckage. If you go for the artillery and he kills it, then you can possibly reclaim. If he does it with strat bombers, go for a scavenger hunt in and around your base.

Most importantly, indecision can kill you. Whatever you do, don't go mindlessly expand your economy with the added wreckage (to expand is good, very good in stalemate situations, but don't overdo it and don't forget to keep an eye on your opponent's game - and keep the shields up at all times, Eco plants are the easiest prey of an artillery). The longer you wait with building a weapon, the less time you have to do it in order to defend against a possible new attack.

If I were to choose, then I would first take a proper look at my opponent and what he has.

Is he already dug in? Then no more experimentals. Does he have an SMD? Then no nukes.
Is he spending all he has on new experimentals? Then I'll dig in better and let him fail again.
Is he spending all he has on artillery? I'll go for strategic bombers to snipe it as soon as the project is at completion (then I'll have wasted most of his time and if I kill the wreckage, also all his mass). If I think he has too much air and anti air, then I'll rush an artillery as well and hope it's done sooner than his.
If he is going to spend all he has on economy, then I'll see if I can match him with it. More economy means I need less weapons to defend myself against him, so I can spend more on Eco than he can. The economy race is the easiest, see how many engies he is using, I use more. Assuming a stalemate, the economies were similar, so I'll get an advantage soon enough.

This is the theory. The actual work is a bit harder because you need proper management skills (definitely in the Eco war) and with the added factor of an air battle (which also can often break a stalemate) you have to keep a constant eye on possible snipes. The same conditions apply though. If you kill his strategic bombers soon enough, but still close enough to your base for the wrecks to be yours, then you'll increase your advantage. Otherwise, they'll blow a hole in you'd defense.

Statistics: Posted by Plasma_Wolf — 19 May 2014, 14:39


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2014-05-19T11:25:03+02:00 2014-05-19T11:25:03+02:00 /viewtopic.php?t=7447&p=73309#p73309 <![CDATA[Re: Tech 3 Heavy Artillery Installations]]>
If you think a Megalith is a better option then by all means build one, but the longer a game goes on, the more likely it is you will need T3 Arty to actually end it.

Statistics: Posted by IceDreamer — 19 May 2014, 11:25


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2014-05-19T11:18:01+02:00 2014-05-19T11:18:01+02:00 /viewtopic.php?t=7447&p=73307#p73307 <![CDATA[Re: Tech 3 Heavy Artillery Installations]]>
Plasma_Wolf wrote:
If you expect to get a stalemate in terms of land and air assaults, then the T3 artillery becomes useful. Use the stalemate to your advantage. If there are not many experimentals on the field, let your opponent attack with the few he has. He's sending 3 monkeylords? Destroy them (with air units or Percivals or your own experimental bots), then use the mass to build artillery by yourself. He's just lost 3 Monkeylords while you maybe lost 50% of the equivalent mass and you can reclaim the lot, so you'll have an advantage of over 65K mass. This is almost a T3 artillery.

Additionally, you have a small army remaining while your opponent lost his.

If the stalemate progresses to the point of having over 20 experimentals in both armies (because you're both afraid to attack and lose it all), then spending just a bit more in the artillery than your opponent (you can bet he's building one at this point too), will result in having one earlier and still keeping up with his possible army expansion. The first to complete the artillery may force the other to attack and lose his army as a result.


It can be rather tricky I feel. If the enemy has donated mass to me, I would rather build back experimentals myself and not risk a costly Tech 3 Heavy Artillery Installation. The Tech 3 Heavy Artillery Installation can be a sitting duck which fires and reloads slowly and further drains power, and I would not risk using it, unless I wish to slowly annihilate the enemy base? Would you build it given a choice?

Statistics: Posted by TestPlay — 19 May 2014, 11:18


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2014-05-19T11:14:55+02:00 2014-05-19T11:14:55+02:00 /viewtopic.php?t=7447&p=73306#p73306 <![CDATA[Re: Tech 3 Heavy Artillery Installations]]> 2. A good way to get a t3 arti is after you got one t4 and get the reclaim as a counter

Statistics: Posted by Iszh — 19 May 2014, 11:14


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2014-05-19T11:06:35+02:00 2014-05-19T11:06:35+02:00 /viewtopic.php?t=7447&p=73304#p73304 <![CDATA[Re: Tech 3 Heavy Artillery Installations]]>
Iszh wrote:
Yes sure Monkey lords are way more useful but what if enemy has huge navys and you cannot pass? or there are percivals and ravagers waiting you. Or the enemy got air control you just will donate the monkeys to the enemy as small mass packages :P


If the enemy has huge navys/percivals/ravagers/air, there would not be any Tech 3 Heavy Artillery Installation set up by him, at all?

Statistics: Posted by TestPlay — 19 May 2014, 11:06


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2014-05-19T11:03:47+02:00 2014-05-19T11:03:47+02:00 /viewtopic.php?t=7447&p=73303#p73303 <![CDATA[Re: Tech 3 Heavy Artillery Installations]]>
Additionally, you have a small army remaining while your opponent lost his.

If the stalemate progresses to the point of having over 20 experimentals in both armies (because you're both afraid to attack and lose it all), then spending just a bit more in the artillery than your opponent (you can bet he's building one at this point too), will result in having one earlier and still keeping up with his possible army expansion. The first to complete the artillery may force the other to attack and lose his army as a result.

Statistics: Posted by Plasma_Wolf — 19 May 2014, 11:03


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2014-05-19T10:51:34+02:00 2014-05-19T10:51:34+02:00 /viewtopic.php?t=7447&p=73300#p73300 <![CDATA[Re: Tech 3 Heavy Artillery Installations]]>

Statistics: Posted by Iszh — 19 May 2014, 10:51


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2014-05-19T10:48:24+02:00 2014-05-19T10:48:24+02:00 /viewtopic.php?t=7447&p=73298#p73298 <![CDATA[Re: Tech 3 Heavy Artillery Installations]]>
Iszh wrote:
T3 arti is a game ender if you can protect it for some time. It costs like a game ender. You can increase efficiency to 166,7%. You have to buil t3 pgens arround which is a must. reload speed is reduced to 60%.


Yes, this is true in a way. But with those T3 Power Generators around it, you might as well get something else which is more efficient. Maybe a horde of cheaper Monkeylords? By the time the Tech 3 Heavy Artillery Installation is even halfway complete, the enemy experimental is already coming your way, not to mention a huge drain on the current resource (which means you have no units)?

Statistics: Posted by TestPlay — 19 May 2014, 10:48


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