Forged Alliance Forever Forged Alliance Forever Forums 2015-01-15T14:37:29+02:00 /feed.php?f=2&t=9167 2015-01-15T14:37:29+02:00 2015-01-15T14:37:29+02:00 /viewtopic.php?t=9167&p=91225#p91225 <![CDATA[Re: Supcom FA Standard Operating Manual]]> Best Meta is Anti-Meta

Bombers have the potential to devastate someone's build capacity, pgens, and build order. Use them well, and you will have a free game win handed to you.

A great build order on hydro maps (if the hydro is close enough) is land fac>2-4 mex (depending on how far away the hydro is)>hydro>pgen>air fac

This will give you an early air capability which the opponent will not expect.

Statistics: Posted by TheKoopa — 15 Jan 2015, 14:37


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2015-01-14T05:28:39+02:00 2015-01-14T05:28:39+02:00 /viewtopic.php?t=9167&p=91102#p91102 <![CDATA[Re: Supcom FA Standard Operating Manual]]> Practice spending all of your mass without upgrading your mexes

This will not be the optimal way to play in many situations, but it is useful to be able to play in such a way.

Once you see your mass storage filling up with mass you should be able to choose the best way to spend it, based on your strategy and available power.

This will vary from pgen production, t1 factory production, t1 to t2 upgrades, acu ugprades, etc.

The two factors that should guide you are: use all of your mass, play aggressively. You will have to win by taking map control and overwhelming your opponent.

If you master this way of playing you should have no problems running over most players currently playing the ladder.

Once you get good at playing in such a way you can begin slowly reintroducing t2 mexes back into your game.

Statistics: Posted by SeraphimLeftNut — 14 Jan 2015, 05:28


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2015-01-14T01:05:30+02:00 2015-01-14T01:05:30+02:00 /viewtopic.php?t=9167&p=91081#p91081 <![CDATA[Re: Supcom FA Standard Operating Manual]]> If you have a cybran stealth gun com USE IT.
Although the cybran com might seem weak with it's 10k hp, it can actually deal LOTS of damage if you use it correctly.
As we all know the gun upgrade doubles dps and fire rate, and increases the range beyond the com's vision range and omni sensor. If you micro it to stay out of your enemies vision/omni range you can deal LOTS of damage because they can't see your com thus not being able to shoot at it.

Statistics: Posted by belatedcube — 14 Jan 2015, 01:05


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2015-01-13T23:43:13+02:00 2015-01-13T23:43:13+02:00 /viewtopic.php?t=9167&p=91064#p91064 <![CDATA[Re: Supcom FA Standard Operating Manual]]> Customize your UI from the console
Console++ mod will allow you to automatically run console commands before each game.
http://s000.tinyupload.com/index.php?fi ... 6625187226
The Commands I have found to be useful:
ui_ExtractSnapTolerance ~10
ui_SelectTolerance ~8
ui_CommandClickScale ~0.8
cam_FarFOV ~50
range_OuterThicknessCoeff ~0.0013
ren_BloomBlurKernelScale ~0.1
cam_ZoomSpeedSmall ~8
cam_ZoomSpeedLarge ~10
cam_ZoomAmount ~0.8
ren_MeshDissolve ~400
ren_MeshDissolveCutOff ~-1000
cam_ShakeMult 0
ren_BorderSize 0
UI_DisableCursorFixing

The settings will be different on different pc's and for different users.
If you choose to mess with them do it one at a time.
Changing these will not give a significant advantage to anyone, but it maybe more comfortable to play for some.
If you have found some useful commands that you like to you, please post them.

Statistics: Posted by SeraphimLeftNut — 13 Jan 2015, 23:43


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2015-01-13T21:35:03+02:00 2015-01-13T21:35:03+02:00 /viewtopic.php?t=9167&p=91040#p91040 <![CDATA[Re: Supcom FA Standard Operating Manual]]> UEF is cool
There is no better feeling that pawning some overconfident haxor who chooses Cybran. There really isn't that much of a difference between UEF and Cybran. So going UEF can often induce overconfidence or what I like to call, "skill level deception". All factions have their own strengths and the trick to playing any faction is understanding their strengths.

Seraphim do not rule water maps
It may often seem that hovering artillery spam is an auto win. But it just isn't so. Mech Marines, Transports and Interceptors are an extremely versatile combination.

Combat Engineers are Meant for Combat
Try including a couple of Sparkies in your army spam when you play UEF. Not only will the radar and Jamming assist your units. But they are capable of simultaneously shooting and reclaiming. Which makes them very useful for assaulting bases.

Combat Engineers are the Best unit for Assisting Naval Factories
They have more build power than a T2 engineer and literally the HP of a heavy tank. They have the speed to get to naval wreckage quickly and a gun to shoot any enemy engineers when they get there.

Statistics: Posted by Hawkei — 13 Jan 2015, 21:35


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2015-01-13T19:43:53+02:00 2015-01-13T19:43:53+02:00 /viewtopic.php?t=9167&p=91032#p91032 <![CDATA[Re: Supcom FA Standard Operating Manual]]> Teching up

When going to T2, always build two t2 engineers out of you're HQ first, before you start using it to build units. One for t2 pgens and one for TMD. For T3, you only need one for T3 power in all but the longest of games, where you will eventually need SMD and Quantum gateways.

Build Point Defenses

I know the pros say not to, but a point defense in a chokepoint will give you're units a good position to retreat back to if you are outnumbered. The point defense will increase you're firepower and allow you to hold a chokepoint that you would otherwise have lost. I have got into the habit of never building point defences no matter what and it has lost me games. Just don't build them where you don't need them.

Power Generators

If you have a access to T2 or T3 pgens and you need more energy, never build t1 power, instead build the t2 or t3 power and pause what you need to to get it done. T1 power generators are way less efficient cost per power generated than t3 or even t2 pgens.

Statistics: Posted by Flynn — 13 Jan 2015, 19:43


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2015-01-10T21:52:14+02:00 2015-01-10T21:52:14+02:00 /viewtopic.php?t=9167&p=90811#p90811 <![CDATA[Re: Supcom FA Standard Operating Manual]]> Never rely on your teammates
If you are reading this then you are most likely at the level where most players are de-facto sociopaths, from giving kennels/hives to stall your eco to ignoring the strategic bomber above your base to tml you to get your resources. Treat team games as simultaneous 1v1 until you are playing with 1500 or more.

T3 air is king
You can make as much land as you want, when strats and ASF come out they will be as good as dead until you get air superiority yourself, moreover strats can much easily move around and destroy eco and expansions (not to mention sniping).

UEF is bad, most of the time
They get good only at t3, if you are playing 1v1 then you will be at a disadvantage for most of the game and lose easily, in team games it can be good (especially on the water) but only if they can defend you till then

Vast plains are the Mantis turf
The Mantis is fast, cheap and powerful, it can raid mexes, fight tanks, kill ACUs, never overkill and can micro away from shots while his shots are pretty much unavoidable, if it gets hairy you can retreat to safety, if the enemy retreat you can chase it down and defeat it, no wonder in 1v1 Cybrans are most often the best faction

Choose Aeon for air
Is a no brainer but you have access to the Swiftwind that will more often than not ensure that you maintain air superiority allowing you to use Mercy for killing Commanders without flack or to make a strat to ruin your enemy day before going for ASF (and ruining it even more)

Statistics: Posted by zeroAPM — 10 Jan 2015, 21:52


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2015-01-10T09:51:41+02:00 2015-01-10T09:51:41+02:00 /viewtopic.php?t=9167&p=90791#p90791 <![CDATA[Re: Supcom FA Standard Operating Manual]]>
Fire Bases are not Bases
If you build a forward firebase for whatever reason remember that it is a FORWARD firebase and building your t2/t3 power and other vital econ structures there is a terrible idea.

Fire Bases only protect you! (and sometimes not even you)
Unless you are playing something with really narrow chokes nothing stops (and even then...) an enemy from ignoring your firebase and killing off your ally or walking around the back of your base. Better to have units that can actually, you know, move and respond to the enemy; not to mention that your firebase will lose 100% of the time to someone dedicated to killing it with base breaking units like mobile missile launchers and artillery because they know where it is, they can see what is in it, you can't move it, and no amount of defense will make it invulnerable (cost for cost artillery+Mobile Missile Launchers >>> stationary defense). Firebases can be excellent forward positions for your army to fall back to or tools to apply/relieve pressure in areas, but they should never be the be all end all of defense, invest as little as possible for the firebase to do the job you need it to do and make an actual army.

Statistics: Posted by Rogueleader89 — 10 Jan 2015, 09:51


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2015-01-10T09:48:05+02:00 2015-01-10T09:48:05+02:00 /viewtopic.php?t=9167&p=90790#p90790 <![CDATA[Re: Supcom FA Standard Operating Manual]]> Rally the troops!

This is a tactics thing....figure out where you want your troops to rally. Choke point nearby? Rally on your side of the choke. Perhaps just short of middle of battlefield is a good rally point? You can make a decision of when to charge and when to try and lure some mass into your side of the map. Maybe 5 of your 6 facts rally on south side of small map, and 6th rallies up top. When I am playing 5x5s i constantly change where my troops rally, opponents will get attacked from one angle once or twice and fortify that angle. Just change where you are attacking from periodically.

Statistics: Posted by fetterfool — 10 Jan 2015, 09:48


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2015-01-10T03:22:23+02:00 2015-01-10T03:22:23+02:00 /viewtopic.php?t=9167&p=90784#p90784 <![CDATA[Re: Supcom FA Standard Operating Manual]]> The value of an expanding engineer increases with its proximity to uncapped mexes and reclaim, and with increasing distance to the factory that made it

On maps with spread out mexes, killing and protecting expansion engineers is the whole game.

The bigger the T1 land spam, the more arty you will need

There is definitely an asymptote here.

Only engage when you will win

Do not engage with inferior forces. Do not engage in an unfavorable position. (intel, supporting navy, etc.)
Do not engage when you will not be able to reclaim the battle field or when the enemy has a good chance to take that reclaim from you.
Do not engage if you have no idea why you are doing it.

Retreat, reinforce your army with the necessary units and counter attack the force that just attacked you.

Also since you know you will win every one of your engagements, you should have engineers moving to the battle position, before the battle takes place.

Only fight where you have radar and/or visual coverage

Many units have weapon ranges that exceed their visual range. Getting the first shots on the enemy when their units are still outside of your visual range is often critical in battles, sinces the army that starts losing units first is also first to begin losing its firepower. Then the difference in unit numbers between the two armies increases at an exponensial rate.

You can see your units alot better than your enemy (theoretically)

Hide behind the fog of war at every opportunity.
Precise move orders around the enemy that exploit the fog of war are much more valuable than precise placement of units in your own base.

Do not chase raiding units, meet them at their destination

Turn your chasing units into raiding units.

Instead of the second t2 pgen, have that t2 engie make a couple t1 air factories

Unless you are an ecowhore of course.

Never kill noobs in team games

They are your secret agents. You can always count on the Hague tribunal manned by FAF mods, to condemn and punish all of your enemys, that attempt to remove their fifth column by force.

Statistics: Posted by SeraphimLeftNut — 10 Jan 2015, 03:22


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2015-01-09T07:31:32+02:00 2015-01-09T07:31:32+02:00 /viewtopic.php?t=9167&p=90724#p90724 <![CDATA[Re: Supcom FA Standard Operating Manual]]> T3 Air is NOT autowin
This myth must die. AA in current balance are super efficient, I'd even say OP.


GalaSnipe
If galacticfear is in opposite team, first goal is to kill him, no matter what the costs is. Then you can play the game :mrgreen:

Statistics: Posted by -_V_- — 09 Jan 2015, 07:31


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2015-01-09T07:00:29+02:00 2015-01-09T07:00:29+02:00 /viewtopic.php?t=9167&p=90721#p90721 <![CDATA[Re: Supcom FA Standard Operating Manual]]> Choose the correct path for the ACU asap

The path that your ACU takes during the game, how quickly it traverses it and what it does on its way should be part of your initial planning when you are first spawned on the map.
It is best to have multiple options, but many maps have standard optimal paths for the ACU. This is one of the easiest things to take from the replays of better players.
The path should claim as many mexes and reclaim spots as possible, while denying the same for the enemy.
One of the key pieces of scouting information you want to get early is what ACU path your enemy has chosen.
If you see that your ACU will meet the enemy ACU early on then you want to push really hard with T1 land spam and try to get the early win.
If you see that the two ACU's will be on opposite sides of the map, then you want to think about expanding fast with engineers and making t1 pds in the path of the enemy ACU.
Also if you choose to use strong t1 land spam with ACU's far from eachother, then the enemy base becomes the primary target, if you put enough pressure you can get the enemy ACU to return to base and leave you map control.
Also if the two ACU's are on opposite sides of the map then rushing t2 land or teching becomes an option.(assuming you continue to scout looking for big t1 land spams or for the enemy ACU that is charging into your base)
The final destination of your ACU should be either the enemy base or a strategically important position that has defensive assets such as ponds to hide the ACU in.

"The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. Blessed is he, who in the name of charity and good will, shepherds the weak through the valley of darkness, for he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who would attempt to poison and destroy my brothers. And you will know my name is the Lord when I lay my vengeance upon thee. " BAMF

Statistics: Posted by SeraphimLeftNut — 09 Jan 2015, 07:00


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2015-01-09T02:40:30+02:00 2015-01-09T02:40:30+02:00 /viewtopic.php?t=9167&p=90710#p90710 <![CDATA[Re: Supcom FA Standard Operating Manual]]> Don't spam power.
Power generators cost mass and unused generators are a waste. If you build a land factory make 2 pgens. If you make an air factory make 5 pgens. Integrate your power construction into your factory construction queue and you will never have too much power.

LAB's are made for Micro
If you make LAB's you must micro them. LAB's are able to draw large amounts of fire and win small engagements if they are microed. But without this, they are wasted.

Air Superiority does not equal Airspace Control
There is a key difference between having more planes, and actually controlling the airspace.

Watch your ACU!
The whole point of the game is to kill the enemy ACU while keeping yours safe. A neglected ACU sent to the rear is a perfect target for sniping.

Statistics: Posted by Hawkei — 09 Jan 2015, 02:40


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2015-01-08T16:09:04+02:00 2015-01-08T16:09:04+02:00 /viewtopic.php?t=9167&p=90672#p90672 <![CDATA[Re: Supcom FA Standard Operating Manual]]> Dont read forum

Statistics: Posted by justmakenewgame — 08 Jan 2015, 16:09


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2015-01-08T01:58:08+02:00 2015-01-08T01:58:08+02:00 /viewtopic.php?t=9167&p=90629#p90629 <![CDATA[Re: Supcom FA Standard Operating Manual]]> Block overcharges for fun and profit
You can use your commander to block enemy overcharges against important targets like t2 pd by standing infront of it.

As the game goes on longer, things that happened early have an exponential payoff
It's important to do things as efficiently as possible early on, because every second you save turns into more saved seconds later on. This is especially critical in the first few minutes.

Always be scouting
You should always be checking up on what your enemy is doing. You can't formulate a plan or know his weaknesses if you don't look. This also relates to intel in general; have it! This also applies the other way, don't let your enemy scout without effort, if he does scout you do something to pull his attention away, destroy his radars and stealth fields!

Micro is magical
Attack land armies by having yours perpendicular to theirs. Don't patrol air, fly your interceptors behind the enemy, zigzag your navy. Always have some t1 arty in your t1 and t2 armies so the enemy is forced to micro their troops. Remember, you want as much of your stuff shooting at the enemy, while having as little as possible of his stuff shooting yours!

Use your units
If you made units, use them. If they are sitting around doing nothing, it's just wasted mass. Especially on lower tech level units lose effective value every second. The same goes for teching and eco as well (albeit this is more 1v1 focused): Do you really want to spend that mass on tech/eco, or can it do more for you on the field? Think about cost effectiveness of everything.

Concentrate your buildpower and resources
Time is a resource in FA, remember that. If you concentrate your buildpower you will be able to convert resources into useful stuff much faster. Don't need it anymore? Reclaim it! Units and buildings can become useless, but mass never does.

Think about what your opponent is doing
I think this was my biggest and most important realisation. It's good to have a strategy of your own, but your opponent will try to counter it and execute his own plan. Try to anticipate this, I have won many games just by thinking ahead and trying to figure out what my opponent is really trying to do and having the counter ready for his plan, or already being prepared for how he will counter me for a surprise turn around.

Statistics: Posted by Ceneraii — 08 Jan 2015, 01:58


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