Forged Alliance Forever Forged Alliance Forever Forums 2013-03-05T22:02:45+02:00 /feed.php?f=40&t=2810 2013-03-05T22:02:45+02:00 2013-03-05T22:02:45+02:00 /viewtopic.php?t=2810&p=33039#p33039 <![CDATA[Re: Returning Vanilla Veteran - Questions]]>
ZaphodX wrote:
Also you will probably find attack moves very useful with aurora because they stay at range attacking rather than move orders which will move them into fire range and will probably give you heavy losses.


That sounds like very good advice for Flynn as well since it seems like it could remove a fair bit of micro for him :lol: Thanks for the tip I did not think to use the attack move that way.

Statistics: Posted by Hoboforce — 05 Mar 2013, 22:02


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2013-01-22T19:12:03+02:00 2013-01-22T19:12:03+02:00 /viewtopic.php?t=2810&p=28022#p28022 <![CDATA[Re: Returning Vanilla Veteran - Questions]]>
I guess the thing I wanted you to get from it is that when you get rushed by tanks you have to kite your aurora away and let them punish chasing units using their range. Massing large amounts of aurora really helps with this. Also you will probably find attack moves very useful with aurora because they stay at range attacking rather than move orders which will move them into fire range and will probably give you heavy losses.

Statistics: Posted by ZaphodX — 22 Jan 2013, 19:12


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2013-01-22T17:35:43+02:00 2013-01-22T17:35:43+02:00 /viewtopic.php?t=2810&p=28017#p28017 <![CDATA[Re: Returning Vanilla Veteran - Questions]]>
I noticed a few mistakes and tell me if I'm wrong:
1. Aeon player didn't utilize his commander correctly, being that with the gun upgrade he could have easily killed a shit load of Mantises without taking any damage.
2. Cybran player failed to take advantage of air superiority and continued spamming mantises that were just dying before getting a shot off.
3. Cybran player had over 20 Mantises near the Aeon commander and yet failed to harass him.
4. Cybran player stalled outside of Aeon base when he had a large force that he could have easily done serious damage with.

To be honest, all the mistakes that the Cybran player made in the mid/late-game seems to be the only real reason that the Aeon player eventually won. That being said, the early-game was lost due to poor use of the Commander for the Aeon player.

I mean, that is how I view it, perhaps I am completely mistaken and need to change my thought processes. They worked in Vanilla! xD

I don't actually struggle against Cybran players (and almost all of them at my rating just spam gunships) but I find UEF players, even ones less skilled than I am, completely decimate me with ease and without micro.

Perhaps if the next time I play a UEF player, I can save the replay and get crucified (I mean, helped) by everyone telling me what I do wrong. :)

Statistics: Posted by TehOwn — 22 Jan 2013, 17:35


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2013-01-19T21:07:03+02:00 2013-01-19T21:07:03+02:00 /viewtopic.php?t=2810&p=27692#p27692 <![CDATA[Re: Returning Vanilla Veteran - Questions]]>
TehOwn wrote:
Thanks for the answers guys.

I'm interested why no-one answered my Aeon question though. How the heck can you survive T1 as Aeon? Should you just rush to T2 immediately?


Use the range of the tanks and you realise Aeon are actually incredibly strong at t1. Always have radar coverage however.

I'm currently still uploading this video but check out the micro and constant kiting backwards of the Auroras for an idea of how to play:


http://www.youtube.com/watch?v=52B0taG4 ... Ys&index=5

object

Statistics: Posted by ZaphodX — 19 Jan 2013, 21:07


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2013-01-18T17:22:23+02:00 2013-01-18T17:22:23+02:00 /viewtopic.php?t=2810&p=27611#p27611 <![CDATA[Re: Returning Vanilla Veteran - Questions]]>
TehOwn wrote:
Thanks for the answers guys.

I'm interested why no-one answered my Aeon question though. How the heck can you survive T1 as Aeon? Should you just rush to T2 immediately?


You need to use aurora superior range to full efficiency, which means with a few scouts to get full range and hit and run strategies. If you manage to do that, you will see that Aeon t1 is one of the best of the game.
Also, if you get the chance, Aeon ACU has a very nice setup for gun upgrades (longer range / faster rate of fire are separate upgrades). It's easier to get at least one of them and get the upper hand in ACU duels.

Statistics: Posted by pip — 18 Jan 2013, 17:22


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2013-01-18T17:13:32+02:00 2013-01-18T17:13:32+02:00 /viewtopic.php?t=2810&p=27609#p27609 <![CDATA[Re: Returning Vanilla Veteran - Questions]]>
I'm interested why no-one answered my Aeon question though. How the heck can you survive T1 as Aeon? Should you just rush to T2 immediately?

Statistics: Posted by TehOwn — 18 Jan 2013, 17:13


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2013-01-18T16:27:34+02:00 2013-01-18T16:27:34+02:00 /viewtopic.php?t=2810&p=27602#p27602 <![CDATA[Re: Returning Vanilla Veteran - Questions]]> important u could eco farm those cheap massfabs. there was no partivular need
for an agro com. since mapcontrol is very important now u have to go use your com, esp
in early game where it has the biggest impact on the battle and is less threatened by the
units on the field.
from fa to faf there have been a few changes but nothing with a great impact considering the very
early gameplay ( for example : bombers were made cheaper what makes rushing a bomber to kill engeneers early
an interesting choice). the biggest change concerning the early use of your commander is that u need to build
a power storage in order to be able to overcharge.

Statistics: Posted by laPPen — 18 Jan 2013, 16:27


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2013-01-18T08:58:04+02:00 2013-01-18T08:58:04+02:00 /viewtopic.php?t=2810&p=27569#p27569 <![CDATA[Re: Returning Vanilla Veteran - Questions]]> Statistics: Posted by ColonelSheppard — 18 Jan 2013, 08:58


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2013-01-18T08:22:00+02:00 2013-01-18T08:22:00+02:00 /viewtopic.php?t=2810&p=27566#p27566 <![CDATA[Re: Returning Vanilla Veteran - Questions]]> Statistics: Posted by GallantDragon — 18 Jan 2013, 08:22


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2013-01-18T04:39:20+02:00 2013-01-18T04:39:20+02:00 /viewtopic.php?t=2810&p=27561#p27561 <![CDATA[Re: Returning Vanilla Veteran - Questions]]>
For Aeon in particular the comm can suck up loads of damage that would otherwise go to your very fragile tanks, which keeps more of your tanks on the field and is a very important part of playing Aeon.

Statistics: Posted by ZaphodX — 18 Jan 2013, 04:39


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2013-01-18T03:23:28+02:00 2013-01-18T03:23:28+02:00 /viewtopic.php?t=2810&p=27560#p27560 <![CDATA[Re: Returning Vanilla Veteran - Questions]]>
GallantDragon wrote:
I'm no veteran of Vanilla and FA, so I'm not the best person to answer these questions, but I'd like to point out that I've killed commanders at T1 before; it's just bloody difficult. Cybran have it a bit easier at t1, with the Jester, but that particular unit is basically t1.5. My impression has been that t1 is for raiding your opponent to set up for victory later. And remember: the commander can't be everywhere at once. One of those guides linked in the Help! I'm New! post in the forum (which are really good reads, can't recommend them enough) mentioned that if the enemy commander steps up to defend against your raiding force then the best course of action is to run away and raid somewhere else. Kind of obvious, if you think about it.


Firstly, thanks for the reply.

The point is that I'm not taking about Commanders DEFENDING because that is their job to prevent rushes. The trouble is Commanders ATTACKING. Back in Vanilla, we had a major problem with ComRushes, where if you were against a higher elo player then you'd just charge in and force a draw. In FA, they reduced the death nuke of the Commander so it doesn't instagib any nearby commanders like it used to.

The trouble in FAF, is that Commanders can walk into an enemy base and wreck havoc, then walk out with barely a scratch. And they'll just regen it back anyway.

They're too good for harassing.

Statistics: Posted by TehOwn — 18 Jan 2013, 03:23


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2013-01-18T03:13:18+02:00 2013-01-18T03:13:18+02:00 /viewtopic.php?t=2810&p=27559#p27559 <![CDATA[Re: Returning Vanilla Veteran - Questions]]> raid somewhere else. Kind of obvious, if you think about it.

Statistics: Posted by GallantDragon — 18 Jan 2013, 03:13


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2013-01-18T17:14:14+02:00 2013-01-18T02:31:03+02:00 /viewtopic.php?t=2810&p=27557#p27557 <![CDATA[Returning Vanilla Veteran - Questions]]>
I played a LOT of SupCom Vanilla including beta. I only played Aeon as they suited my playstyle. When Forged Alliance came along, I didn't have the patience to completely change my playstyle as, lets be honest, it was like an entirely new game.

FAF is a similar jump, it seems to be very different from FA due to balance changes. Is there any summary of all the changes? I'd hate to have to cross-reference every single unit using the unitDB.

Additionally, what is with Commander aggression? It seems entirely mandatory that you use your commander are your primary combat unit for the entirety of T1 since barely anything is a threat to it. Back in vanilla days, you were afraid of massed artillery, PDs and even a small handful of T1 bombers. Now, the commander seems to be a nigh indestructible unit that costs you the game if you don't use it aggressively.

Lastly, Aeon balance seems really changed. In T2, I feel the only useful units are the tank and the mobile shield generator. They're still very strong in T3, though. However, with all the rotation maps being 10km x 10km, I rarely get to T3 anyway.

I've been playing a few 1v1s with a friend but I feel lost. Any advice for an Aeon player?

tl;dr - What's changed since FA? Why are commanders so useful now, combat-wise? Any tips for Aeon?

Statistics: Posted by TehOwn — 18 Jan 2013, 02:31


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