Forged Alliance Forever Forged Alliance Forever Forums 2013-03-03T22:30:12+02:00 /feed.php?f=40&t=3159 2013-03-03T22:30:12+02:00 2013-03-03T22:30:12+02:00 /viewtopic.php?t=3159&p=32757#p32757 <![CDATA[Re: LABs for early raiding]]> Statistics: Posted by ColonelSheppard — 03 Mar 2013, 22:30


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2013-03-03T19:22:46+02:00 2013-03-03T19:22:46+02:00 /viewtopic.php?t=3159&p=32735#p32735 <![CDATA[Re: LABs for early raiding]]>

Statistics: Posted by Flynn — 03 Mar 2013, 19:22


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2013-03-01T10:41:32+02:00 2013-03-01T10:41:32+02:00 /viewtopic.php?t=3159&p=32525#p32525 <![CDATA[Re: LABs for early raiding]]>
ColonelSheppard wrote:
a Lab is 35 mass
a scout is 12 mass

a engy is 52 mass
a T1 mex is +2 mass income
+he has to send units and search for the lab

so yes, one engy kill is worth it :)

But you will also delay 1, 2 or even 3 of your own masspoints by 11 seconds.
That's another 11, 22 or 33 mass. - So, the damage requirement rises to 80.

So, destroy engineer AND delay T1 mex for 14 seconds... which should be easy considering a new engineer takes 13 seconds to build.


good idea to actually calculate :P

Statistics: Posted by Valki — 01 Mar 2013, 10:41


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2013-02-28T11:27:29+02:00 2013-02-28T11:27:29+02:00 /viewtopic.php?t=3159&p=32411#p32411 <![CDATA[Re: LABs for early raiding]]> a scout is 12 mass

a engy is 52 mass
a T1 mex is +2 mass income
+he has to send units and search for the lab

so yes, one engy kill is worth it :)

Statistics: Posted by ColonelSheppard — 28 Feb 2013, 11:27


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2013-02-28T10:45:09+02:00 2013-02-28T10:45:09+02:00 /viewtopic.php?t=3159&p=32409#p32409 <![CDATA[Re: LABs for early raiding]]>
Is 1 destroyed/denied mex enough, do you need more?

Statistics: Posted by Valki — 28 Feb 2013, 10:45


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2013-02-27T01:10:34+02:00 2013-02-27T01:10:34+02:00 /viewtopic.php?t=3159&p=32222#p32222 <![CDATA[Re: LABs for early raiding]]> Statistics: Posted by dotswarlock — 27 Feb 2013, 01:10


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2013-02-26T21:44:49+02:00 2013-02-26T21:44:49+02:00 /viewtopic.php?t=3159&p=32198#p32198 <![CDATA[Re: LABs for early raiding]]>
viewtopic.php?f=40&t=3058&p=30316#p30314

Statistics: Posted by ColonelSheppard — 26 Feb 2013, 21:44


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2013-02-26T21:42:35+02:00 2013-02-26T21:42:35+02:00 /viewtopic.php?t=3159&p=32197#p32197 <![CDATA[Re: LABs for early raiding]]> Statistics: Posted by dotswarlock — 26 Feb 2013, 21:42


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2013-02-26T21:35:51+02:00 2013-02-26T21:35:51+02:00 /viewtopic.php?t=3159&p=32196#p32196 <![CDATA[Re: LABs for early raiding]]> Statistics: Posted by MadStork — 26 Feb 2013, 21:35


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2013-02-25T15:11:57+02:00 2013-02-25T15:11:57+02:00 /viewtopic.php?t=3159&p=32020#p32020 <![CDATA[Re: LABs for early raiding]]> Statistics: Posted by ZaphodX — 25 Feb 2013, 15:11


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2013-02-25T14:56:18+02:00 2013-02-25T14:56:18+02:00 /viewtopic.php?t=3159&p=32017#p32017 <![CDATA[Re: LABs for early raiding]]>

Statistics: Posted by Flynn — 25 Feb 2013, 14:56


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2013-02-24T01:20:36+02:00 2013-02-24T01:20:36+02:00 /viewtopic.php?t=3159&p=31873#p31873 <![CDATA[Re: LABs for early raiding]]>
- send to a point where you expect an engy
--> one slow bilp = engy -> kill
--> one slightly faster bilp = tank -> retreat
--> one very fast and one fast = LAB + scout -> send scout in front of the LAB and prepare for micro
--> one slow and one closing the gap and falling back again -> engy + lab, keep out of the buildrange of the engy, prepare for micro
--> two slow, one slightly behind = tank + engy, retreat, or try to kill the first bilp fast and retreat after that

Statistics: Posted by ColonelSheppard — 24 Feb 2013, 01:20


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2013-02-23T22:48:25+02:00 2013-02-23T22:48:25+02:00 /viewtopic.php?t=3159&p=31860#p31860 <![CDATA[Re: LABs for early raiding]]> Statistics: Posted by Petricpwnz — 23 Feb 2013, 22:48


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2013-02-23T22:25:41+02:00 2013-02-23T22:25:41+02:00 /viewtopic.php?t=3159&p=31857#p31857 <![CDATA[Re: LABs for early raiding]]> The cons: Tanks.

In the early game you want some fast units to get scouting information and kill lonely engies to stop you enemy from expanding. If you send a scout with your LAB you can spot if the engies are guarded or not. If they are not, kill them, if they are, run away. Its simple.

You shouldn't build many LABs, but thats plain. But in the first 2-3 minutes the loose of some engies can swing the game into your favor straight away. If you dont kill anything but get scout-info its good too. If you LABs get destroyed by the ACU its great, because you know where he is. If your LABs get destroyed by enemy LABs or tanks you know, that you dont have to worry about getting raided because he used his units defensiv.

And all that knowledge for just 35 mass!

Of course, to defend your engies tanks are better. But raiding is important not only to kill stuff, but also getting early scouting-information.

Statistics: Posted by CrayzyNath — 23 Feb 2013, 22:25


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2013-02-23T22:00:02+02:00 2013-02-23T22:00:02+02:00 /viewtopic.php?t=3159&p=31855#p31855 <![CDATA[Re: LABs for early raiding]]> Statistics: Posted by dotswarlock — 23 Feb 2013, 22:00


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