Forged Alliance Forever Forged Alliance Forever Forums 2014-06-15T14:43:43+02:00 /feed.php?f=40&t=7433 2014-06-15T14:43:43+02:00 2014-06-15T14:43:43+02:00 /viewtopic.php?t=7433&p=75447#p75447 <![CDATA[Re: Game timings]]>
And even if you think there is game timing, on a 2v2+ game, the ally can give you ressources, help you build something and so on.. Do you still think there can be game timing? See, too much different actions are possible.

Statistics: Posted by odin002 — 15 Jun 2014, 14:43


]]>
2014-05-29T03:23:38+02:00 2014-05-29T03:23:38+02:00 /viewtopic.php?t=7433&p=74122#p74122 <![CDATA[Re: Game timings]]>
The ONLY place where timings are important is the very early game to know when lab/tank/bomber/frigate raids can arrive. This is dependent on the map. On some maps you can make only 2 engies before a tank and still be safe against labs, on other maps you make 5, and on some maps you can make as many as you want because there is no land connection... It is also faction dependent. For example seraphim has no labs to be afraid of, and uef has no bombers to be afraid of ;-).

Statistics: Posted by Vee — 29 May 2014, 03:23


]]>
2014-05-27T01:57:30+02:00 2014-05-27T01:57:30+02:00 /viewtopic.php?t=7433&p=73953#p73953 <![CDATA[Re: Game timings]]> Statistics: Posted by ZLO_RD — 27 May 2014, 01:57


]]>
2014-05-26T23:14:50+02:00 2014-05-26T23:14:50+02:00 /viewtopic.php?t=7433&p=73947#p73947 <![CDATA[Re: Game timings]]>
Dont have big problems in navy and land battles but on air . . .

I am usually late for T3. When I play Air have very good start with early bombers. But in T3 I get way to late. My opponent has 10+ ASFs then i get in T3 air game. I have better eco and build faster ASFs /can support bigger building power/ but cant break that starting mass of air. Probably it is also a macro problem. I think i invest to much in mass eco for air. Any tips and hints when playing air?

Statistics: Posted by BaLrOg — 26 May 2014, 23:14


]]>
2014-05-18T10:57:51+02:00 2014-05-18T10:57:51+02:00 /viewtopic.php?t=7433&p=73174#p73174 <![CDATA[Re: Game timings]]>
I take t2 as an example:

There are buildorders with a fast T2 mex, that will try to make the t2 mex worth before there is much fighting going on (t2 mex costs about the same as 30 tanks and needs 2:30min (?) to be worth) this is comonly seen for example on loki.

There are buildorders with second factory/3rd factory T2, which will give you access to T2 after only like 6 min, a common tactic on almost all maps, but especially when playing against Aeon.

There are buildorders to only spam t1 as efficient as possible and only go t2 in order to react, or if you have gained a big advantage, such buildorders might not have t2 mex/factory after 10min or more.

So basicly you just know nothing without scouting. Or indirect scouting (aka if you opponent doesnt send any tanks or doesnt care about one expansion there is probably something in the bush so to speak)

Statistics: Posted by ColonelSheppard — 18 May 2014, 10:57


]]>
2014-05-18T10:42:42+02:00 2014-05-18T10:42:42+02:00 /viewtopic.php?t=7433&p=73172#p73172 <![CDATA[Re: Game timings]]>

When I need to start upgrading mex T2, and when to finish them?
When to go for T3 mex? T2 power? T2 factories? Commander upgrades?
When can I expect first nuke? and so on :)

we do not really have that, cause maps are different you always have different amount of recources, and cause maps are pretty open you can't usually just build a "bunker", but also on SupCom it is easyer to expand all over the map, so usually does not matter what you do, sitting on base will be super bad
when to expect nuke? well some one could test witch is fastest possible nuke on some maps, but it is like alsking "when i expext my zerg opponent to be at 200 supply in SC2, if you do not attack it can be around like 8-10 mins, if you attack it can be delayed to infinity, or delay of any degree depend on your agression and enemy skill and greed

you barely have any timings here also casue speed of building depend of amount of recourses and amount of assisting engyneers
only timing i use is 1:17, time when normal "First bomber" can be build, but even with this tactic you can do it faster, or delay it in any way you want

there are also some simple bilds like "second air" "3rd air" or any kind of build focused on making factories, and all those builds can be boosted by no making defencive tanks early on and skipping mass extractors/pgens and useing reclaim instead, it will boost your build but hurt eco in long term (usually)

on seton's 4v4 you have timing when ACU comes to mid, timing when usually people start RAS and both of thouse timings can be delayed if player decides to make more mex upgraide or just build other units...

on rush me more 4v4 there is t3 bomber timming: timing when everyone has to have shields on main mexes cause map is stupid and you have all mexes in one place clumped up, and people rush fastest possible t3 bomber and kill 8 t2 mexes +storages in one pass and do same to other players without even stopping bomber

if your opponent uses same build over and over again, you will be able to use his timings against him
and actually there are timings when you would expect people to send engyneers somewhere, so you can send you raiding unit no to early, but for me it more depend on feeling and it also ofc depend on enemy build

also on theta passage, when you play against cybran they can build fast jester and you might want to scout what is his second factory, and you will need to know timing for that, but you can also just look at your base, and right after you and your enemy finish hydro you would like to scout with a land scout, that will be a big deal for cybran, sometimes i even go for radar before second fac to deny scouting, or hide second fac not matter what you choose land or air, that will cause tons of paranoya, and may force air factory from your opponent so he can scout you

when you should build t2 mex? if you are not want to finish your opponent fast with some super agression you need to eco, ususally best way for early eco is to expand(t1 mexes) and make power and make engyneers, then t2 mexes, then make storages around them, then t3 mexes and whatever... When do you start them??? as fast as you can efford without dieing... that is answer. there is also one rule: you want to be ahead in eco, but need to be 100% sure what your opponent doing then you can do whatever you want, but if you do not know what is enemy doing, you might want to spend some recources on scouting and defending and building units, and also you need to be ahead in eco to win, there are not much diffference in haveing 2x more eco or 5x more eco than opponent, but if you invested in eco so much that you have 5x more you probably will lack defence and can die to some drops/bomber snipe

Statistics: Posted by ZLO_RD — 18 May 2014, 10:42


]]>
2014-05-18T10:37:24+02:00 2014-05-18T10:37:24+02:00 /viewtopic.php?t=7433&p=73171#p73171 <![CDATA[Re: Game timings]]> Statistics: Posted by Apofenas — 18 May 2014, 10:37


]]>
2014-05-18T10:08:32+02:00 2014-05-18T10:08:32+02:00 /viewtopic.php?t=7433&p=73170#p73170 <![CDATA[Game timings]]>
I saw by watching some replays that people around ~3min go for 1st T2 Mass Extractor and in 7. min they have T2 and go for commander upgrade.

I see that SC is more open game then SC2. And build orders are not so strict, but there must be some time when you can expect what depending on map reclaim.

When I need to start upgrading mex T2, and when to finish them?
When to go for T3 mex? T2 power? T2 factories? Commander upgrades?
When can I expect first nuke? and so on :)

Statistics: Posted by BaLrOg — 18 May 2014, 10:08


]]>