Mr.Tabasco wrote:In my noobish ways, I often find myself in the situation that in a team game, mainly on realy big maps, where I won my side, drove my opponent back and burned his base to a crisp and then... I sit there. Especialy, or only on naval maps, where the enemy can hide on a giant island or on setons, I often dont know how to follow up that win. The enemy has cuddled into their doomfortress, and I can just find no effective way to attack them. Of course, my lack of experience is a part of that problem, but I still often start to wish in these situations I could switch to cybran, to just ram two monkeys into their base, or let my boats walk up on to land.
If this is a problem it can be because of two things:
1. You want a direct assault experimental. The UEF don't have that.
2. You'll not be able to finish the game, no matter the faction.
On #2, I've often had about 60-70% map control and I've been able to put in one attack after another, but eventually I lost. This is because I'm fighting on my opponent's front line, my supply lines are the longest and as a result he has the mass from the battles. With the build power my opponent can somehow maintain, he'll soon have a larger economy and the first attack of me that fails completely, will be followed up by the first attack of him in 15-20 minutes and it's the direct knock-out.
If this is the problem, you'll have it with any faction, in the late game at least. In fact I think you'll have it more with other factions the immediate response to an attack failing is to build a Monkeylord, GC or Ythota if you're playing Cybran, Aeon or Seraphim. Those experimentals will fail as quickly as a load of T3 bots/tanks. With UEF, the "problem" of only building percivals may be an advantage at the late stage.
If it's #1, then your opponent will be weak enough at the late stage that a direct assault experimental will do the job. Put that amount into percivals and be done with it. The UEF may not be the most versatile but they're the most head-on if it comes to T3. If head-on doesn't work, send the percivals just outside their range, back it up with a fatboy and be done with it.
I think you're just having some trouble with the late game stage. If that is the case, find something for yourself to do. Are you winning the water on your side of Setons, expand your economy even more than you already are. Send engineers to the water and reclaim every wreck, use that to build some fun things if you think your eco is large enough already. Rambo SCUs, Atlantisses which build broadswords and ASFs, Fatboy Fatboy Fatboy is always a fun thing. Nuke launchers, Novax or a Mavor. If you have too much mass and you only know what to build to maintain your frontline, help others. Thre's bound to be an Aeon player in the game. Ask him to build a naval factory on your side and spam torrents. Or let him build GCs and help him do that. Attack with the GCs and assist with as many percivals as possible.
Are you winning a piece of land, on any map? Send engineers over, reclaim, build mexes and if it is in/near a choke point, build a shield generator and add PDs. T2 PDs are good enough against T1/T2, build T3 PDs if you're at the late stage. Don't build more than necessary. If there is more than one choke point, you'll want enough to stop him, but not so much that he can break through in another position.
Are you really winning and do you have map control, building T2 artillery is expensive but always an option.
I almost forgot the most important thing: intel. If you feel like you're winning the battle but not yet able to finish it completely (which is your problem), then scout, or build an omni sensor. It's a strategy I like to use, because then I know I'm in full control. Then I don't really attack until I know my single attack can completely take the game. You need intel for that, to know that your opponent doesn't have a secret advantage in either units or economy. If you know that, upgrade your eco, build whatever you want (except Titans).
The UEF may not be very versatile, but it is well balanced and extremely difficult to get them out of a base. Use that to your advantage. Build bases in positions you just took and watch your opponent get frustrated about not being able to put a stop to it. Basically, you're turning the situation around then.