Some questions

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Some questions

Postby zonetti » 07 Jun 2013, 15:13

Just wondering...

1. How to order an engineer to auto reclaim?

2. T2/T3 engineers are just used to build T2/T3 buildings? I mean, in order to assist I should use only T1 engineers right?
(That's my conclusion after watching some replays)

3. How do I know it is time to go T3 (factories and mex)? If I'm being rushed, I should go T3 ASAP or the contrary?

4. What is the better way to spam units (specially T3)? Lots of factories or lots of assist in 1-2 factories?

5. Playing as Aeon, in late game, I should focus on experimental units like AC or strategic laucher?
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Re: Some questions

Postby ColonelSheppard » 07 Jun 2013, 15:31

1.
patroll or atackmove look here:
http://www.youtube.com/watch?v=A2w0n4YV ... l0&index=5

2.
yep

3.
well there is no good "rule" when you go higher tec levels, i normally say: when you can afford it, means when you think you can hold your position for the next minutes without getting overrun or losing too much mapcontrol, it's a matter of feeling or personal playstyle when you go t2, just remember that a t2 mex or a t2 factory cost as much as 20 tanks, so better be sure you can defend a 20-tanks-more-than-you army

4.
assist, only make multiple factories if you cant assist a fac anymore without everything getting totally stucked

5.
whatever an AC is, nukespam is barely usefull, you can build a nukelauncher somewhen but normally you would only use it after you were able to snipe enemy nuke def or if there is really huge bunch of (slow) units coming, also nuke costs significantly more than nuke def so you cant really outspam the enemy nuke def with nukes
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Re: Some questions

Postby ZaphodX » 07 Jun 2013, 15:36

zonetti wrote:Just wondering...

1. How to order an engineer to auto reclaim?

2. T2/T3 engineers are just used to build T2/T3 buildings? I mean, in order to assist I should use only T1 engineers right?
(That's my conclusion after watching some replays)

3. How do I know it is time to go T3 (factories and mex)? If I'm being rushed, I should go T3 ASAP or the contrary?

4. What is the better way to spam units (specially T3)? Lots of factories or lots of assist in 1-2 factories?

5. Playing as Aeon, in late game, I should focus on experimental units like AC or strategic laucher?

1 alt + right click to attack move, or use the patrol button /press p
2 T1 engys are the most efficient so getting t2 engineer to build and t1 to assist is the most efficient
3 If your opponent makes a tech switch up then you should also to counter it. If you're being rushed you need to get out pd and more tanks not upgrade.
4 With the new balance changes it is more efficient to upgrade HQ factory then use the cheap factory upgrade to tech up the rest. You can still assist as well.
5 Whatever the game determines - maybe harbingers, asf, GC or nuke could be viable.
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Re: Some questions

Postby ColonelSheppard » 07 Jun 2013, 15:54

4 With the new balance changes it is more efficient to upgrade HQ factory then use the cheap factory upgrade to tech up the rest. You can still assist as well.

not in place yet.. just wanted to mention.. will come in a few weeks i guess
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Re: Some questions

Postby Hawkei » 11 Jun 2013, 10:20

zonetti wrote:Just wondering...

1. How to order an engineer to auto reclaim?

2. T2/T3 engineers are just used to build T2/T3 buildings? I mean, in order to assist I should use only T1 engineers right?
(That's my conclusion after watching some replays)

3. How do I know it is time to go T3 (factories and mex)? If I'm being rushed, I should go T3 ASAP or the contrary?

4. What is the better way to spam units (specially T3)? Lots of factories or lots of assist in 1-2 factories?

5. Playing as Aeon, in late game, I should focus on experimental units like AC or strategic laucher?


1. As said before, attack move, Alt + Shift + right click. Or alternatively patrol, P then shift + right click.

2. There are pros and cons to each method. You will notice that when engineers assist other engineers of the same tech level, they proactively move and will also initiate construction. Whereas, construction can be haulted because the T2/T3 engineer is waiting for T1 engies to move off the build site. However, T1 engineers give you the best build power for investment. So generally that's what you do.

3. This is a complicated dynamic. What you do depends on your knowledge of the opponent, likely counters and gut instinct. Generally there are three different ways to spend the finite resources you have.
a. More units
b. More economy
c. Higher tech

Of these options, High tech (option C) is not for the faint of heart. You need to know what you are doing. Generally, option A or option B are better. If you are being rushed or attacked hard and fast - you go for option A. Build more units.

However, If the opponent is teching, then you need to find appropriate counters. Which usually involves matching or exceeding his tech level.

Alternativey, you can defeat his threat by frustrating him, or creating a standoff siduation. Eg. He gets hopplites, and you get T2 PD... His units will still beat yours, but he is now in a standoff. Or he gets missile launchers, and you counter with TMD. (i.e. you have employed a frustration tactic) You haven't destroyed the enemy, but you have rendered him ineffective.

As you do this, it is important to create a "counter-threat". Which forces him to counter the new threat, instead of pressing his advantage. Eg. spliting off many raiding parties and doing run-bys. Or get a TML and snipe his eco. Or get T2 air and take air superiority. If you become entierly passive, you become a null threat, and therefore he will attack all the more. Of these, the TML eco snipe is probably the best diversionary tactic. Just que up fire commands for all the mexes, T2 pgens, and factories. Then you can forget about it, and concentrate on your defence. Meanwhile, his attention will be divided, because he now has to micro units to get TMD, and deal with the collateral damage. His attention is away from the fight, which gives YOU the advantage.

Sometimes, if he can out spam you, option A will not work. Option B will never pay for itself in time. So you are left with crazy Option C - High tech... The advantage is that T2 is mostly superior to T1, and T3 can ignore T1 altogether. So, an example. You're Aeon and you're facing a mad t1 spammer, and you're loosing. So you rush a T3 factory and get Harbringers... The net result is that you have less mass on the field - but you have massive combat efficiency advantage. Harbringers will eat T1. Remember, that if you tech, you will have less resources to play with, so you have to make it count. You have to know what you are doing...

4. It depends on how the game pans out. If you're playing Aeon, of all the T3 units - Harbringers are the best to get out early. So if your Aeon, consider land tech rush strategy. Aeon have some really neat tools, which are never well used. Like shield absolvers. This + T3 arty means you can 'insta-win' over any fortifications. The T4 bot is nice to get. But the true power of the Aeon is in the air. Gunships, Strat-bombers, Restorers, Mercies...

However, because of the wide array of strategic options at T3, it is most important to know what your opponent is doing. Which is why the most important T3 unit is the "Eye of Ryanne". It is an intel structure, which lets you see anywhere on the map. The advantage of the Eye is that:
- You will never be suprised by your opponent;
- Cybran stealthed navy cannot hide from you;
- You can scout your opponent without him knowing he's been scouted;
- Your T3 artillery will always find the right targets, always find the commander, always hit the vunerable places;
- You will always find SMD's and your nukes will always hit their mark.

Essentially, as Aeon in T3, with the Eye. You will start to become "incredibly lucky" and your opponent will not figure out why. Anyway, good luck with it. Hope that helped.
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