Eco me baby, and other stuff.

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Eco me baby, and other stuff.

Postby Ceneraii » 16 Nov 2013, 22:14

Hello hello,

This might be a long post :P
I've recently started playing again but never had so much PvP experience, except with some friends and I wanna go about it a bit more now since FAF has grown so much. To give you guys some background I mostly practiced against AI (Sorian cheating, best I can manage on small maps is about 1,3 build multiplier and 1,9 resource multiplier)

Now for the kicker, my early game seems to go exceptionally well, I frequently overwhelm my opponents with early spam but once it progresses into mid game I tend to lag behind a bit, especially with my economy. So I thought I'd get some advice here on several things I can't quite sort out for myself;

I play UEF exclusively for now because they feel very balanced to me and seem to allow me to counter my opponent pretty well.

First of all, the engi spam. I know it's well established but I just can't seem to make it work for me. Most end up going on reclaiming missions and even then the remaining ones tend to put my economy on a standstill when I use them. So any tricks on what are wise things to do with those 50 t1 engies would be much appreciated.

Second, since my mass produced armies are working quite well for me, I was wondering on what are good unit mixes to pump out, I currently use the following (of course adapted on the fly for what I need when necessary)
T1: 4x tank, 1 arty, 1 aa
T2: 2x mongoose, 2x tank, 1 flak and 1 mobile missile launcher (shields I build seperately but more on that later)
T3: 2x Titan, 1 percy, 1 flak, 1 t3 arty

Also I tend to add some t1 engies into the mix to have them reclaim some loot during/after battle.

I usually have about 5-10 factories running to produce units constantly, depending on map size. Shields I build when I have the power to support them and usually with a dedicated factory or two.

Third, this is maybe a bit weird but I could really use some help on keeping the balance of power even on a map. Usually I will be putting heavy pressure on someone (easier to multitask when it's my opponents base under attack instead of mine so I can divide my attention according to how I want to instead of being forced to micro battles because I'm being pushed) only to find out that someone further away has advanced to godlike levels of eco because they weren't getting much harass from the guy too busy dealing with me. Often when their lead becomes noticeable it's already too late to do something about it.

Fourth, I'd greatly appreciate some math on upgrading MEX'es, especially with several engies in regard with when they start making profit again. Same for factories (HQ and Normal) as to when they catch up with unit production.

Fifth, commander upgrades; especially engineering suites, when, assisted or unassisted? RAS? I find the gun upgrade quite negligible as usually my battles are going fairly well.

Now for some eco; I'm trying to hold on to the rule of expand till you can't expand anymore and then upgrade 1 by 1 with help, but still I'm lagging massively behind on other players, despite taking alot of reclaim. I considered that maybe I have too many factories draining my income as I see alot of people use only a few of them but if those near to me do that I eat them alive.

Well that's it for now I guess. Would greatly appreciate some pointers so I can start murdering you all in cold blood :D
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Re: Eco me baby, and other stuff.

Postby Golol » 17 Nov 2013, 00:21

about your unit production:
t1: no aa except you totally lost air control, maybe a mobile scout in there and an additional striker
t2: same goes for the flak. i would only get flapjacks if there is a t2 base or maybe some low tech base to take out. not in usal spam.
t3: only build titans of the enemy still uses t1 (maybe t2)
otherwise percies rape other t3.
and except if it is base vs base artyspam than maybe get more percys per arty
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Re: Eco me baby, and other stuff.

Postby Ceneraii » 17 Nov 2013, 05:11

Thanks for the advice, you're definitely right. if that AA isn't shooting something it's a wasted investment.
Also about the scout, I tend to keep a dedicated air factory for scouting, so I suppose it's not necessary to build land ones right?

I'm very divided on the arty, I feel it kinda works both ways. The arty loosens things up for the ground troops, while ground troops make it easier for arty to do damage. I'll definitely give it some tries though, Thanks again for the advice.
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