BIG stompy robots... really BIG
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- Robotic Despot
- Posts: 4595
- Joined: October 14th, 2004, 21:35
- Location: Sitting in a tin can
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I think this is probably what I normally do:
3 Mass Extractors with 2 Power Gen's each
1 Factory, queue 5ish engineers
I usually have the commander assisting the factory for the next few steps
Get 1st engineer to build 2 X Mass storage next to the first 3 mass extractors,
Send next 2 or 3 engineers off to grab nearby Mass Extractors, these all usually have 4 power gens around them.
Build a few defensive tech 1 units, couple of air scouts if air factory, never bothered with land scouts.
Maybe a couple more engineers to assist factory, then upgrade factory to tech 2
Build another factory, upgrade immediately
Build tech 2 engineers, set them off building tech 2 base defence, then tech 2 power gens.
While all this is going on I'll be upgrading the mass extractors 1 at a time
Then who knows, go with the flow, get a few decent tech 2 units out before upgrading to tech 3
3 Mass Extractors with 2 Power Gen's each
1 Factory, queue 5ish engineers
I usually have the commander assisting the factory for the next few steps
Get 1st engineer to build 2 X Mass storage next to the first 3 mass extractors,
Send next 2 or 3 engineers off to grab nearby Mass Extractors, these all usually have 4 power gens around them.
Build a few defensive tech 1 units, couple of air scouts if air factory, never bothered with land scouts.
Maybe a couple more engineers to assist factory, then upgrade factory to tech 2
Build another factory, upgrade immediately
Build tech 2 engineers, set them off building tech 2 base defence, then tech 2 power gens.
While all this is going on I'll be upgrading the mass extractors 1 at a time
Then who knows, go with the flow, get a few decent tech 2 units out before upgrading to tech 3
Basic tricks you should know (that I learn't off others as usual)
- When building stuff, hold shift. It allows you to chain up a build queue
- Land factories for the first 5-10 minutes are your friend. AI won't be able to hit you with naval units that quick, and you can counter any land or air units with the relevant type of tank
- T2 factories are where it's it early on
As for my start-up build queue
Mass Extractor
4 power plants
2 more mass extractors
factory
Takes about 3 minutes, which gives you three more to get that factory upgraded (which with your commander assisting takes a little under 2, I think) at which point you'll have to fend off the AIs first few bombers (that your T2 flak tanks will mince with ease). From there, I tend to spent 20 minutes building up my resources and running one of my factories full time to make siege bots (T3 from a land factory) before going on the offensive.
- When building stuff, hold shift. It allows you to chain up a build queue
- Land factories for the first 5-10 minutes are your friend. AI won't be able to hit you with naval units that quick, and you can counter any land or air units with the relevant type of tank
- T2 factories are where it's it early on
As for my start-up build queue
Mass Extractor
4 power plants
2 more mass extractors
factory
Takes about 3 minutes, which gives you three more to get that factory upgraded (which with your commander assisting takes a little under 2, I think) at which point you'll have to fend off the AIs first few bombers (that your T2 flak tanks will mince with ease). From there, I tend to spent 20 minutes building up my resources and running one of my factories full time to make siege bots (T3 from a land factory) before going on the offensive.
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- Ninja
- Posts: 1448
- Joined: February 12th, 2005, 17:53
Later on in the game once you've got a decent sized horse it's quite handy to dedicate one air factory to mass building T1 air scouts, they build almost instantly from a T3 factory and if you send enough in you'll definitely get a good look at the enemy. I had a good 60 the other night and I'd send them in batches of 15-20. They were all getting destroyed, but only after revealing everything.
Another thing to remember is not to build too many engineers. They're awesome, but they use mass and energy (or just energy, I'm not sure), so if you have twenty assisting your ACU or factories they'll actually do more harm than good. 5 or 6 T3 engineers are all you really need, and if you've got a few T1 and T2 ones from earlier on just tell them to assist factories or wander off and build defenses
Another thing to remember is not to build too many engineers. They're awesome, but they use mass and energy (or just energy, I'm not sure), so if you have twenty assisting your ACU or factories they'll actually do more harm than good. 5 or 6 T3 engineers are all you really need, and if you've got a few T1 and T2 ones from earlier on just tell them to assist factories or wander off and build defenses
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- Kitten
- Posts: 25
- Joined: June 6th, 2006, 21:21
- Location: Lincoln, UK
- Contact:
I tend to go for a very tech-related approach.
I build mass extractors in the first three or four available points (depending on the map) and accompany them with two generators each. Then I build a land factory and an air factory along the flat edges of two of the extractor complexes. This gives them the cost reduction bonuses of one extractor and two generators each.
I immediately build 5 anti-air units and about 10 heavy assualt bots, and place them along any obvious entry point. Scouts will normally arrive at the exact moment my heavy units roll off the factory, so this works out quite well.
I then send the ACU off to build mass extractors on every available point in my vicinity (you can never have too many extractors!) and build five tech 1 engineers. I then try and balance my economy between building turrets, storage, and upgrading mass extractors. When I have about four of the extractors to tech 2, I start upgrading the factories, and churn out another 5 t2 engineers. These will start building generators right away, and the t1 engineers surround them with storage. The spare engineers will go off to build stronger defences around the more isolated extractors and choke points.
After some more upgrades to mass extractors, the economy will be stable enough to upgrade to tech 3. I build 5 t3 engineers and once again start pumping out the generators and fabricators. When I have enough yeild coming in, I'll upgrade my ACU to Resource Allocation, which gives a massive boost in yeild. A tech 3 engineer will then build a Quantum Gateway, while the spare ones will add tech 3 air defences to strategic positions.
When the gateway is up and running, I start building a queue of support commanders, and use every available commander and engineer to add Resource Allocation to them. Pretty soon, I have a small army of SCU's, all helping each other upgrade to Resource Allocation in record time.
After that, I go completely nuts and start building experiment units. The last time I played this way, I had six monkeylord spiderbots built in under 10 minutes. Woohoo!
I build mass extractors in the first three or four available points (depending on the map) and accompany them with two generators each. Then I build a land factory and an air factory along the flat edges of two of the extractor complexes. This gives them the cost reduction bonuses of one extractor and two generators each.
I immediately build 5 anti-air units and about 10 heavy assualt bots, and place them along any obvious entry point. Scouts will normally arrive at the exact moment my heavy units roll off the factory, so this works out quite well.
I then send the ACU off to build mass extractors on every available point in my vicinity (you can never have too many extractors!) and build five tech 1 engineers. I then try and balance my economy between building turrets, storage, and upgrading mass extractors. When I have about four of the extractors to tech 2, I start upgrading the factories, and churn out another 5 t2 engineers. These will start building generators right away, and the t1 engineers surround them with storage. The spare engineers will go off to build stronger defences around the more isolated extractors and choke points.
After some more upgrades to mass extractors, the economy will be stable enough to upgrade to tech 3. I build 5 t3 engineers and once again start pumping out the generators and fabricators. When I have enough yeild coming in, I'll upgrade my ACU to Resource Allocation, which gives a massive boost in yeild. A tech 3 engineer will then build a Quantum Gateway, while the spare ones will add tech 3 air defences to strategic positions.
When the gateway is up and running, I start building a queue of support commanders, and use every available commander and engineer to add Resource Allocation to them. Pretty soon, I have a small army of SCU's, all helping each other upgrade to Resource Allocation in record time.
After that, I go completely nuts and start building experiment units. The last time I played this way, I had six monkeylord spiderbots built in under 10 minutes. Woohoo!