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 PostPosted: 17 Jun, 2010 
 

Joined: 09 Jun, 2010
Posts: 21
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SR2 for the win:
Works best from a back base in a 2v2 (or FFA if your good) Doesn't work in this form against the AI because it will always attack right off nearly all the people I play in 2v2 won't.

ACU - first 4 mexs / engineer1 - 2 Research stations / engineer2 - far mex / research points into structure build time and cost reduction.

ACU - 3 generators / engi2 - radar than on to mexs till you have about 8 to 10 won't need more / engi1 - 2 air factories (at the front of your base) then generator production / ACU generators galore with with 2 more research stations mixed in early

At the 5 to 6 min mark you should have 2 air factories with a few f/b out each and then on auto production and shield and anti air up grades, four research stations, 10 mexs, and your ACU and both engi building just generators and ready to drop your next 10 research points into mass fabrication (actually your should alread have mass fab and be useing it as soona s you can to help you boom).

You now have loads of mass, scout and adapt use your f/b's to see what they are up to, defend yourself and partner with f/b you may have to put down 2 more airfactorys if they are on the attack or point defense at the factories if they are land spamming.
As soon as you have 10 more research points get protobrain and have your ACU make one then second one your engi should be finishing up generator production with a energy in take of about 300+ (group your generators from the beginning in long lines about 3 to 4 wide with room to place shields in-between).

Now your mass, energy, and research are flowing like like crazy but you have little production. My next points normally go to soul rippers but you have to scout you may need shields or nuke defense first either way these should come right before or after SR2 research.
Make about 6 more engineers have you ACU make 2 air gantries and an engi make 1 more, other engineers will be making shields (sometimes this is not even necessary) or assisting gantries some time I have engineers make another brain or 2, some times I stop f/b production to save population room for SR2 and other things.

Once you have 2 or 3 SR2 make sure you have training in the air tree all the way up and attack with brains f/b's and SR2s I can normally do this about the 20 minute mark. Always be converting energy to mass just select all the generators once in a while and convert all your energy to mass with 300+ energy coming in that won't be a problem watch out for pause signs of factories and gantries. From here on out you will have SR2 coming fast hit and run with them, save them when ever you can with the brains along they will get vet fast and be uber strong, also they regen quickly. Normally at 25 mins. I will have 10 or more SR2. at 30 mins the game is over and you owned they. This gets me a fun win atleast 3 out of 4 fare games.

Tips:
This can be done quicker with less generators (stop gen. production at about 200 income) and about 8 to 10 research station instead of the protobrains.
It can be delayed if the spam nuke or artillery but not by much because you have such an abundance of recourses and research.
If some one throws a allot of nuke you need allot of anti nukes 1 or 2 will not do they can be overwhelmed and they will aim for the edge of you base so you need it on the sides.
If they spam artillery spread shield in groups of three overlapping allot with more at the front of the base than back, also get the engineer upgraded in the land tree to speed repair and set 4 or so engineers on patrol.
As soon as you have all necessary structures unlocked the SR2 and all air training fully upgrade your ACU to deal with surprises.
Keep your brains docked till you attack there research production is crazy.

Coming soon Fatboy rush.


Last edited by BUTsmeller on 17 Jun, 2010, edited 1 time in total.

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 PostPosted: 17 Jun, 2010 
 

Joined: 09 Jun, 2010
Posts: 21
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Fatboy Rush
(not really a rush but "early fatboy" doesn't have the same ring to it).
Can be use in 1v1 2v2 best on maps with clear path to enemy base.

ACU - first 4 mexs then 2 generators / engi 1 - far mex / engi 2 - two research stations

ACU - 3 generators / have one engi throw up a radar both engis on mexs as many as you can but as long as you get to + 14 income (witch is only like 11 mexs) your good will even work will + 12 mass income

ACU - 2 air factories both auto Wasps then more generators 3 or 4

About now you should have enough research for fatboy 13 points only ACU makes gantry then assist may have to halt wasp production for first fatboy but not by much put gantry on auto and watch for pause sign.

Fatboy should be out around 8 min. mark, send fatboy right away to strike base from distance send engi to repair fatboy / wasps for air cover try to have wasps engage any air before it reaches fatboy.

Just about any good player will use air and air can wipe out a fatboy quick so you have to be on the ball. If they are not using air research gunship and switch production over. Use research point as soon as you get them. If they are have on air put it in to training and air upgrades, put other point in land training to make fatboys stronger. After your first 2 Fatboy they get cheaper and start coming out faster it won't take long tot get 5 or 6 of them. At time I will wait till I have 2 to attack but it is best to keep pressure on them your base is very week.

It is possible to make land factories instead of air and make anti air mixed with tanks and MML (works if they are going land) not always advisable because they will ignore your units and take out your base with there aircraft.

Neither of these strategies are super high level but neither is the play online most of the time I find I will with this one 85% of the time and it is fun and some what unexpected.

Let me know if any one would like to here some other strategies I use are:
UEF artillery spam
Cybran super turtle
Aeon air swarm
Cybran land swarm
Cybran Experimental push

Most are 2v2 but I know some for 1v1 as well but those are pretty much map specific.


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 PostPosted: 18 Jun, 2010 
 

Joined: 16 Jun, 2010
Posts: 5
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What about Cybran Turtle Against A Cheating AI?

Currently going to try something like that after first two steps of BUTsmeller's first strategy. Long lines of air/ground defences at choke point (playing Seton's Clutch) with shields and the Nuke Defense/Offense Silo somewhere after Research is done on them. Add in artillery once the first two lines (or most of it) are "settled".

EDIT: Guess Cybran Super Turtle would fit the bill here. How does it work?


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 PostPosted: 18 Jun, 2010 
 

Joined: 09 Jun, 2010
Posts: 21
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Don't know how well that will work aginst a cheating AI 1v1 if you are going to try it you will want a five more like ten min no rush setting. Then build the six mexs you can get at, four reseach stations about forty power gens, four more reseach stations, loads of anti air skip the point deffense build magnetron, and have a anti nuke building by the time the no rush runs out. I don't think it would be possible to beat the cheating AI 1v1 with a turtle and not set a no rush. If I was going to do it I would try working my way down from a 10 to 20 min. no rush to get a feel for it.

Most important for any strong turtle upgrade strucure tree training, important for cybran turtle uparded to rapided fire and use manetron. I have beaten the cheating AI a few times but it come down to the luck of the draw on the AI behavor as much as anything.

Cheating AI is weird sometime all it will do is spam land at you and just come too the same spot in that case one magnetron could kill thousands of uints, some times it will spam air which is harder or harder still it will throw combination at you along with nukes it depends alot on the map. I think your best bet is a small map because it will go land spam. I will give it a try over the week end and see how I do. Goal will be standard game 1v1 aginst cheating AI on a small map useing a cybran turtle (no moible army built). I'll let you know.


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