ok everyone is always bugging me about my Micro and my stratagies wanting to know how i do what i do, ill instill some gems for / the foundation for my opening game...
first things first, if your tec you have no buisiness rushing vs anyone with any kind of skills. not to hate on tec but the facts are that tec is very weak early game. later game tec can become monsterous but early game is what tec trades off for powerful late game options. keeping this in mind remember if you start very close to a tec player as any other race you have an excellant cadidate for a rush
these a few key discisions that must be made early that will make or break your entire game.
first decisions is always shall i rush? well scout out around you first thing, while your scouts are searchin build your cap and colonize your roid, build extractors and sell 100 metal, when crystal prices drop to 450ish buy 100. i also like to scuttle my capitol ship factory after i build my cap so ill get some extra cash and an extra slot for buildings. wait a couple minutes till your scouts find your enemy so u can build a health pool of funds to use when u reach decision points. as vasari i build 5 scouts at least so i can snag nuetrals to fund my build up, any other race i build 1 scout per phase lane out from my HW. when your scout finally find your enemy you should have a decent chunk of cash on hand to use accordingly, if theyre very close build your mil labs clustered around your frig fac and cap fac incase god forbid you have to defend your HW you can build a couple repairbays and cover all your vital structures in 1 pop, if your scouts get far and no one is that close throw up your civs same cluster technique to prepare long term and its time to out econamy your enemy.
first decision = upg planet population so i increase my credit income long term? scout a few jumps out before you decide. if there is a player within a dangerous proximity say 2 or 3 jumps from HW with lightly defended and colonizeable planets then no! not upging your HW will screw you financially long term so your rush has to work. if you do upg, all those resourses will push your rush back a good 5 minutes, completely unacceptable, wipe him out quickly and then up your eco. further more scuttling your capitol ship factory is near manditory at this point, the extra cash helps tremedously and it also allows advent to build all three of their temples of hostility in the 2+ repairbays overlapping "safezone" near your frigate factory.
second descision = rush units to spam? rush hast to be lightning fast so you cant afford to tech up more than 1 unit, scouting is key, if they put up civ labs and or build tons of LF (light frigates) just spam illums or assailants they will die, if they seem to be trying for illums or assailants then jump strait to carriers cuz fighters just pwn lrf, but are less effective to sack caps n structures with. if they get carriers out, well good luck your in for a long one most likely and its not rush territrory anymore. then there is the grand daddy cadillac of all rushes, the scout rush. no this doesnt mean spam tons of scouts, this means if they are very close and they have yet to build temples, make 5ish scouts go and kill all of your opponents constructors before they build enough temples for carriers or illums, at which point a simple lrf spam will spell doom for you unfortunate enemy.
second descision again = wtf do i do if i got caught with my pants down now im gettin rushed? this is why u scout, no one wants to get in this nightmare of a micro situation. first things first if your broke with no fleet and here comes JJ with carriers and assailants ask your allys for a feed if you have too, hopefully they will undertand. REPAIR BAYS!!! they heal your ships and they heal eachother! its hard to kill fleets near repair bays and equally has hard to kill structure to include other repair bays near repair bays! theyre a huge advantage, so build all your temples and factories in a tight cluster as to keep them all in repair bay range when you defend and nothing can get picked off. vs illums or assailants carriers are a sure bet. park em near repair bays and ther rest comes with experiance born micro skill, always good to just halt your fighter right near the fleet of lrf. if you get carrier rushed remeber that lf will smoke carrier. easy cheap and fast pump out a ton of cobalts of disciples and watch the carriers drop like flys. a couple flak ordered to a tight engagment radius will help protect vulnerable target which better be near your repair bays
well i could go on for hours but im tired of typeing and this isnt filling my boredom anymore but ill post more micro lessons another time. lemme know questions you all have about micro or sins stratagies im sure i can lend my light to any problems you all might have. i spit all the above out rather fast, not thinkin to deep and didnt proof read so if i mispelled pls forgive and if i misspoke or mislead pls leave a comment
I think this will do more than anything to get you your Karma Tyr. I think most noobs to average gamers need to read this. If you are in a clan and didn't know through the 2nd second decision, you shouldn't be in a clan. I can't tell you how many times I have found someone 1 or 2 jumps away and they upgrade their HW pop.
Wait their are people who didn't know this? Wow I have been playing sins so long I have become jaded to professional knowledge.
There are no professionals! When someone tells me how I can make money by winning, then maybe there are professionals.
But yeah, these are the decisions and situations to deal with early game. +1 for good advice. -1 because formatting, spelling, and punctuation cause my eyes to bleed and brain to hurt.
I wasn't going to say it, so glad you did.
So if someone else is 2-3 jumps away when do you upgrade your HW pop??
After scouting so your sure there will be now rush to you? after you build up a bunch of cobolts/LRF's so your safe?
When you decide not to rush? (and in the case of TEC) when you decide to play TEC so you can't rush...
Just wondering...
I'll be honest, I ALMOST never upgrade my HW pop. There are so much better things to do with your money in the early game, and by the time you care about credit income, you won't care because you'll be winning, and at that point it's just a manhood contest between your allies and yourself to see who can have a better econ.
ive lost my edge on the rush lately because i almost always upg my HW pop now. because its a huge eco bonus if the game last more than 10 minutes. my advise is if your comforatable in your ability to survive without those resources then definantly upg until you become more fluid with your game play and cant present a formitable rush.
if you need another little pick me up beyond not upg your HW, then scuttling your capitol ship factory will give you some extra cash and for advent allow you to build your 3rd temple of hostility (needed for illuminators) inside your designated "safe area" i mentioned having the overlapping repair bay coverage.
If someone is 2-3 jumps away and you did not upgrade your HW immediately, the apppropriate time to upgrade it is when their HW is on fire and the broken hull of their flagship is a now an art deco monument to your everlasting glory proudly on display at your Homeworld's capital.
"an art deco monument to your everlasting glory"
damn cyk, i peed a little after reading that i laughed so hard. not too much, jus 2 drops.
and as for tyr begging for kharma from new players like this, rofflesandwhich, thank god u arent telling them anything that can be used against us... still i expect an influx of decent illums spams in the days to come and I BLAME YOU TYR!
-bronze
I play Vassari a lot - they get trade at lvl 4, vs lvl 2 for tec and 3 for advent. So I look to upgrade my planet HW when I get a chance as I am often a leader in metal/crystal due to grabbing some neutrals (at least until JJ takes them off me...), but I am often low down on the credits ranking. Also, I often will grab the 3rd level tech that reduces credit costs as it makes trade port cheaper when I build them, as well as all ships I procedure (like 60 creds of carriers etc...). Saves me a few hundred if I lose my egg and need a new one too.... Maybe not the greatest start ever (Tyr had that - feed him karma), but its what I (often) do...
BTW - tell me the secret of microing fighters and I'll give you 100 karma!!! It can even be via PM so no one else knows!!!!
Microing fighters????
Um ....
1. ALT Selecting the fighters and shift clicking their targets on the Empire tree
2. ALT Selecting the fighters and giving the the "hold position" setting, then parking them next to your targets. They will sit there and shoot at them as fast as possible instead of when they fly by.
3. Being smart and docking them to rebuild and launching them when ready.
WOW Check this out guys. You can change color and size of text so it doesn't look like a BLOCK OF TEXT!
Check out the big brains on Brad Astax!!! You're a smart...
(apologies to Samual L Jackson!!!)
to elaborate just a lil on cyks basics of fighter micro, i like to halt my strikers near by flaks that i cleverly set to small engagment radius. i also like to halt them (and other targets of enemy strikers) near my halcyon or Kol so i can ruin all strikers at once.
also, if you have obliterated their strikers, for the love of god find new targets for your fighters. i dont care if you have to set em on enemy carriers themselve dont have your 50 fighters attackin 1 bomber squadrons that has 1 hp. another trick same pricipal always have a couple bomber squadrons cuz enemy fighters auto engage bombers first priority, so 50 fighters will simutaniously target that 1 bomber with 1 hp which pretty well ruins their dps for a good 5-10 seconds
also, where ever the fight is, make you carriers not. unless they are by repair bays just cruise your carriers around cuz nothing really does much dps to moving carriers other than LF.
thats all you get for now hack, maybe my next lesson will be on fighter micro
lol tyr u kharma whore... already at 10?! those tidbits of non-skilled advice really payed off eh?
NO i like ilum spammers there so easy to counter with carriers in fact i did it to someone to day in a 4v6 after almost losing than team come back and WIN
he threatned me to give him karma it is a low point in my life becaue i had no choice but to give him karma
[e digicons](\(\[/e]
Nice. Cykur, FTW in more ways than one.
Double DPS is the equiv of making them 150% vs LRFs ?
By only buffing the vd Heavy , it just makes them buff at what they are suppose to be.. Anti-carrier/support.
I would probably go as far asDPS inc of 20%
ps- i fail at thread . (move2other thread!)
lol - yeah, I know what you mean. See my response in the approprate post.
I'm going to continue my push for the three roles. Rush, guard aka defense, and eco.
I don't think rush and eco are in question.
I think guard/defense needs some love.
One thing I realized while playing in a [_] vs DT is that Tyr>Aggroed (me). That's not shocking, but one of the things I've realized is that defense can go a long way to stopping someone else. In a fight say in an astroid belt 2 fairly evenly match fleets can duke it out for a while, but the one with the most feed or skill wins. And it doesn't take much. Those battles teeter only a little before an edge is exposed and someone starts difinitively winning. Battles in neutral places can have scales tipped pretty quickly. It didn't take much to go from two evenly matched fleets to tucking tail and running from Tyr.
The same can't be said of battles in defended places. 2 evenly matched fleets in a place where someone has factories, repair bays, and maybe even a beam weapon or two totally changes the equation. Very often a person has to initally kill off the repair bays, but each has 4k health. So, assuming 3 repair bays that's 12k damage+healing that has to be overcome before you even start hurting the other guys fleet. That's while defense is killing the invaders fleet and adjusting new ships made to the new makeup of your opponents. You can't bring an evenly matched fleet with even skill against a defended planet. You have to bring an overwhelming force.
So, take a game I played with Surfeit who is still kinda noobly and Astax. Surfeit couldn't beat his man (PY55) . He was playing advent, the planets weren't a good match, and he would have gotton the hurt put on him had he just fought or taken the second to go eco to get the volc and ice nearby. Astax built up some planets and came to Surfeit and the two double teamed their Py55 to great effiency. The guarding and the fleet Surf built was enough to hold a much better player until Astax and Surf could push forward with their 2v1. We won that one.
In another game my fleet got beat by a KLM3Z who had a lot more feed and then eventually much more eco. I basically had nothing other than my homeworld and my colonizer cap. So, I retreated the remnants of my fleet to my HW that I put a shit ton of defense on. My ally sent me a few carriers. KLM3Z came in and I beat back his fleet using the defense I had despite it being a much larger fleet. Then I went around colonizing planets with my cap. I got attacked again and I beat his fleet back again. Because of my defense his much better eco and his larger fleet couldn't over run me, until his third attempt when he came back with an overwhelming force while at the same time my teammates got rolled too. We lost that, but we held out as long as we did cause my defense a la Tyrs bunch it up strat worked like a charm.
The point bronze. Is that maybe when you're hyper aggressive and get feed quickly cause you're known for nasty micro there are only two roles eco whore and rusher, but I have a harder time convincing my team that they should just roll out all their cash to me so I can stomp. For anyone that isn't the absolute best rusher in a game you have to consider multiple roles. Guards can win games by protecting eco, buying time, and letting their teammates do the rest of the heavy lifting. A guard doesn't need as much feed to survive as a rusher so if I go guard my lead rusher can get all the cash so hopefully he can win.
Someone playing defense isn't dead weight. He's a team player.
Now, how do I give Karma to Tyr?
i think its worth saying that sometimes you just need to make the gamble on your HW population upgrade. it might put you a few minutes behind in a rush situation, which can be very bad and sometimes you'll lose because of it. but you might get lucky and your opponent won't push your homeworld for quite a long time for various reasons.
if the gamble pays off the massive profits gained from starting a HW pop upgrade at the start of the game will really go a long way towards developing your midgame. if you had waited for scouts to find your opponents first you might be 2000-3000 credits behind going into midgame, which is huge. its the 2nd cap ship (if you wanted more than one), or its your down payment on trade ports, or whatever you were planning to do with the money.
lol poor tyr no one but me knows how to give karma
Agg is fucking right, if he didnt defend on that game i would have rolled 3 players (agg holla and reborn i think) while tyr was having fun against jj and gini (who got kicked like a noob )
Basicly i was planing on kicking agg fast to go save berz (who kicked reborn out on his hw alone) from holla but i saw a fucking repair beam spam with carriers ... if he didnt do that he would have dies allong with holla who's fleet wasent defending his worlds, i would have saved berz and reborn would have died on the 2v1
aggs defence made the game last fucking longer giving tyr a chance to win over jj since gini was almost dead. We won this game because since jj and me had best eco and best fleets the more it lasted the more we spamed fleet, i could finaly win the fightr war and suck his hw while my enforcers were keeping holla locked, once aggs defence down i had nothing to counter me since holla had almost as much enforcers as me but i had more then 2 times aggs and holla's carriers. was a hard game we could have lost because of aggs defence.
btw i ALWAYS boost hw pop whatever the situation is, i don't think i ever lost because of that since i almost always survive the 10 first minutes, if i don't it means the dude got fed and hw or not i wouldnt have survived.
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