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Initial build orders and how to get off to a good start

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Date Editor Before After
10/9/2013 10:46:48 AMAUrankAdminSaktoth before revert after revert
Before After
1 #1 tip: Put your factory on low priority. Your comm is making eco, so the faster that finishes, the more your factory can produce later. 1 #1 tip: Put your factory on low priority. Your comm is making eco, so the faster that finishes, the more your factory can produce later.
2 \n 2 \n
3 Mex your starting area, with a wind/solar next to each mex. Make enough e that the energy number in the corner is 1-2 higher than your metal income (Your starting metal will vary, so just keep them level). 3 Mex your starting area, with a wind/solar next to each mex. Make enough e that the energy number in the corner is 1-2 higher than your metal income (Your starting metal will vary, so just keep them level).
4 \n 4 \n
5 Don't bother with static-d until you've finished your starting eco and are leaving your base. Your comm and starting raiders (It's fine to leave them at home as long as someone is scouting) can take care of anything except a cheese (You want to spot cheeses early, so a scout or two is good, essential if no air player). Generally units wont even arrive at your base until this point, often it comes up just when the first raider arrives. Then push out. I often push after only 1 defender, as long as my flanks are covered I can control the area in front of my base and make my defenses as I push with my comm. 5 Don't bother with static-d until you've finished your starting eco and are leaving your base. Your comm and starting raiders (It's fine to leave them at home as long as someone is scouting) can take care of anything except a cheese (You want to spot cheeses early, so a scout or two is good, essential if no air player). Generally units wont even arrive at your base until this point, often it comes up just when the first raider arrives. Then push out. I often push after only 1 defender, as long as my flanks are covered I can control the area in front of my base and make my defenses as I push with my comm.
6 \n 6 \n
7 I always go wind, but I'm a greedy player who has very good anti-raider skills. Put it up against the edge of the map if you can. This means he cannot hide behind it. Wind on hills is just insane, if you start on a hill always do wind. 7 I always go wind, but I'm a greedy player who has very good anti-raider skills. Put it up against the edge of the map if you can. This means he cannot hide behind it. Wind on hills is just insane, if you start on a hill always do wind.
8 \n 8 \n
9 Don't morph straight away. E-cell is good but you should do it once you push out and your econ has gotten to the point that your resource bars are filling up even though your factory is running non-stop ( this will be a bit more than +10) . You'll have been expanding non-stop with your comm so you'll have a bit moe metal than energy, the e-cell bridges the gap. This is also about the time you'll start running into big enemy packs and you need your weapon. 9 Don't morph straight away. E-cell is good but you should do it once you push out and your econ has gotten to the point that your resource bars are filling up even though your factory is running non-stop ( this will be a bit more than +10) . You'll have been expanding non-stop with your comm so you'll have a bit more metal than energy, the e-cell bridges the gap. This is also about the time you'll start running into big enemy packs and you need your weapon.
10 \n 10 \n
11 Generally, don't make cons until you can support your factory going full-time, unless it's a really mex heavy map and you need to expand in two directions at once. 11 Generally, don't make cons until you can support your factory going full-time, unless it's a really mex heavy map and you need to expand in two directions at once.
12 \n 12 \n
13 Learn how to naked expand. This is where you just make mexes and don't defend anything and spam cons all over and your econ goes through the roof. Even if he raids you a little, your losses can often be compensated by the insane amount of mexes you'll have. THIS strategy is why you have to scout and raid, to keep an enemy honest. If you can keep an enemy occupied with your comm/army in the middle of the map and he can't get around you, just naked expand in the rear. 13 Learn how to naked expand. This is where you just make mexes and don't defend anything and spam cons all over and your econ goes through the roof. Even if he raids you a little, your losses can often be compensated by the insane amount of mexes you'll have. THIS strategy is why you have to scout and raid, to keep an enemy honest. If you can keep an enemy occupied with your comm/army in the middle of the map and he can't get around you, just naked expand in the rear.
14 \n 14 \n
15 In big clutserfuck team games, you don't want to pump raiders into the enemy. Scout a little bit ( though the air player should mostly do this) with 1-3. 3 is enough to kill a player who pushes his boy out without protecting his factory, which is about the only time you. The map will be clustered with commanders, you won't get any raiders through. You'll need big packs of them to do anything, comm-killing packs, mostly they'll be ranging in the middle-space between your comm and his comm, and you should transition pretty early into units like skirms or assaults. 15 In big clusterfuck team games, you don't want to pump raiders into the enemy. Scout a little bit ( though the air player should mostly do this) with 1-3. 3 is enough to kill a player who pushes his boy out without protecting his factory, which is about the only time you're going to really make anything happen here. The map will be clustered with commanders, you won't get any raiders through. You'll need big packs of them to do anything, comm-killing packs, mostly they'll be ranging in the middle-space between your comm and his comm, and you should transition pretty early into units like skirms or assaults.