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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 10:18:53 AMNLrank[XIV]Floris before revert after revert
Before After
1 About E-cell. 1 About E-cell.
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3 It is still very good to immediately morph to an e-cell. You can skip/delay it on maps with good wind though. 3 It is still very good to immediately morph to an e-cell. You can skip/delay it on maps with good wind though.
4 Otherwise, the overdrive you might get from the first mexes are not worth the investment in solars at the start imo. Compare the cost of the e-cell and the free buildpower of the E-cell with the cost and hard-payed-for buildpower of a set of regular solars. You can't beat that. 4 Otherwise, the overdrive you might get from the first mexes are not worth the investment in solars at the start imo. Compare the cost of the e-cell and the free buildpower of the E-cell with the cost and hard-payed-for buildpower of a set of regular solars. You can't beat that.
5 Add to that, you can move your commander to the next set of metal patches quicker if it isn't standing still building solars. 5 Add to that, you can move your commander to the next set of metal patches quicker if it isn't standing still building solars.
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7 I usually don't try to excess energy in the early game. Instead i try to balance my energy reserve around 50% (old XTA habbit). 7 I usually don't try to excess energy in the early game. Instead i try to balance my energy reserve around 50% (old XTA habbit).
8 If you do this and have an E-cell you'll have more metal available for mexes and units in the first minutes of the game. 8 If you do this and have an E-cell you'll have more metal available for mexes and units in the first minutes of the game.
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11 About defenses 11 About defenses
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13 Try to build as few as possible. Every bit of metal in a turret is not spend on a metal extractor or a mobile. Try to rely on radar and scouts instead. Only if you absolutely need the turret, or you are sure there is going to be a fight in a location with 30ish seconds you put down that llt. 13 Try to build as few as possible. Every bit of metal in a turret is not spend on a metal extractor or a mobile. Try to rely on radar and scouts instead. Only if you absolutely need the turret, or you are sure there is going to be a fight in a location with 30ish seconds you put down that llt.
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16 About buildpower 16 About buildpower
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18 In the early game you'll have more buildpower than income. For the first 3-4 minutes you'll be focusing on one construction at a time. Stalling on a metal extractor when there is a half a raider in your factory is a waste! You should try to anticipate that and finish the mex first before starting the raider. So this "5:1 con:raider repeat" is bad (really bad) for the first minutes of the game. You can do this when your income has passed the +15m mark. (Or you put your lab on wait after a construction, which takes just as much attention) 18 In the early game you'll have more buildpower than income. For the first 3-4 minutes you'll be focusing on one construction at a time. Stalling on a metal extractor when there is a half a raider in your factory is a waste! You should try to anticipate that and finish the mex first before starting the raider. So this "5:1 con:raider repeat" is bad (really bad) for the first minutes of the game. You can do this when your income has passed the +15m mark. (Or you put your lab on wait after a construction, which takes just as much attention)
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20 You put as much buildpower on a construction as you have income (often that is just the lab or your commander). All other mobile builders will be moving or reclaiming (on reclaim maps) during those periods. There is no point putting a constructor+commander on a construction when you have +7 metal income! Let that con finish it and let the commander move to a new location. 20 You put as much buildpower on a construction as you have income (often that is just the lab or your commander). All other mobile builders will be moving or reclaiming (on reclaim maps) during those periods. There is no point putting a constructor+commander on a construction when you have +7 metal income! Let that con finish it and let the commander move to a new location.
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22 Note that this doesn't mean you can't build constructors early in the game. when there are a lot of metal spots cons will be moving a lot, so it is OK to have that excess buildpower. 22 Note that this doesn't mean you can't build constructors early in the game. when there are a lot of metal spots cons will be moving a lot, so it is OK to have that excess buildpower.
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25 About raiding
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27 I disagree with what was said earlier here. I'd try to keep my scouts/raiders alive instead of trading them for a mex. Of course, when you can kill one for free; go for it. But don't take unnecessary risks. I'd prefer to have that scout keep an eye on area's i don't have radar cover than to waste it on a missile turret.
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29 You can make an early raid into a rush. This is when you start out with, for example, 5 glaives. Then you can overrun a defender, take risks, kill eco etc. That is what such an opener is meant to do.
30 When raiding you never NEVER try to kill the lab. It simply has too much HP. What you want to kill are: Constructors, windmills, mexes. Dont bother with the solars.
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32 Ppro tip: when you see a line of solars and you get a clean drive by with a raider. Give every solar one shot so they all fold. Do this with the setTarget command so the raider wont have to slow down. This will definitely stall your opponent's production for a couple of seconds.