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Noob build order

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7 hours ago
Following up on the fundamentals post, I'd like to say that I think the highest value thing the game can place in front of a noob's face before joining TAW (assuming they have the basic controls) is a sensible build order. Most people won't read much, but a build order with a brief explanation is practical and brief enough to have a chance at being read.

Build Order Suggestion:

1 - Drop a factory. Cloakbot or Shieldbot Factory is best for newbies!
2 - In factory make a raider (glaive/bandit). Hit the repeat button so it doesn't stop while you do other stuff.
3 - Build 1-3 metal extractors on the metal spots that you start on, with one solar next to each.
4 - Walk your commander forward and cap metal spots as you go.
5 - Move raiders to the half way line across the map to establish a frontline.
6 - Add different units in when ready. Riot kills raiders. Skirmish kills riots. Artillery/Assault kills defences.
7 - Only make defences in key positions/frontline. Stick to one factory per game.
8 - Usually the team who has the most metal spots wins the match, so try to control the map and metal early!

This is obviously a simplification, doesn't cover everything, is just an opinion, etc. And I'm sure someone can improve on it. But its brief and a noob that follows it might not collapse their lane straight away.

I think it would be possible to communicate this in a little video/gif if someone made one. Come to think of it, "how to fail at ZK" would also be pretty funny+useful.
+3 / -0
Actually, ignore my previous post. Instead, the here is an improved guide for winning and making friends in TAW:

1 - Don't drop a factory or if you do make sure its the strider hub, it has the best units anyway.
2 - Rush either 30 constructors, or the largest unit possible. Since you've now got the strider hub and its definitely powered, Detriment is an excellent option.
3 - Don't waste time building starting mexes, because you can always claim them later. Maybe rush a fusion, storages or even pylons first.
4 - Commanders are mostly for morphing and use in frontline solo push. Ideally morph from the start and keep your factory coupon in the commander, if you die with it there is bonus awards.
5 - Raiders are mainly end-game, don't use them. Snitches, Imps or Skuttles are better, especially in a big group or line.
6 - Monospam is a great way to overwhelm the enemy.
7 - Defences are key. 10 stingers and an Luci in your base will make sure its secure. If the other team doesn't fly any planes overhead, you are probably clear to make 5 or 6 flak too. Well done, now your 8 factories are protected. Remember to continue monospam anyway.
8 - Fighting for map control is a bad idea, because you only need one mex if you rush a singu.

+1 / -0
2 hours ago
Some additional and simple ideas for later game:

1) Build advanced radar

2) Connect the mexes for overdrive (preferable with wind). You can use solars if there is a chance of raiders attacking you. Don't block your teammates path with energy structures. In those cases use a pylon.

3) Build a chainsaw, if the enemy is playing air well. It will save your teammates from getting bombed all the time.

4) Rebuild metal extractors that are destroyed (protect them with terraform) and connect them to the grid.

5) Try to secure large reclaim fields.
+0 / -0