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.
|