Editing Unit Management
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===Raiders=== | ===Raiders=== | ||
− | Raiders on fight command will try to stay at maximum range to their target, and engage in dodging behavior by swerving side to side, helping them dodge many slower projectiles. Once they get in range, they will | + | |
+ | Raiders on fight command will try to stay at maximum range to their target, and engage in dodging behavior by swerving side to side, helping them dodge many slower projectiles. Once they get in range, they will circle around the target. | ||
===Assaults=== | ===Assaults=== | ||
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* Radar does not reveal precise location of things, and artillery will miss slightly if you don't get vision of the target at least once. It will shoot at the radar dot and not at where the target actually is. This has the greatest impact on very precise artillery like the impaler or sling. | * Radar does not reveal precise location of things, and artillery will miss slightly if you don't get vision of the target at least once. It will shoot at the radar dot and not at where the target actually is. This has the greatest impact on very precise artillery like the impaler or sling. | ||
* Unit Ai can shoot at units and will not prioritize buildings. What is closest will get shot at first. If there is a unit patrolling in front of a defense turret, the arty will prioritize shooting that unit(as it is closer), but will probably never kill it. You can get around this by manually setting targets for your artillery. | * Unit Ai can shoot at units and will not prioritize buildings. What is closest will get shot at first. If there is a unit patrolling in front of a defense turret, the arty will prioritize shooting that unit(as it is closer), but will probably never kill it. You can get around this by manually setting targets for your artillery. | ||
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==Micromanagement== | ==Micromanagement== | ||
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Using line move is essential to maximize unit efficiency. | Using line move is essential to maximize unit efficiency. | ||
* It allows you to minimize the damage your units take from attacks with splash damage (most riots have this). Spreading out your units is almost always good. | * It allows you to minimize the damage your units take from attacks with splash damage (most riots have this). Spreading out your units is almost always good. | ||
− | * Allows you to form a concave, to maximize the % of your units which can fire constantly at their targets. Units for the most part cannot shoot through each other. Units at the center of a ball are not able to shoot out of it! | + | * Allows you to form a concave, to maximize the % of your units which can fire constantly at their targets. Units for the most part cannot shoot through each other. Units at the center of a ball are not able to shoot out of it! |
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===Retreat micro=== | ===Retreat micro=== | ||
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If you have a bunch of units clumped together or in a line, you can quickly scatter them by selecting them and using line move to quickly draw a zig=zag pattern to spread them apart. This becomes especially useful against units like the phoneix, Thunderbird, or licho, which have powerful AoE attacks. By splitting up your units, you reduce the ammount of damage that you take from each bombing run. | If you have a bunch of units clumped together or in a line, you can quickly scatter them by selecting them and using line move to quickly draw a zig=zag pattern to spread them apart. This becomes especially useful against units like the phoneix, Thunderbird, or licho, which have powerful AoE attacks. By splitting up your units, you reduce the ammount of damage that you take from each bombing run. | ||
− | ===Hold Fire=== | + | ===Hold Fire(wip)=== |
− | Some units like the penetrator or sharpshooter(sniper) have a very long reload cycle. Default behavior of these units is to just fire at the first thing that gets into their range | + | Some units like the penetrator or sharpshooter(sniper) have a very long reload cycle. Default behavior of these units is to just fire at the first thing that gets into their range. |
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===Shot-Baiting=== | ===Shot-Baiting=== | ||
Some units like the picket or hacksaw have high burst damage, but then have a long reload cycle. While this contributes to their unique strength, this sort of behavior can be taken advantage of to minimize damage to your important units. You can send in a unit to absorb shots, like a scout dirtbag or assault thug, and then send in units that do high dps but have low hp, like bandits, a raider. The hacksaw is able to 1-shot bombers, and this is bad as they are quite expensive. You can instead send in a swift beforehand to bait out the hacksaw shots, and then send in the bombers. Doing this will allow you to take fights more cost effectively.<br> | Some units like the picket or hacksaw have high burst damage, but then have a long reload cycle. While this contributes to their unique strength, this sort of behavior can be taken advantage of to minimize damage to your important units. You can send in a unit to absorb shots, like a scout dirtbag or assault thug, and then send in units that do high dps but have low hp, like bandits, a raider. The hacksaw is able to 1-shot bombers, and this is bad as they are quite expensive. You can instead send in a swift beforehand to bait out the hacksaw shots, and then send in the bombers. Doing this will allow you to take fights more cost effectively.<br> | ||
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Often times in game a situation arises in which the players meet somewhere in the middle of the map with their commanders. Players build defensive turrets in a line to secure their territory. Often defenders will be used. Since this usually happens quite early in the game, nobody has anything except for a bunch of raiders and maybe a few skirmishers or riots, making it quite hard to break through this line. A tactic employed by many is to start building a structure, like an LLT, in range of the enemy defenders. They will fire upon it as it is building, and then you can send in your army to kill the pickets as soon as they have wasted their shots. | Often times in game a situation arises in which the players meet somewhere in the middle of the map with their commanders. Players build defensive turrets in a line to secure their territory. Often defenders will be used. Since this usually happens quite early in the game, nobody has anything except for a bunch of raiders and maybe a few skirmishers or riots, making it quite hard to break through this line. A tactic employed by many is to start building a structure, like an LLT, in range of the enemy defenders. They will fire upon it as it is building, and then you can send in your army to kill the pickets as soon as they have wasted their shots. | ||
− | ===Drawing units away=== | + | ===Drawing units away(wip)=== |
By default, all units are set to chase enemies when they get close. You can abuse this behavior to kill some of your opponents units for free. | By default, all units are set to chase enemies when they get close. You can abuse this behavior to kill some of your opponents units for free. | ||
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