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Heavy Defenses


Darth Kane

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I always put one worker in nova quite early on(after like 5 min). It doesn't do any harm to my econ at all since I got more workers in carbon and food. Wall are useful to slow down enemies as was said. It can buy you some time but try making a wall of prefab instead. It serves well although not very used.

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I never said you had to be like the computer and build 15+ fortresses. Im assuming you build 1 fortress.

 

2-3 workers in t1 on minerals does not mean you kill me when you reach t3. Nova----canget holocrons in t2 right away--temple for t2 building, nova can get high early, buy food at spaceport. Within about 2 minutes in t3 i got a shielded fortress up through pulling my carbon workers---i have a surplus of carb. anyway. Soon after i have an anti-air turret on the other side of the base.

 

I am not good at early rushing, but i generally am not left behind so badly that i am rushed by strikes, and if i am i could have the fortress up.---by the way, i agree turrets are a lot better once you got 1 or 2 forts. I concentrate on assault mechs, jedi, fighters----but even more on defensive turrets.

 

I have had sucess with walls. Pummels attacked me, i had a lot of turrets firing on them, but they died without destroying any of them because of shield walls they had to get through. The enemy was kind of dumb, so maybe you could say walls are better for defeating dumb people.

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like sith said, you get guys on nova... i have one or 2 on nova and the rest on food and carbon. the nova i get is more than enough to get me to t3 by the time i get to research t3.

as i go to t3 i research all the strike mech upgrades in the war center and i'll thrash you while you waste your time getting holocrons. you're dead in under 20 minutes.

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After I have 5-6 farms and at least 8 workers on Carbon, I take two workers and start ore/nova mining. While the two workers are getting the proc. centers for nova/ore up, I upgrade to tech. 2. In tech level 2, I usually get a fair number of Recruits out and try to upgrade to Trooper. If I have a surplus of resources, I get a worker started on setting up an array of sensors while working on whatever my civ.'s stronger with: Jedi or Troopers. Around now, I upgrade to level 3. Once in level 3 I start pouring out ore/nova workers. Depending on who I'm playing against, at this point I may or may not begin to build walls. If not, I get a turret situated near a main transit point in my base, and try to get one near my main carbon refinery area. While this is going on, I'll be getting aircraft up, and sometimes a fortress. I don't use Heavy Weapons too much unless the enemy has walls; in that case, Artillery is priceless. Before anything else, I upgrade my troopers to Heavy. While upgrading to level 4, I pour out several more troopers and some AA troopers. Once I've reached Level 4, I build the Heavy Weapons and get AA mobiles up around the base. Now, I start working on War/Research centers and a Spaceport. Usually, I have a major surplus of food/carbon but hardly any Nova, so I start buying Nova in my spaceport. Now, I start to focus on Mechs. First I build a Strike Mech or two, then I upgrade them. Once upgraded, I build until I have about 3, then move them and half of my heavy troopers (now turned repeater troopers) towards the enemy I judge to be the weakest. Obviously, my little force hardly ever actually prevails, but it's a good little ploy to judge defenses and find weaknesses. I play on these weaknesses, and send a balanced force to wipe out said opponent. If this is a 1-vs.-1 match, naturally the battle is over. However, in Zone matches with multiple people several different things happen. First of all, I try to fly under the radar after that while building up another, more powerful force, letting the others kill each other. However, sometimes it's impossible to fly under the radar, and thus I begin to truly generate forces. Eventually, the battle will be over, with whatever outcome.

 

However, this is only one of my various strategems, so if you hope to ever play against me, don't carve your defenses to match this gambit; I have others I use more often.

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After reading all of this I have a couple of questions.

 

First, can you really get the full benefit of a FU Turret by only garrisoning 1 repeater trooper inside? Does this mean it's a waste having more than one repeater trooper inside a turret?

 

And second, I don't play on the zone at all, so is it really better to not get any walls? I know they are great against the computer, and I always get shield walls. They are virtually impenetrable. Would it be better to just discourage early computer rushes with light walls?

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walls are fairly useless in multiplayer zone games. it's more about getting as many workers as possible and building an army ASAP.

Since your workers are moving their carbon sources so much the walls become fairly pointless. The ore can be better spent on turrets and forts. the comp will always attack the same spot, whereas a human player will simply drop their army over your wall with a transport. the ore can just be better spent.

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Originally posted by Admiral Vostok

After reading all of this I have a couple of questions.

 

First, can you really get the full benefit of a FU Turret by only garrisoning 1 repeater trooper inside? Does this mean it's a waste having more than one repeater trooper inside a turret?

 

And second, I don't play on the zone at all, so is it really better to not get any walls? I know they are great against the computer, and I always get shield walls. They are virtually impenetrable. Would it be better to just discourage early computer rushes with light walls?

 

I'm not sure about the turrets, I hardly ever use them :p I usually build them when I'm pushing foward towards a base, not for defense.

 

Zone play is much different against a comp. If you need to build walls just use your prefabs out so that you can see them coming if you get rushed. It's only good for an alert. Have a counter army ready, so do your scouting early to see what is he building. Troop Centers, expect a rush, Nova collection, expect a jedi or t3 units, ore, expect to see him bulk up defense or maybe a foward fortress push. Plan accordingly. If you build a wall as a your main line of defense your fooling yourself. Especially if you dont konw what to expect from the enemy. A pummel drop will make your wall look chumpy. It's just better to be offensive if any game where the objective is to destroy the enemy. Once you are sitting back and building up defense, you are putting yourself at a disadvantage by definition of the game. Armies are what kills the opponent, not walls. Get his econ before he gets yours!

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I don't see whats wrong with hvy. defenses. You just have to defend your mineral claims well--anti air turret and an advanced turret for nova--if its near your base the turrets are even more useful. Control the nova and ore. Concentrate in late game, starting early is your decision (or not).

Walls can keep out masters and pummels. May sounfd stupid, but when i build turrets, i can't have a few, i make the most of the turret upgrading and build enough turrets to make the idea of transport drop suicidal even if the occupants survive. I don't even have to worry about pummels; if i do i send in my units---defense against an army that would seem invincable since they didn't have to hassle with turrets and such. If you are able to use air cruisers for masses of anything, masters for rows of siege equipment, and extra units, you can repel an army wkile sitting back, even with multiple players. This is not fulproof. While lasting for over two hours, the enemies traded ( i had holos, but i couldn't get the nova as fast as three players could.

 

For this reason defenses don't work as well when you are outnumbered.

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