Planetary Annihilation

Cosmic War

Strategy

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Strategy

Unread postby icycalm » 09 Aug 2014 19:36

So here's a strategy I thought of while trying to get to sleep (instead of playing with Qpo and infernovia who seem to have been going forever -- so jealous, no idea how you guys can keep this up).

After you get to T2, commanders are useless both as fabricators (slow to move across the base and join in new building projects) and as warriors. All they do for the rest of the game is stay in the base and be a liability to be sniped by air or orbital forces and level half your base when they inevitably blow up.

So, we need to find a way to drop them in the middle of the enemy's base, if possible. This way, they can shoot up his base, and if the enemy shoots back... bonus nuclear explosion in the middle of his base lol. It's like you get three nukes for free. And then you only have one commander to worry about back in your base.

We just need to find which aircraft and/or orbital craft can load up and ferry and drop commanders.
Last edited by icycalm on 29 Dec 2020 16:53, edited 1 time in total.
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Unread postby icycalm » 09 Aug 2014 19:42

This would actually be perfect as the prelude to an attack. First drop three commanders=three nuclear explosions (preferably two near factories and one near economy infrastructure). And then your army goes in and cleans up.
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Unread postby icycalm » 09 Aug 2014 21:21

Okay, here's the basic plan of my strategic thinking so far. I'll talk about 5v5 strategy, which is the maximum the game will allow at this stage anyway, but the same basic plan, once understood, can be adapted up and down to fit any number of players, from 2v2 to the eventual 20v20 (or 10v10v10v10) and above.

In a 5v5 game we need:


An Economy guy
This guy sets up and runs the economy and nothing else. Metal extractors, energy plants, storage facilities, etc.

A Production guy
This guy sets up the factories and churns out units, both fabricators and combat units, and nothing else.

A Defense guy
This guy goes around our base and spams anti-air, anti-orbital and anti-nuclear defenses, in the center of the base, and anti-ground defenses and walls around the edges of our base and nothing else. His job is to make sure that the base can withstand attack for long enough so that the production guy can create a large enough army for counter-attack, EVEN IF THERE ARE NO COMBAT UNITS AT ALL CURRENTLY ON THE BASE.

And finally,

Two General guys
Whose job is to divide ground, naval, air and orbital units between them and to constantly harass the enemy, right from the get-go if possible, so that he will not have enough time to launch a proper counter-attack, and the work of the Defense guy will be superfluous (which he will do anyway just to be sure).


This is for a 5v5 game. For a 4v4 we will simply have one General. For a 6v6 we will have three Generals. For 7v7 and above we'll just start dividing the extra players between the different categories (two Economy guys, two Production guys, and so on). There will also come a point, maybe at 10v10 and above, with 5- or 10-planet systems, where we will need a real Supreme Commander, who will just sit back, observe everything and coordinate tactics and strategies, but all this is months if not years in the future (and several hardware upgrades both for us and the companies Uber is renting servers from lol), so there's no point talking about it. As for games below 4v4 level, you start merging the roles. In 2v2 you have an Economy + Production guy, for example, and a Defense + General guy, and so on. And because we are always playing games of varying player numbers, we will all eventually have to become acquainted with every facet of the game. Still, our preferred game mode will be when everyone is in the team at the same time, so people will have to pick specialties too, and personally I choose the Production role. recoil is doing great in the Economy role so far (which I admit still stumps me, conceptually), and perhaps infernovia would like the Defense role? (which we haven't been fulfilling at all so far, which I believe is one of the reasons our bases get overrun so quickly). Which would leave Qpo and Masahiro to play the Generals.

The basic point in all this is that the bedrock of success is a thriving economy, and, on the basis of this, a thriving production line, so that we can consistently outproduce our opponents AT EVERY STAGE OF THE GAME. That's why we have to make it so that the Economy guy doesn't have to think about anything else than spamming economy structures. Not even walls. Nothing except economy. And the same for me and the fabbers and factories. To that end we should be checking the post-game stats every time, to figure out the point at which the enemy outproduced us, in order to push that point further back with each succeeding game.

Once we are consistently outproducing everyone, winning games will be "simple" matter of tactics, which the Generals will be able to figure out at their own pace, since they'll have enough hardware at their disposal to burn throughout each game.
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Unread postby icycalm » 10 Aug 2014 06:29

After a total of 16 hours and dozens of games, I managed to win two games, one with recoil and another with Masahiro, both 2v2 games. So yeah, we were nuts to try 4v4 or 5v5 games. We would never learn the game that way. So I recommend everyone play 2v2 until we are consistently winning, and then scale it up to 3v3 and 4v4. The only time we should play 3v3 now is if there are three or five of us online at the same time, in order to accommodate everyone. Otherwise stick with 2v2.

With recoil we won because we managed to fight off a rush, and then immediately counter-attacked and caught the enemy base pretty much empty. With Masahiro we concentrated on a huge tank force to the exclusion of everything else, and rushed them within 10 minutes. With Masahiro we have a good grasp of the early game now, and that's our only real opportunity to win. If we don't make them hurt within 10 minutes, then the air and orbital and T2 come in, and the game gets a lot more complex than we can handle right now. I've never been so overwhelmed by a game in my life before.
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Unread postby infernovia » 10 Aug 2014 22:39

A couple of things I have started realizing:

  • You should build as many production buildings as your economy can support. These buildings will allow you to tailor your army at a high level. For example, you could have continual production of tanks from three factories, Infernos from two, anti-air from one, and another factory devoted to bombers. Each of these factories would have 100+ units queued at all times.

    Then, as you start scouting, you can use fabricators to speed up/slow down the production of certain units. You can use them to slightly adjust the unit mixture. For example, if I see bombers and fighters flying around, I can use fabricators to speed up anti-air without touching the queue of the other factories. It's a very noticeable increase in production and allows you to react to threats easily as long as you have forewarning.

  • We aren't at this stage yet, but we should eventually start thinking about denying extractors once our familiarity with the game increases. The AI is very good at raiding our metal extractors and keeping us cooped up in our base (Masahiro and I started doing 2v3s, they are a pretty good challenge). Sending a couple of anti-air to our fringe extractors has been very helpful, but once the war starts it's very easy to lose them to stray tanks and bots. This is incredibly painful when trying to go to Tier 2.
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Unread postby infernovia » 12 Aug 2014 05:15

Masahiro and I won our first legit game against two solid new players who were competent with their economy. We managed to win due to their passive playstyle, lack of coordination between the two players, and our superior scouting through air superiority and radars. They never realized we were vulnerable, so we were able to destroy a base without getting attacked on our very vulnerable back. When they did eventually push, I had prepared a strong enough defense that they were unable to do anything.

Still, there was a lot to improve. We took some significant, unneeded losses militarily. My base building, defense, and map awareness still needs improvement. I really don't think we would have won that game if the other team was aggressive. However, our scouting paid off and I am glad for the win.
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Unread postby Masahiro9891 » 12 Aug 2014 05:24

Yeah, in the first game we won because of effective scouting and aggression. They made one attack, which we beat back, and from there they were on the defensive the rest of the game. The second game we won because the opponents decided to go straight for orbital, and we demolished them (which is funny because that was recoil and mine's exact strategy the first day lol, and I thought that was how to play the game) using effective land and artillery.

So the big thing is when the game starts create two Air Factories. One will be used for Air Fabs and the other for fighters. Immediately send out the fighter to scout and find the opponents' base, and send the Fabs to radius-build metal extractors (radius building is when you select something to build and use your mouse to cause a circle to appear; everything in the circle will be built by the fab). If you don't send the Air Fabs out and claim as much of the metal as possible, you will be hurting badly for the remainder of the match. Your partner will be creating Vehicle Factories and begin pumping out units. infernovia and I are starting to think the ratio should at least be one-to-one in terms of Ants and Infernos. You'll want to put the Infernos in front of your Ants when sending them in. Next is to get an Advanced Vehicle Factory up quick and start pumping out Shellers. These are artillery and my god are they effective. We demolished so much of the opponents' base in the second game with only six of them without ever being hit. I'm still not sure yet how best to use the bots. We were thinking as a cavalry type unit because of their speed and tendency to swarm the enemy when they come into contact, but I'll have to play around with them more to be sure.

infernovia will need to make a detailed post about the econ game and his build order because I have no clue what he's up to on that front.
Last edited by Masahiro9891 on 12 Aug 2014 06:09, edited 2 times in total.
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Unread postby infernovia » 12 Aug 2014 06:07

The big insight today in terms of economy was to build energy storage when energy is redlining, which will always happen when building energy generators. It doesn't seem to cost much in terms of energy and it will help you out when you are teching up to tier two, building radars, and building defensive structures later. It helps to have a couple of quick metal extractors up when building these structures because they are very metal heavy, so I have started leaving some of the close metal extractors to be built by the commanders instead of the fabricators.

The other econ stuff are changing too much for me to comment on. We are currently messing around with attacking with T1 vehicles with one bot factory creating combat fabricators for healing.
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Unread postby infernovia » 13 Aug 2014 03:04

http://pamatches.com/wiki/buildings/economy/

Streaming Economy

Planetary Annihilation’s economy system uses what’s called a “Streaming Economy.” Players have a set amount of metal and energy storage, which can be increased with the right buildings. Different buildings produce metal and energy, while building units and buildings consumes metal and energy.

While constructing things, fabricators and factories consume metal and energy. Consuming more metal and/or energy than is produced causes metal and energy storage to deplete. If the storage is depleated, the economy will “stall” and fabricators and buildings will not construct at their full speed.

Likewise, if economy buildings produce more metal and energy than is consumed, the metal and energy storage will fill up. Any excess metal or energy is discarded and cannot be recovered. Use it or lose it!


Just to be clear, I am only building energy storage in the early game in 2v2 when we would stall building energy generators. Energy storage seems to cost very little in terms of power so you can build a storage unit while building a power generator without stalling out your economy. If you tried to build two generators at the same time in 2v2, things become very inefficient and the player who built the storage unit (or any other building with low power requirement) with the first generator could basically finish his second generator at the same time, or at least close to the same time, as you.

Additionally, energy storage can really help out when mass building a ton of defensive structures like radar, turrets, pelters etc. We also might use a lot more power when in combat, and not having enough energy can mean weaker units, so it's nice to have a bigger energy bank for that as well.

There could be other options, but I haven't found a better building that I could build without stalling so far.
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Unread postby icycalm » 13 Aug 2014 04:46

infernovia wrote:We also might use a lot more power when in combat, and not having enough energy can mean weaker units


Do you merely suspect this, or can you point to some source that says that this is so?

As for the energy storage, I am still not convinced it is necessary in the first few minutes of the game, but if you want to build a couple, go ahead. What I want you to understand is that energy storage does not provide energy, it merely stores it, so if you don't spam energy GENERATORS we won't have enough energy to continue the game. Sitting around and wondering which buildings consume a lot of energy doesn't help either. It's not like I am going to stop making them just because you discovered that they consume a lot of energy. I am still going to make them, and it's your job to spam enough energy generators so that I won't have a problem with their construction.
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Unread postby infernovia » 13 Aug 2014 05:40

Yes, we should be absolutely spamming generators, you are absolutely right about that. I fucked up on creating generators continuously in the game and it put us in a really bad position.

I definitely notice a dps dip when I don't have enough power, especially for defense. Combat Fabricators are another unit that absolutely demands power to heal units which makes our units more efficient. I notice dps dips for the other units as well, but I only suspect this because I haven't focused heavily on this aspect of the game. However, when Masahiro and I do engage in our first fight, our energy always dips down to 0 so I am assuming that the units use energy for firepower.

Example:

http://pamatches.com/wiki/buildings/defensive/pelter/

PA Matches wrote:Description: Artillery Defense: Medium range, anti-land, and anti-ship gun
Build Cost: 1,500 metal
HP: 450

Damage
Damage: 120 DPS. 600 damage per shot. 1 shot every 5 seconds.
DPS Per Metal: .08
Splash: 300 damage, radius 12, full damage out to 6
Range: 260 meters
Projectile Velocity: 150 meters per second

Recon
Vision Radius: 100 meters

Economy
Energy Consumption: 1,000 energy per shot. 200 energy per second.


http://pamatches.com/wiki/units/air/bumblebee/

PA Matches wrote:Description: Bomber: Anti-land and anti-naval bombs
Build Cost: 180 metal
HP: 100

Damage
Damage: 1,500 DPS. 150 damage per bomb. 10 shots per second.
DPS Per Metal: 8.333
Splash: 150 damage, radius 10, full damage out to 3.5
Range: 10 meters
Projectile Velocity: 15 meters per second
Ammo Capacity: 1,000 energy capacity

Recon
Vision Radius: 200 meters

Physics
Max Speed: 75 meters per second
Acceleration: 75
Braking Rate: 20
Turn Rate: 75

Economy
Energy Consumption: 100 energy per second
Weapon Energy Consumption: 75 energy per shot
Last edited by infernovia on 13 Aug 2014 16:09, edited 3 times in total.
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Unread postby infernovia » 13 Aug 2014 06:44

Looks like I was wrong about the fabrication taking more/less energy for specific buildings, it's about how many fabricators are building things. The dip I noticed must have been due to the amount of metal extractors currently being built on the map rather than building power generators/turrets. Still, it's nice to have the energy when you want to get turrets up immediately.
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Unread postby icycalm » 15 Aug 2014 01:56

A screen I took to brighten up this thread:

http://steamcommunity.com/sharedfiles/f ... =300601727

233250_screenshots_2014-08-15_00001.jpg


This is my and Masahiro's base right before it got leveled. Good times. But we won a 2v2 and a 3v3 game right before that.

We produced upwards of 5,000 units in that game. Five times the max size of a SupCom game.
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Unread postby Masahiro9891 » 15 Aug 2014 07:33

So I was thinking about it, and since on the 3v3 and 4v4 games we are having so much trouble with metal in the mid-game, because the opponents are usually in different spots on the map and not in one base like us, we should have recoil, or whoever's the econ guy, use a single bot factory. He will use the bots to destroy the metal extractors of the enemy. The idea being that, since we have the entire game split up, we are using different people for different jobs, but the opponents are having to do everything themselves, so when the battles start they will have less time to worry about the metal (because if they take their eyes off the battle they will be screwed). But we, on the other hand, won't have that problem. Thus, hopefully, we can alleviate our trouble with metal and hurt them at the same time (this will also help whoever is concentrating on the battles, because the enemy will not be able to produce as much).
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Unread postby icycalm » 25 Aug 2014 19:52

The lesson I've taken from the few defeats we had in the past couple of weeks, is that you need two generals even when playing 3v3. One dude will just have to handle economy and production by himself, because one general cannot handle a war on two or three fronts at the same time, which is what you get when you have three good opponents who each run their own base. So here's the breakdown of specialists by game size as I now see it:

3v3: One economy + production guy and two generals
4v4: One economy guy, one production guy, and two generals
5v5: One economy guy, one production guy, and three generals

Economy and production are really not that difficult to handle, as long as you are allowed to spend your entire time inside the base. The problem is metal extractors (or "mex" as it seems people are calling them for short) outside the base, and these will have to become the province of the generals from now. And this will be easier for them now, since there will be more generals. You'd have the most experienced general trying to take the battle to the opponents' bases, and the less experienced one trying to harass his metal extractors and replace them with our own -- while at the same time being ready to either reinforce the main general, if needed, or rush back to protect the base from attacks. And at 5v5 with three generals this becomes even easier.

Another thing I've learned is that I don't enjoy anything less than 3v3 in this game. Anything less than that and I'd rather just play another game -- AoE2, for example, is perfect for 2v2 (and even better for 2v2v2v2).
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Unread postby icycalm » 29 Aug 2014 20:20

Some thoughts on our home system design.

Our two main problems are metal extractor acquisition and base defence. Our other problem is weak computers that can't handle large systems. So we should make a single-planet system with metal everywhere, as far as the eye can see, so that metal will not be an issue. That will take care of two out of three weaknesses. And as for base defence... we'll pick an Earth-like planet with lots of choke points, and then we'll find the ideal mega-base spot, enable "land anywhere", and we'll all land at that pre-agreed spot. If some of our opponents land there as well... we'll probably kill their commanders because it will be a 2v4 or 3v4 MOBA at that point -- except if they ALL happen to choose to land there, which is unlikely.

I think this will give us the best chance of winning. Until people start looking at our matches and figuring out the plan, that is. But even then, I still think this will give us the best chances. It's not like everyone else will not have picked a strategy for their own systems, which we, in our turn, will not be able to figure out.
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Unread postby icycalm » 31 Aug 2014 14:55

Doxes have apparently been slightly nerfed in the PTE build:

https://forums.uberent.com/threads/ptes ... ost-987595

ZaphodX wrote:I'm not sure what you guys are playing on the PTE but the build we are using at PAX they do not shoot underwater and they miss a lot against air units. They don't fare well against tanks at all but are excellent hit and run raiders.
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Unread postby icycalm » 06 Sep 2014 16:29

Qpo: infernovia is still weird in PA: in other games he's normal, but in PA he still seems to freak out and just snatches units from you without even telling you that he's doing it
Qpo: I've only played like a single game with him recently though, but Masa also commented on it when we were playing
Qpo: and in that game we got the accidential far-away drop of one of the commanders, so he went and did a remote base on his own, so I really don't know what playing with him "for real" would be like
Qpo: if we can get a bunch of games in before it's on it could work out decently at least, if he's up for it
icycalm: Yeah, about infernovia, I am going to have to copy-paste to him what you just said about him and give him an ultimatum. Either become a team player, or leave the clan.
icycalm: I don't care about skill level -- but being unable to function as a team is a deal-breaker
Qpo: I see no other option either
Qpo: I wonder if he has played any team sports growing up
Qpo: all people I've had problems playing as a team with haven't (I always ask)


I just want to make clear that we all like you, infernovia, and that no one is questioning your skill in the game. If you leave the clan, it would be a big loss for us. But you don't seem to grasp what an unsettling effect your behavior has for us. The thing where you made a base on your own would have made me hit the roof, if I was in that game (thank god I wasn't!) It's unbelievable! This is a great game and playing as a team is a life-changing experience (I mean as in the life of a gamer), so I think you should make another effort to keep playing with us. How hard can be it to stick to the actions we agree on while chatting? How hard can it be to tell us what you are doing, when you decide to do important stuff? I mean, you already do it most of the time, so why not just go ahead and do it all the time so that we don't spend half the gametime wondering what that hell you are up to.

And the other thing -- which might be connected to the first thing -- is to try and relax while playing. When shit hits the fan (and even when it doesn't, sometimes) your breathing sounds like a cyclone through the headphones. Try telling yourself that it's just a game and it doesn't matter what happens. Leave the mouse and just sit back and look at the screen for a minute if that helps you relax.

If you have any problems with how the rest of us are playing, and these problems are what's causing you to act the way you do, post here and let's try to work them out. We all very much want to continue playing with you.
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Unread postby icycalm » 06 Sep 2014 21:53

We've resolved our problems on Mumble so it's all good now.
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Unread postby icycalm » 07 Sep 2014 00:35

So it looks like we are going to have to work on our 1v1 skills, for a variety of reasons (become a better all-around player, be able to defend an entire planet/moon on your own when the need arises, etc.)

So here's the ladder:

http://ladder.pastats.tk/1on1

Try to get as high up on it as you can. Good luck and have fun.
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Unread postby icycalm » 07 Sep 2014 01:02

We do have two players in the top 20 2v2 ladder though, so it's not all bad news:

http://ladder.pastats.tk/2on2

We could probably dominate that if we focused on it, since the "competitive" players are all going for personal glory on the 1v1 ladder. And we could still play 2v2 games like 1v1 by spawning in different places, so we'd get both the solo experience and the 2v2 ladder glory.
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Unread postby icycalm » 07 Sep 2014 04:44

I know I said I wouldn't discuss strategy with outsiders, but I am getting tired of answering the same question, so I thought I'd create some awareness of it since it seems we are the only people in the whole game who operate on this mindset. Let's see what comes of it. It's a good thread to make generally, and I'd like to show the other clans our way of thinking a little bit, so they can understand where we are coming from.

https://forums.uberent.com/threads/team ... ses.63806/

I wrote:Team games: Spawning apart vs. Megabases

Lots of people have told me and my friends to stop spawning at the same place, most recently today when we played against the Realm guys, and their advice certainly makes sense in terms of the competitive side of things. However, I want to take a moment to explain why we do this, and why we will probably keep doing this for at least a while longer.

Spawning apart makes us feel as if we are a bunch of randoms. Spawning together makes us feel like a team, where each player has his own role: in a 4v4 game usually one economy guy, one production guy and two generals.

Now, this strategy does not seem to work when we are massively outranked -- as we were with the Realm guys -- but then again no strategy can work when we have put in 100 hours into the game and they have put in 1,500. It DOES work however when we are playing with randoms or with semi-randoms (i.e. 2 of our opponents might know each other in a 4v4 game, etc.) As long as the opponents are around our own level of experience, we win a lot of matches. So I don't want to abandon this strategy that's so much more fun to us to play. I want to keep pursuing it for at least a little while longer, and maybe modifying it a little in the future (by, e.g., making forward bases or something, in order to capture more metal clumps).

I think that there HAS to be some way to make the megabase work competitively. There HAS to be some way to profit from the synergy of specialization. Maybe we are just not doing it right yet, or very effectively, but we'll keep trying.

So talk about your experiences of megabase-building, and whether you think they can work. Even if they can't work, they sure are a hell of lot of fun to make. I wouldn't mind a mod that forced everyone to spawn together, in fact. It would make for the ultimate team match setup.
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Unread postby icycalm » 07 Sep 2014 16:59

I try to go back to sleep, but my brain prefers to keep thinking about the game and keeps me awake. So I figured out a strategy to negate the disadvantage of megabases, at least in the general MP lobby (i.e. not on tournaments), and help us dominate the various ladders.

It's really very simple. Same thing we did in our second game with The Realm, and managed to draw it out to an hour.

Simply create a system that favors -- or at least doesn't penalize -- this tactic, and play all your 2v2 and above games on it. I.e. single-planet, as large radius as possible to avoid rushing, and metal spots all maxed out, so that metal will work almost like energy, which means you can make as many generators of it as you wish.

The only downside is that this makes games lengthy, so that you would also be playing long games against noobs. The solution here is to have this system handy, and only pull it out when you see good players in your lobby, i.e. players with clan tags, or players whose names you remember if you keep an eye on the ladders. (You could even have a Firefox tab with the 1v1 ladder handy, which has all the best players, and try to "Find" the names of every player who joins your lobby real quick.)

Is it an underhanded tactic? I don't know man... If you do this you are basically choosing the ground on which the fight takes place, and isn't this an ancient law of good strategy? It may even be in Sun Tzu somewhere. Fight on your own terms and half the battle is already won. So it doesn't seem underhanded to me, on top of the fact that there IS no such thing as an underhanded tactic in war. There's only what wins and what doesn't. Now you might say that the "metagame" wins too -- but this is a videogame simulation of a war, not a real war, so I am willing to do everything it takes (or at any rate almost anything) to win the game INSIDE the game, but not outside of it.

Plus, consider that we have 100 hours on the game and the people we will be using this tactic against have 1,500 AND are willing to go outside the game to defeat us. It is really the only hope we have against them. The other is to tell PA Stats to not send our statistics when we play with good players lol. And the last one would be to simply refuse to play them.

Out of all of these I choose the first. Fight them, but on our terms.
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Unread postby icycalm » 11 Oct 2014 05:14

So here's the strategy for tomorrow's/today's game.

In the Voices of War system, we all land on the same spot on the moon. Masa and Qpo give me their commanders immediately (i.e. no air factories), and I immediately pump out bot factories with zero fabbers. recoil keeps his commander and only makes a couple of power generators with him, and then goes for metal (again only with his commander, and maybe with a single extra fabber that I will make for him for this purpose). As soon as the first bots come out, Masa and Qpo micro them to find out where the enemies are and clean the moon of them (giving target priority to enemy teleporters). When it has become obvious that we are going to win the moon, I make an orbital launcher and turn out half a dozen orbital fabbers, and then we take it from there (which means that Masa and Qpo will have to make sure to keep me updated on the status of the battle).

As for our system, we play as we normally play. Masa makes his two air factories, recoil does economy, I do factories, and Qpo goes for metal spots outside our base, plus makes sure that our base is surrounded on all sides by a decent amount of forces. We've done this plenty of times before (except the last part -- Qpo's role). Just gotta make sure that our base has decent anti-nuke and anti-orbital defenses, and that we go T2 at the right moment (which I will decide on depending on the kind of news from the front that Masa will be giving me).
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Unread postby icycalm » 11 Oct 2014 08:28

Forget what I said in the previous post about VoW system strategy. We played a few games with the Team Burning guys (me, Masa and infern), and I figured out a better way to ensure that the match lasts a long time.

Basically, we all land on the Earth-type planet, all together, and rush one orbital launcher and four orbital fabbers. No army -- just rush straight to the four empty planets in this order: second moon, gas giant, water planet, metal planet. Once the fabbers are gone, recoil, Masa and Qpo will try to do their best on the Earth planet, while I take care of all the other planets. Even if we end up losing the game, it should still take them half an hour to clean us out of the entire solar system, and half an hour is a very long time by Clan Wars standards! Just consider that three out of the four matches that have taken place so far were finished in less than 20 minutes! Two of them in less than 15! So if we hold them off for half an hour, we'll have done a great job.

And then on our own system we use the strategy I talked about in the previous post.
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