|
|
#1 |
|
Guest
Posts: n/a
|
Research strategies
Anyone care to share a good opening research order?
How many research facilities and how soon do you build them? Presumably some structure econ research buffs first..? Then is it best to rush experimentals or buff troops? Do you focus on just one of land/sea/air (depending on map) or mixed weaker forces? Are ACU buffs the best strategy for [just] the most cramped maps, when you're in combat pretty much straight away? |
|
|
|
#2 |
![]() Join Date: Nov 2007
Reputation: 45
Posts: 178
|
I spend my first ones on building buffs, before I even get a mex up.
Then I build mex, quickly get 3-4 land facs up and flood them with units. 3-4 facs can deal with most things early game. Gunships can easily be counterd by pumping out mobile AA for a while, and then you have a sizeable land force. If you can't break the lines, send half your army forward to do some damage. Retreat when half of that group is dead. Repeat. Throughout this you should be building units and expanding. The raids will give you the research points to upgrade your army. |
|
|
|
|
|
#3 |
![]() Join Date: Oct 2009
Reputation: 85
Posts: 951
|
I go light with research facs at the beginning. I'll go with one off the bat, but I won't build a second one until about mid-game. I try to make my kills count for tech points more than using 375 mass to build research facilities. That's a hefty investment when you're always pushing the red line with your economy.
And with SupCom, if you're not pushing the red line, then you're playing wrong. Use this to help plan your tech plans out: http://forums.steampowered.com/forum....php?t=1187160 |
|
|
|
|
|
#4 |
|
Guest
Posts: n/a
|
Thanks. I've been going very heavy on research stations to try and get the fun toys. Maybe that's (one place) I've been going wrong so badly.
|
|
|
|
#5 | |
![]() Join Date: Oct 2009
Reputation: 85
Posts: 951
|
Quote:
Experimentals are not the game breakers that they were in SupCom. They also don't take 30 minutes to build either, so it works. In online play I don't recommend using experimentals as the backbone of your fighting force. Use them as extra DPS and a big fat target for drawing fire while your other units do the damage. If you just want to see what they look like out of curiosity, go skirmish vs easy AI on tetons 1 vs 1 and have at it. |
|
|
|
|
|
|
#6 | |
![]() Join Date: Mar 2010
Reputation: 0
Posts: 87
|
Quote:
|
|
|
|
|
|
|
#7 |
|
Guest
Posts: n/a
|
For very very early, as Illuminate, I like to immediately get the assault bots. Since it only costs the 5 starting points to get, you can build them as soon as you get a factory. If you build a research station, it doesn't take long to get the 3 points you need to give them the AA upgrade. If you have the 5 minute rush timer on, even without a research station, you can get the third point before the orange blob drops.
This can get a little risky if you are attacked almost immediately with bombers/fighter-bombers, but if you have factory AA, killing them will get you closer to the assault bot AA upgrade. If your opponent does a full ground rush, delay the AA upgrade and get more HP/Damage. Either way, since you can build them from the moment you get a factory, with help from the ACU to speed up building, you can have a sizeable fast-moving force. Just make sure to micro if you get hit with mobile artillery. |
|
![]() |
|
||||||
| Thread Tools | |
| Display Modes | |
|
|