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Before After
1 Dedicated eco: - Support 1 Dedicated eco: - Support
2 [spoiler] 2 [spoiler]
3 This is a really good way to learn the ins and outs of economy. Start with a factory with an appropriate worker for the map, have defences enough to not die, and expand rapidly while contributing little to the front-line. 3 This is a really good way to learn the ins and outs of economy. Start with a factory with an appropriate worker for the map, have defences enough to not die, and expand rapidly while contributing little to the front-line.
4 \n 4 \n
5 1) If you expand blindly you’ll probably get capped at 1500 elo or so, but as you become more comfortable with the role, your expansion decisions become more refined, and you can make measured assessments of how greedy to be. 5 1) If you expand blindly you’ll probably get capped at 1500 elo or so, but as you become more comfortable with the role, your expansion decisions become more refined, and you can make measured assessments of how greedy to be.
6 \n 6 \n
7 2) If you’re at risk of losing expansion, porc it up or make some troops, but mostly you’ll be relying on other people for this. 7 2) If you’re at risk of losing expansion, porc it up or make some troops, but mostly you’ll be relying on other people for this.
8 \n 8 \n
9 3) Once the map is split (all mex taken or contested), ensure your frontline is okay (potentially with skydust or other porc), and then overdrive. Go about this first by connecting all your back mexes with solars or wind gens. Do not use pylons unless there’s no room. Pylons are dead metal in most cases. They are both vulnerable and inefficient – six solars cost twice as much as a pylon, but provide 12 energy and give you benefits of a pylon for free while being far more resilient. Wind energy can conditionally be more efficient that the more expensive e-structures and also give you free effective pylons. 9 3) Once the map is split (all mex taken or contested), ensure your frontline is okay (potentially with skydust or other porc), and then overdrive. Go about this first by connecting all your back mexes with solars or wind gens. Do not use pylons unless there’s no room. Pylons are dead metal in most cases. They are both vulnerable and inefficient – six solars cost twice as much as a pylon, but provide 12 energy and give you benefits of a pylon for free while being far more resilient. Wind energy can conditionally be more efficient that the more expensive e-structures and also give you free effective pylons.
10 \n 10 \n
11 4) Once all back mexes are linked, you can either compound existent overdrive with a central energy generator like wind-farm, geo, fusion, moho, or singu, or you can extend your energy grid further towards the front. 11 4) Once all back mexes are linked, you can either compound existent overdrive with a central energy generator like wind-farm, geo, fusion, moho, or singu, or you can extend your energy grid further towards the front.
12 \n 12 \n
13 5) The structure you use to compound overdrive depends on the map and the game-state. Windfarming is super-efficient if you have mountains at the back. Geos are cheap but their placement can be very limited. Fusion is for when no viable geos are available and you can’t afford singu. Moho is for if you have a viable location (this means it’s either well protected or doesn’t kill your base when it dies). Singu is for if you want to control the location of your central point of failure, if you can afford it without your team dying, and if there’s no viable moho around. 13 5) The structure you use to compound overdrive depends on the map and the game-state. Windfarming is super-efficient if you have mountains at the back. Geos are cheap but their placement can be very limited. Fusion is for when no viable geos are available and you can’t afford singu. Moho is for if you have a viable location (this means it’s either well protected or doesn’t kill your base when it dies). Singu is for if you want to control the location of your central point of failure, if you can afford it without your team dying, and if there’s no viable moho around.
14 \n 14 \n
15 6) Extending your grid should be done with solars unless you’ve already got a mature overdrive economy. Solars are resilient and easily replaceable, so you’re not worried about exposing them to risk, and they increase your energy gradually which you still need if you don’t have heavy overdrive already. If you’ve already got a singu or whatever, it’s more important that you just link as many mexes as possible as fast as possible, so it’s not that big of a deal that your pylons are not making energy. 15 6) Extending your grid should be done with solars unless you’ve already got a mature overdrive economy. Solars are resilient and easily replaceable, so you’re not worried about exposing them to risk, and they increase your energy gradually which you still need if you don’t have heavy overdrive already. If you’ve already got a singu or whatever, it’s more important that you just link as many mexes as possible as fast as possible, so it’s not that big of a deal that your pylons are not making energy.
16 \n 16 \n
17 Once you’ve got a good overdrive going, you can fall into any other role you like. Three important options are securing your economy, DDM/anni/behe, and win-con. 17 Once you’ve got a good overdrive going, you can fall into any other role you like. Three important options are securing your economy, DDM/anni/behe, and win-con.
18 \n 18 \n
19 a) If the map is split down the middle and you’ve done a good job on economy, it’s likely you’ll win nothing happens to your eco – so protecting it with terra, shields, jamming, antinuke, screening, and statics becomes important. 19 a) If the map is split down the middle and you’ve done a good job on economy, it’s likely you’ll win nothing happens to your eco – so protecting it with terra, shields, jamming, antinuke, screening, and statics becomes important.
20 20
21 b) If you’ve linked up grid to front, DDM/anni/behe becomes something you can build on the frontline. DDM is particularly good because it’s basically impossible to make cost against (within reason). If you place a DDM on the frontline, your front-line player is free to move their troops away to a more aggressive position. They can go and gang up on a different lane or whatever. 21 b) If you’ve linked up grid to front, DDM/anni/behe becomes something you can build on the frontline. DDM is particularly good because it’s basically impossible to make cost against (within reason). If you place a DDM on the frontline, your front-line player is free to move their troops away to a more aggressive position. They can go and gang up on a different lane or whatever.
22 \n 22 \n
23 c) If you’re in no position to lose the game but opponents are being difficult, make a big investment with global impact. Nuke, BB, strider, tac-nuke, super-weapon. Anything that you think is warranted for cracking their defences. 23 c) If you’re in no position to lose the game but opponents are being difficult, make a big investment with global impact. Nuke, BB, strider, tac-nuke, super-weapon. Anything that you think is warranted for cracking their defences.
24 \n 24 \n
25 Endnotes: 25 Endnotes:
26 - Ecoing has been proven to work in big teams. @nyararan currently has a team elo of 1924 based almost entirely off ecoing in big teams – the only other people that have achieved things like this with similar experience levels are highly talented RTS veterans like @PRO_Silencer. 26 - Ecoing has been proven to work in big teams. @nyararan currently has a team elo of 1924 based almost entirely off ecoing in big teams – the only other people that have achieved things like this with similar experience levels are highly talented RTS veterans like @PRO_Silencer.
27 - If you’re overdriving or building pylons before all the mex in your territory are taken, you’re being less efficient, and the main skill required for this style is efficiency, so you may as well put some effort into it. 27 - If you’re overdriving or building pylons before all the mex in your territory are taken, you’re being less efficient, and the main skill required for this style is efficiency, so you may as well put some effort into it.
28 - This role is only really an option when there are enough players to hold every front plus air. If you have to give up a front in order to eco, you're going to give your opponent's so much territory that they will have a comparable or larger eco while also fielding an army. 28 - This role is only really an option when there are enough players to hold every front plus air. If you have to give up a front in order to eco, you're going to give your opponent's so much territory that they will have a comparable or larger eco while also fielding an army.
29 [/spoiler] 29 [/spoiler]
30 \n 30 \n
31 Scalpel spammer: - Space taker 31 Scalpel spammer: - Space taker
32 [spoiler] 32 [spoiler]
33 This is used for flat maps and is effective on all map sizes. Scalpels are OP atm and counters basically everything. 33 This is used for flat maps and is effective on all map sizes. Scalpels are OP atm and counters basically everything.
34 \n 34 \n
35 This works in all team sizes, regardless of your team’s elo range. If you’re the best player on a team it’s a good idea, if you’re the worst it’s still a good idea. 35 This works in all team sizes, regardless of your team’s elo range. If you’re the best player on a team it’s a good idea, if you’re the worst it’s still a good idea.
36 \n 36 \n
37 This is best with a strike commander with riot cannon. 37 This is best with a strike commander with riot cannon.
38 \n 38 \n
39 At the start, if team numbers are low make eco and up to five daggers. If team numbers are high skip eco and daggers and head straight to scalpel spam. Take your commander (preferably a riot gun wielder), and head to just short of the centre of the map (while morphing). Set rally point to commander. 39 At the start, if team numbers are low make eco and up to five daggers. If team numbers are high skip eco and daggers and head straight to scalpel spam. Take your commander (preferably a riot gun wielder), and head to just short of the centre of the map (while morphing). Set rally point to commander.
40 \n 40 \n
41 When he reaches there you should have two-three scalpels. Stop making scalpels for a short while as you set up some porc (four defenders and a radar is my default, but this varies based on what you’re up against). You are holding this front and this radar is where you’ve planted your flag. Resume scalpel production, and either take the mex behind you (if the front looks safe), or tell someone less busy to do it (it the front is contested). 41 When he reaches there you should have two-three scalpels. Stop making scalpels for a short while as you set up some porc (four defenders and a radar is my default, but this varies based on what you’re up against). You are holding this front and this radar is where you’ve planted your flag. Resume scalpel production, and either take the mex behind you (if the front looks safe), or tell someone less busy to do it (it the front is contested).
42 Your defenders and scalpels should be denying the middle mex, and if you’re confident it’s safe, you can go out and pick off their stuff. This is very important to do and will impact the future of your lane a lot. The reason being how burst works: 42 Your defenders and scalpels should be denying the middle mex, and if you’re confident it’s safe, you can go out and pick off their stuff. This is very important to do and will impact the future of your lane a lot. The reason being how burst works:
43 \n 43 \n
44 Burst is when you do all your damage at the start of a fight, hopefully leaving them with nothing left to kill you. Burst units usually have low dps/cost, but make great attrition by only engaging in battles where they can kill everything before a dps slog occurs. 44 Burst is when you do all your damage at the start of a fight, hopefully leaving them with nothing left to kill you. Burst units usually have low dps/cost, but make great attrition by only engaging in battles where they can kill everything before a dps slog occurs.
45 \n 45 \n
46 Most units don’t have a chance of causing you attrition, you will usually kill at least the first X things in any engagement without taking any damage, where X is the number of scalpels you have. So even though scalpels are countered by raiders, five scalpels will defeat five scorchers without a scratch, making half cost in the blink of an eye. If you’re able to then retreat without losses your opponent will have difficulty making an army that can ever catch up to yours, and you will continue to have the option to burst all their stuff. This is part of the reason you pay less attention to eco than other players, because your army size relative to your opponent’s is so very important. If ever something survives your burst you risk losing your entire stack of scalpel in the 10 seconds it takes to reload. 46 Most units don’t have a chance of causing you attrition, you will usually kill at least the first X things in any engagement without taking any damage, where X is the number of scalpels you have. So even though scalpels are countered by raiders, five scalpels will defeat five scorchers without a scratch, making half cost in the blink of an eye. If you’re able to then retreat without losses your opponent will have difficulty making an army that can ever catch up to yours, and you will continue to have the option to burst all their stuff. This is part of the reason you pay less attention to eco than other players, because your army size relative to your opponent’s is so very important. If ever something survives your burst you risk losing your entire stack of scalpel in the 10 seconds it takes to reload.
47 \n 47 \n
48 It’s important to stay relatively close to your defender line to make sure you have a place to retreat to if your salves are all used up. 48 It’s important to stay relatively close to your defender line to make sure you have a place to retreat to if your salves are all used up.
49 Once you’ve got about 12 scalpel, it’s unlikely that you will gain much benefit from further scalpel spam. Opponents will find a way to counter you, so you need to diversify your composition. Halberds and pene are your two most salient options. 49 Once you’ve got about 12 scalpel, it’s unlikely that you will gain much benefit from further scalpel spam. Opponents will find a way to counter you, so you need to diversify your composition. Halberds and pene are your two most salient options.
50 \n 50 \n
51 Halberds will prevent anything from ever reaching your scalpels, and when they reach a critical mass you can be pretty belligerent and snipe their important tech structures/units right inside their base. 51 Halberds will prevent anything from ever reaching your scalpels, and when they reach a critical mass you can be pretty belligerent and snipe their important tech structures/units right inside their base.
52 Pene is a great for if you can see something valuable with <3000 hp on the front line that’s likely to stay there long enough for you to build a pene and move it to the front line. Commanders, stingers, worker balls, stardusts, opposing artillery etc. Make sure it’s on hold fire so it doesn’t waste your first (and most important) shot on a flea. You can do this in ‘new unit states’ menu to have this as your default setting for all penes in all games you play. It’s super important. 52 Pene is a great for if you can see something valuable with <3000 hp on the front line that’s likely to stay there long enough for you to build a pene and move it to the front line. Commanders, stingers, worker balls, stardusts, opposing artillery etc. Make sure it’s on hold fire so it doesn’t waste your first (and most important) shot on a flea. You can do this in ‘new unit states’ menu to have this as your default setting for all penes in all games you play. It’s super important.
53 \n 53 \n
54 Endnotes: 54 Endnotes:
55 \n 55 \n
56 - The decision to go halberd over pene usually comes down to whether the front is stabalising (porc on both sides) or not. If it’s not then halberd and scalpel are higher priority. 56 - The decision to go halberd over pene usually comes down to whether the front is stabalising (porc on both sides) or not. If it’s not then halberd and scalpel are higher priority.
57 \n 57 \n
58 - I never see much point in making more than one pene, but others seem to do it fairly often so maybe I’m missing something. 58 - I never see much point in making more than one pene, but others seem to do it fairly often so maybe I’m missing something.
59 \n 59 \n
60 - Wolverines are a common counter to scalpel, but halberds can bum rush them, and pene can kill 1-2 every shot. It’s important that you switch from scalpel once these things are on the field. 60 - Wolverines are a common counter to scalpel, but halberds can bum rush them, and pene can kill 1-2 every shot. It’s important that you switch from scalpel once these things are on the field.
61 [/spoiler] 61 [/spoiler]
62 \n 62 \n
63 Additional input from Aquanim 63 Additional input from Aquanim
64 [spoiler] 64 [spoiler]
65 [quote] 65 [quote]
66 There are a couple of points to making more than one pene: 66 There are a couple of points to making more than one pene:
67 \n 67 \n
68 - If you lose one you're not crippled until you can bring up another. 68 - If you lose one you're not crippled until you can bring up another.
69 - Using one of your penes to destroy a lotus/caretaker/ravager or something is far less likely to result in losing an opportunity to hit a priority target. 69 - Using one of your penes to destroy a lotus/caretaker/ravager or something is far less likely to result in losing an opportunity to hit a priority target.
70 - Some things need more than one penetrator. A Dante can swallow one Pene shot and not be too badly off but two or three start to make it very sad. 70 - Some things need more than one penetrator. A Dante can swallow one Pene shot and not be too badly off but two or three start to make it very sad.
71 - Penetrating big enough shieldballs. 71 - Penetrating big enough shieldballs.
72 \n 72 \n
73 Also throw in a mace or two (or at the very least make lotus) if there's any chance of getting mobbed by small units (particularly flea). 73 Also throw in a mace or two (or at the very least make lotus) if there's any chance of getting mobbed by small units (particularly flea).
74 \n 74 \n
75 Make an area shield or area cloaker and move it around with your scalpels if you have the spare energy and APM. 75 Make an area shield or area cloaker and move it around with your scalpels if you have the spare energy and APM.
76 \n 76 \n
77 Things that you should be careful of: 77 Things that you should be careful of:
78 - Air (particularly wyvern and thunderbird, maybe phoenix) 78 - Air (particularly wyvern and thunderbird, maybe phoenix)
79 - Probably grizzly unless you have enough pene 79 - Probably grizzly unless you have enough pene
80 - Well microed wolverines 80 - Well microed wolverines
81 - Firewalker 81 - Firewalker
82 - Elevated crabe 82 - Elevated crabe
83 - Possibly sumo 83 - Possibly sumo
84 - Possibly sniper 84 - Possibly sniper
85 [/quote] 85 [/quote]
86 [/spoiler] 86 [/spoiler]
87 \n
88 BlackDutchie's Intermediate-Advanced Air Guide
89 [spoiler]
90 Close Air Support; The Cavalry's here
91 \n
92 Feel free to add to this guide.
93 \n
94 When a team gets to a certain size, or a map of a certain size is played, inevitably a team is going to need to control the skies. This can be done at great cost by building static AA and AA units, but this requires a lot of effort from the people holding the front lines, which they could be using to hold off the other guys' units, and gain some ground.
95 \n
96 Therefore, teams often elect to have someone be dedicated air support.
97 \n
98 As an air support, your main tasks, in order of importance, are these:
99 \n
100 1. Gain air superiority, at least in the skies over your friendly lines.
101 2. Provide intel about enemy plans and movements.
102 3. Support friendly assaults and hinder enemy assaults by bombing tactical targets with bombers (see bombers section for further info.)
103 [4. Gambit play: Strategically bomb something vulnerable, important, and preferably explosive in the enemy base.]
104 \n
105 These tasks will switch importance depending on gamestate, but generally this is what you should concern yourself with.
106 \n
107 TL;DR:
108 \n
109 - First, spam out some Swifts
110 - If there is no enemy air, build low amounts of swifts in case they decide to go air and to raid, but start focusing on bombers.
111 - If there is enemy air, build more Swifts.
112 - If you won air, start building bombers and swifts, with about 1:1 Swifts:Bombers cost. Depending on how well you did, play around with your ratio of fighters:bombers.
113 - If the map is small, you may want some Hawks. If the enemy keeps sending planes over the same area, you may want some Hawks. If the enemy is gunships, you may wants some Hawks.
114 - Don't go over enemy AA unless you have to.
115 - Try to fight enemy fighters in friendly AA range as much as possible.
116 - Bombing enemy attackers is often a good idea. If they are inside your friendly AA range the enemy might even send his fighters to die.
117 \n
118 - Only build Cranes if there is no chance of enemy fighters making it to where they are going to be building. You could build a spider lab for the cost of 2 cranes and save yourself a lot of headache by building some weavers to do the ecoing if you absolutely must.
119 \n
120 - Whine for your team to get the best radar cover possible. You can't stop bombers that you can't see coming, and choosing when to engage their fighters is a lot easier with radar spotting them.
121 \n
122 - Don't keep bombing the same location for too long. If you get predictable, the enemy is going to take you by surprise and kill all your bombers. Switching who your bombing target is will keep everyone on their toes and expecting to be bombed. This will cause them to build AA and spend less time thinking about the guy on your team who is working on taking them down on the ground.
123 \n
124 \n
125 \n
126 \n
127 \n
128 List of Fixed Wing Aircraft:
129 \n
130 Crane:
131 Construction "plane", very low HP, but has good mobility to reach mountains, and can't build itself into a corner. Unarmed.
132 \n
133 Swift (Old name:"Avenger"): Multirole Fighter
134 Bread and butter fighter plane, very fast with special booster ability to go even faster. With booster, can outrun most AA missiles. Has a laser cannon that can engage all targets, as well as dedicated Air-to-Air missiles. The missiles have some splash damage, making them effective at engaging blobbed up targets.
135 \n
136 Against ground targets, the Swift is basically a raider. Against air targets it is a burst-damage skirmisher/raider. Due to its speed, this is the air superiority fighter of choice for very large maps.
137 \n
138 Hawk: Heavy fighter.
139 Slower, but packs more of a punch than Swifts, will win in 1-on-1 and small-scale combat with Swifts, but be careful of blobbing too many of them in the same space and getting shot down by the Swifts' missiles.
140 \n
141 Hawks are relatively slow, a bit slower even than the bombers. This makes it hard to intercept bombers from halfway across the map, but if the enemy team keeps bombing the same spot over and over, they are a good choice for defending that particular location. Due to their low speed, they will keep on the tail of bombers for a long time if they chase them down, dealing quite a lot of damage with their rapid-fire AA lasers. They have 3x the Hp/cost of Swifts, so if you have to take out enemy aircraft while flying over light enemy AA, this unit might be a good fit for you.
142 \n
143 \n
144 Raven: Precision Bomber (Assault)
145 The Raven is a versatile bomber, capable of bombing both mobile units and static emplacements. It is quite slow and vulnerable to enemy AA fire. On the defensive, when enemy AA can't reach it easily, they are very powerful deterrents.
146 By default, when the Raven bombs a mobile unit or shield, it will dive. This slows the Raven down considerably, making it vulnerable not only to AA fire, but regular weapons as well. Be careful when diving down on enemy units. There is a button on the raven to change this behaviour. You can tell the Ravens to dive always, dive never, dive on mobile things only, or the default behaviour.
147 \n
148 With experience, you will find out how many bombs it takes to kill something, and you will be able to split your Ravens efficiently between targets.
149 \n
150 Phoenix: Napalm Bomber (Riot)
151 The Phoenix bomber is a bit faster than the Raven, with less HP, but its most important difference is that instead of dropping a single large bomb, it drops a cluster of napalm bomblets. This bomber is very effective against light units, and can even take out missile turrets (though this will usually mean the bomber dies as well) but is basically useless against heavier units.
152 \n
153 The Bomber may turn as it drops its bomblets. This behaviour may be altered by adding a move order to the attack order. Adding a move order behind the bomb target will cause the phoenix to drop its bombs in a line.
154 \n
155 Thunderbird: Support bomber
156 The Thunderbird is a cluster-disarm bomber, which uses lightning to disarm targets below it. As with the Phoenix, issueing move orders after its attack influences the path the attack takes. The thunderbird attacks for a longer time, however, so aiming it to cover the most amount of enemy units is generally worth it. With luck, it can disarm even heavy units in its flightpath. The Thunderbird relies on allied units to do damage, however, so if your team is not ready to sweep in and take advantage of the opportunity you have created, it will go to waste. The thunderbird is also a very powerful defensive tool, delaying the enemy from firing for the duration of the disarm.
157 \n
158 Wyvern: Singularity Bomber (Riot/Assault)
159 The Wyvern is a very powerful bomber, and the most expensive plane. If used with care, it can be absolutely devastating to enemy formations. The singularity bomb pulls in nearby units, so attacking the same unit twice in a row with two different Wyverns yields improved results from attacking two different units.
160 While not being a lot faster than the other bombers, the wyvern drops its payload relatively quick, and has enough HP to dart in and out of light AA. Be careful of burst AA like Hacksaws, or massed AA. Be careful in general, you do not want to lose this unit.
161 \n
162 Vulture: Radar + Sonar Plane
163 The Vulture is a dedicated intelligence plane, which is unarmed but relatively speedy, almost matching the Swift in cruising speed. It has a large sight, radar, and sonar range, revealing enemy positions to your team. If the enemy has focused on building low-range AA, you can circle a vulture above friendly lines and reveal a lot of the enemy lines, which can help your team's fight tremendously.
164 On sea maps, the vulture is indispensible as a mobile sonar platform, which can reveal submarines and amphibious units to your team.
165 \n
166 \n
167 \n
168 1. Early game and Air Superiority
169 \n
170 Gaining air superiority will begin at the start of the game, and you will have to keep putting in some effort as the game goes on. The first things you want out are some fighters, I recommend Swifts, they are cheap and fast. Do not build a con in the first few minutes unless there is no enemy air or you reliably trounced the enemy air player and you are certain they won't be able to get past the front lines any more. Air cons die very easily to Swifts, the most ubiquitous fighter, and at the start is when the enemy swifts will be in your base, scouting it and easily picking off your flying cons.
171 \n
172 Once you have 1/2 Swifts out, send them to scout the enemy base. They are the fastest scouts in the game, and getting your team the information they need to anticipate what the enemy is going to do is vital in team games, as well as figuring out early on what labs the enemy team has, and if they're doing something silly like rushing a heavy unit out early.
173 \n
174 When you scout with your Swifts, you may run into some light AA cover, if you do, press the D button to activate emergency boosters and get them out of there safely. You will gain the most distance if you turn your Swifts first, then activate the booster.
175 \n
176 Continue making fighters so long as your enemy also has air units. Most games, this means you will be making fighters all game. Using the repeat button on your factory to keep making a certain mix of fighters and other units saves you a lot of queueing.
177 \n
178 If the map is small, or fights keep happening in the same places, it might be worth building Hawks. Against gunships as well, hawks are quite effective.
179 \n
180 Keep trading favorably, so long as a confrontation costs you 3 Swifts and the enemy 6 Swifts, you are doing well. To prevent yourself from losing too many Swifts, try not to loiter over enemy AA range. Learn the sounds AA units make, and when you hear them, check where your fighters are and pull them back if appropriate.
181 \n
182 When the enemy bombs your allies, ideally there is some radar to see them coming. If there is, get your fighters into position outside of enemy AA range, ready to intercept the bombers. You might even persuade them to not bomb at all, which means your friends will probably live for another 30 seconds at least. If there is no radar, try to react as best you can to enemy bomb raids, and persuade your team in the most diplomatic terms to please build a radar near the front lines.
183 \n
184 When you bomb, you may want to send your fighters along to keep your own bombers safe, or perhaps even eat some of the AA fire if you are outnumbering the enemy fighters considerably. If you do choose to use them as a screen against AA fire, keep in mind that the bombing target should be important enough to warrant throwing those fighters away, and probably the bombers too, if there's that much AA.
185 \n
186 \n
187 \n
188 \n
189 \n
190 2. Providing Intel
191 \n
192 Zero-K is a game where people make decisions; Where should I attack? What should I build next? Do I have enough units to push through the enemy lines?
193 To make the right decisions, your team needs to know what the enemy is doing. Fortunately, the Air Factory is quite good at finding that out. Your main intel will be from two units:
194 \n
195 Swifts.
196 Vultures.
197 \n
198 Both have their pro's and cons.
199 \n
200 Swift:
201 Pro:
202 You are already building them, should have a nice army of them flying around already, they are fast, and they can penetrate deep through enemy AA with their booster ability.
203 Con:
204 You need to keep hold of them to kill the enemy, so sacrificing them all to scout is a bad idea, they have low HP, and their sight range isn't optimal, which means you have to send a line of them over the enemy to get a clear picture.
205 \n
206 \n
207 Vulture:
208 Pro:
209 Long range of LOS, radar, and sonar. 3x the HP of a swift for only 2x the cost.
210 Con:
211 Can't boost, so high quality AA will block it very effectively, you have to build them seperately and they have no other use except to scout.
212 \n
213 \n
214 For me, these properties boil down to these choices:
215 - If the enemy has little AA, or holes in the AA cover that you can slip through (check the static defence circles on the ground, you can slip through pretty tiny cracks if you spend some attention on it), build a vulture or two. Even if they get shot down, you got radar info about the enemy base, so you can recognize certain patterns. (A large field of evenly-spaced dots is a windgen farm, a dot creating new dots is a factory, a cluster of dots next to that is probably a bunch of nanoturrets.) When they do get into a base, a single vulture can reveal a lot of territory very fast.
216 \n
217 - If there is a lot of AA, or a thick fighter screen, send in a couple of your Swifts. Make a line with them, turn them into the enemy line, and fire the booster when they start coming under AA fire. This will reveal a line into the enemy base for each Swift, and has a better chance of getting detailed intel on well-defended enemy positions. This is particularly relevant when the enemy has made a huge fortress and you need to find out where the anti-nuke is, or the Big Bertha.
218 \n
219 \n
220 3. Tactical Bombing
221 \n
222 Basically, this boils down thusly:
223 \n
224 - Ravens take out assault units pretty well, so if the enemy is assaulting your team and they have left their friendly AA cover behind, bomb them to shit.
225 \n
226 - Phoenix are good at killing the light stuff. If a horde of glaives is coming for your teammates, phoenix will be able to help. Be careful of friendly fire, though, and again be careful of enemy AA range.
227 \n
228 - Thunderbird can stop an assault dead in its tracks, as the assaulting player doesn't wish to send in units that can't fire at anything. 9/10 times the enemy will turn back if disabled. Particularly effective on shieldballs, though you may have to send in several thunderbirds to offset sniping by felons.
229 \n
230 - When your allies want to assault something, you can try to bomb out the heaviest defensive structure, or the one they were having the most trouble with. Stardusts raised onto spikes of earth are a pain for ground players to deal with, so might be worth special attention.
231 \n
232 - Commanders are great targets if they dare go on the frontline, or even better, if they are completely unsupported. Some players may resign if they have spent a lot of metal improving their commander, and it is lost to bombers. Others may try to secure the corpse and resurrect it even though the act of doing so is disproportionately costly.
233 \n
234 \n
235 \n
236 \n
237 4. Strategic bombing
238 \n
239 Sometimes, when the opportunity presents itself, you will be able to bomb with impunity. Perhaps you killed off all the enemy fighters, and their team did not build any AA, or left obvious holes. Now is your time to shine as an air player, or your time to throw away the advantage you won.
240 \n
241 Should you have the opportunity to bomb freely, look for these targets:
242 \n
243 - Singularity Reactors: These cause a massive explosion, wiping out everything around them, which is hopefully a large part of the enemy base, or even another singularity reactor, causing a chain reaction. This is very satisfying to watch, and often ends games right then and there.
244 \n
245 - Moho Geothermal: Also cause a massive explosion. Tend to be in vulnerable locations, but a little bit further away from the enemy base. Most people will cover them with terraformed earth, but this is often no issue for Ravens.
246 \n
247 - Fusion reactors: Little brother of the singularity reactor, their explosions aren't as big, but this also means people are more likely to put them in the middle of other structures.
248 \n
249 - Geothermal reactor: Little brother of the Moho Geothermal. Explodes roughly the same as a fusion reactor, but also tends to be further from a base.
250 \n
251 For these 4 above, you will cripple the enemy economy by bombing them, further securing your lead. Or perhaps creating one, if you go for a hail-mary play of sending all your bombers into enemy lines. This often ends badly, though, so plan well!
252 \n
253 - Nanoturret fields: Nanoturrets explode on death. If they are built in a 2xN field or more densely, they will cause a chain reaction taking out the entire field. This is funny, and disrupts enemy production. Causing the enemy team as a whole to excess metal is basically taking income from their hands. It's better to bomb the eco directly, but if you can't find that, bombing these is decent enough.
254 \n
255 - Windgen farms: A few phoenixes set loose in a windgen farm make quick work of it. Don't waste ravens on these, though.
256 \n
257 - Mexes: Any vulnerable mexes can be killed in one shot by a raven, or burnt down by a phoenix. Kill the eco, secure the lead.
258 \n
259 \n
260 \n
261 Superweapons:
262 \n
263 If the enemy is building a superweapon, or has completed a superweapon, see if it has enough anti-air cover. If it doesn't, bomb it.
264 [/spoiler]