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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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. The first thing they fire on may not be a very worthwhile target, and so this | + | 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. The first thing they fire on may not be a very worthwhile target, and so this units time is wasted, and you also just gave your opponent information that you have that unit. |
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===Hit-and-Run(wip)=== | ===Hit-and-Run(wip)=== | ||
This tactic involves sending your units in to attack something for a short time, and then withdrawing them. It works best with two types of units: | This tactic involves sending your units in to attack something for a short time, and then withdrawing them. It works best with two types of units: | ||
− | *Units with a long reload cycle - Kodachis or | + | *Units with a long reload cycle - Kodachis or Black dawns are prime examples. Lets consider Kodachis - this unit is capable of 1-hitting mexes, but has a long reload time and large burst of damage. Commonly, players will use this unit to run into an opponents base, hit a mex, and run out. Due to their high hp they are able survive defensive turret fire for a while, at least long enough to get in and out. By doing this Kodachi users are able to kill things while taking no metal losses themselves. |
*Regenerating units - Glaives, Kodachis - | *Regenerating units - Glaives, Kodachis - | ||
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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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