Forged Alliance Forever Forged Alliance Forever Forums 2012-08-08T15:56:54+02:00 /feed.php?f=2&t=1647 2012-08-08T15:56:54+02:00 2012-08-08T15:56:54+02:00 /viewtopic.php?t=1647&p=17279#p17279 <![CDATA[Re: Strategy]]>

You don't need at all t3 ghetto gunship to snipe a com ... 1 or 2 T2 is enough ... not to mention than all T2 transport except this one of aeon can focus fire mean you don't need to micro them.


Regards

Statistics: Posted by dstojkov — 08 Aug 2012, 15:56


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2012-08-07T18:22:12+02:00 2012-08-07T18:22:12+02:00 /viewtopic.php?t=1647&p=17241#p17241 <![CDATA[Re: Strategy]]> Statistics: Posted by Softly — 07 Aug 2012, 18:22


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2012-08-07T17:13:13+02:00 2012-08-07T17:13:13+02:00 /viewtopic.php?t=1647&p=17236#p17236 <![CDATA[Re: Strategy]]>
Here are the stats listed side by side:
Image

What can we tell from this?

Unit for unit, the T3 ghetto costs significantly more mass than either the Broadsword or the Restorer, but also significantly less power, with a middling build time. The Broadsword, which itself has almost three times the anti-ground DPS of a Restorer, has less than half the DPS of a ghetto gunship. The T3 ghetto also packs almost twice the anti-air punch of a Restorer, plus an extra 1k HP, and 1.5k over the Broadsword.

In the mass statistical comparison, the ghetto is the cheapest source of DPS per mass, approximately a third cheaper than that of a Broadsword, which is twice as cheap as that of a Restorer. The Restorer just barely manages to beat out the ghetto gunship in AA DPS per mass. But because of it's higher unit price, it's 1k HP advantage is overcome and it has the highest mass/HP, slightly over that f a Broadsword. (this is where the Restorer shines)

In the energy statistical comparison, the ghetto is miles ahead in anti-ground DPS per energy, three times as efficient as the Broadsword, and I shudder at the Restorer's figure, three and a half times higher than the Broadsword. Similarly, the ghetto is nearly four times as effective against air targets per energy as the Restorer. Lastly, it costs half as much energy per hitpoint compared to the Broadsword, with the Restorer again slightly behind.

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Simple version:

Costs 40% more mass than the Broadsword, (or double that of the Restorer) but does the work of two Broadswords against ground targets and two Restorers against air targets in one nasty package. Surprisingly little energy required. As a bonus, (stats in DB are a little funky, so I didn't include this) I believe the Continental is significantly faster than any of the gunships; this thing can book it across the map. It's shield can survive an ACU nuke, and being a shield, will regenerate to full hitpoints soon enough. Great feature for harassing.

All that said, it has it's drawbacks and special considerations. You're going to want a lot of T1 factories to produce the 28 Mech Marines a single Continental can carry. It's shield requires a whopping 250 energy to run, so while they cost little energy to build, a fleet of these will really eat into your available power. While in total it has 7500 HP, only 3000 of that is in the shield; once that goes down, AA units with AOE (e.g. T2 flak) will shred the Mech Marines that provide it with the vast majority of its DPS. Don't fly over flak unless you can remove it ASAP. Just don't. You cut your effective HP by 60%.

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Conclusion:

A killing platform certainly worth looking at for UEF players. Always most effective when the opponent relies largely on fighters for AA instead of ground-based AA. Great for 1v1s or small team games where there is no dedicated ASF player and T1 inties still rule the skies; with a small escort, the T3 ghetto gunship with rip them to pieces. In large team games with blobs of ASF, don't despair; find a target area free of ground-based AA, and have your faithful ASF spammer lead the way and engage the enemy ASFs over the target. Follow them in with the gunships. The ASFs will feel as if they're fighting over a fleet of cruisers, and the enemy team will be wondering when the UEF gained access to the Soul Ripper. :D

These things are EXPENSIVE to build in quantity, but if you can avoid running solo into an ASF blob or flying over mass T2/T3 AA, they are potent weapons.

Statistics: Posted by Adraius — 07 Aug 2012, 17:13


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2012-08-07T15:57:53+02:00 2012-08-07T15:57:53+02:00 /viewtopic.php?t=1647&p=17222#p17222 <![CDATA[Re: Strategy]]>
crippen wrote:
Is the T3 transport ever used? It sure looks awesome though


Occasionally. I myself have used it to best effect in FFAs, go t3 land and t3 air, then sneak a couple of percie drops in. 12 percies = 19k damage on first shot

It is prohibitively expensive however to be used regularly in games, normally if you have t3 air then you haven't spent the mass on land so drops aren't that effective.

Also as UEF when you get t3 land if you're mainly fighting t1 get titans, very fast good dps shields and minimal overkill. Add Percies when you run into the issues with poor health+Shield total, and rubbish range.

Statistics: Posted by Softly — 07 Aug 2012, 15:57


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2012-08-07T14:22:27+02:00 2012-08-07T14:22:27+02:00 /viewtopic.php?t=1647&p=17218#p17218 <![CDATA[Re: Strategy]]>
Is the T3 transport ever used? It sure looks awesome though

Statistics: Posted by crippen — 07 Aug 2012, 14:22


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2012-08-07T14:15:59+02:00 2012-08-07T14:15:59+02:00 /viewtopic.php?t=1647&p=17217#p17217 <![CDATA[Re: Strategy]]>
The firing cycle of the Percival is a bit of a problem if you are fighting against lower tech units. I'd not suggest using them on units with less than 1000 HP, then the overkill is reduced to 600 per shot at max. If you face units with mongoose-like range though, they might be useful but don't go to T3 just for that (spam mongoose and a couple of shields with them).

When to use them? If your opponent still has a large army of T1 units, not. With a few T2, you can just use your own T2 stuff. If they are upgrading to T3 or are already at T3, you'll want Percivals immediately.

If you're playing against non-UEF on a map that favours an experimental rush, you'll have to take the initiative to go to T3, so you can build percivals before your opponent gets his exp. Another perk for the UEF at T3: Heavy PD.

Other than that, you kind of have to learn to notice the moment for percivals is right when the moment occurs.

DilliDalli wrote:
You upgrade when you feel you have enough of a time or mass advantage over your opponent that you won't lose while you stop building units in order to tech up. This can include giving up territory and mass spots in order to gain a decisive advantage in the next stage of the game.


Which is pretty much this. Do you have an advantage on the map? Consider upgrading mexes so your economy gets bigger. Upgrade a factory so you can surprise him with higher tech weapons. At any rate: consider what your enemy is doing. Is he frantically trying to hold his base together while you have a slight advantage? Use that moment to keep the pressure on and then you'll have plenty of time to upgrade for something nice. Like percivals.

Statistics: Posted by Plasma_Wolf — 07 Aug 2012, 14:15


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2012-08-07T13:54:02+02:00 2012-08-07T13:54:02+02:00 /viewtopic.php?t=1647&p=17216#p17216 <![CDATA[Re: Strategy]]>
DilliDalli wrote:
crippen wrote:When do you know when a techupgrade too T3 is good? I guess its also a bit faction dependant.


You upgrade when you feel you have enough of a time or mass advantage over your opponent that you won't lose while you stop building units in order to tech up. This can include giving up territory and mass spots in order to gain a decisive advantage in the next stage of the game.


Another question I have, I play UEF, and mongoose vs Perceival is weird to look at.

The perceival, has 1 single projectile every 4 seconds, hitting for 1600. Im thinking lots of overkill here on T2 units. Mongoose dps is WAY lower along with hp, but for the amount of mass it aint bad, it can walk fast, shoot several projectiles and aint that bad if you have a bunch (just theory from mine side).

How do you read the unit database and decide that a Perceiver is a good upgrade? I have no idea how to mix this unit in and at what time. It could be good to take out extractors or PDs pretty fast, though the unit it self is almost half as slow as Mongoose. But I cant just imagine this unit being good vs a T2 army. Hard to test while at work and dreaming of FA.

Statistics: Posted by crippen — 07 Aug 2012, 13:54


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2012-08-07T12:01:33+02:00 2012-08-07T12:01:33+02:00 /viewtopic.php?t=1647&p=17211#p17211 <![CDATA[Re: Strategy]]>
crippen wrote:
When do you know when a techupgrade too T3 is good? I guess its also a bit faction dependant.


You upgrade when you feel you have enough of a time or mass advantage over your opponent that you won't lose while you stop building units in order to tech up. This can include giving up territory and mass spots in order to gain a decisive advantage in the next stage of the game.

Statistics: Posted by Softly — 07 Aug 2012, 12:01


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2012-08-07T10:56:33+02:00 2012-08-07T10:56:33+02:00 /viewtopic.php?t=1647&p=17207#p17207 <![CDATA[Re: Strategy]]>
DilliDalli wrote:
T3 land is a regular occurrence I'd say. Not every game obviously as you have to get past the t1 t2 phases first, but it still has a very strong place I think.


When do you know when a techupgrade too T3 is good? I guess its also a bit faction dependant.

Statistics: Posted by crippen — 07 Aug 2012, 10:56


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2012-08-06T20:16:48+02:00 2012-08-06T20:16:48+02:00 /viewtopic.php?t=1647&p=17187#p17187 <![CDATA[Re: Strategy]]> Statistics: Posted by Softly — 06 Aug 2012, 20:16


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2012-08-06T20:18:06+02:00 2012-08-06T20:14:02+02:00 /viewtopic.php?t=1647&p=17186#p17186 <![CDATA[Re: Strategy]]>
dstojkov wrote:
Hi,


It's more than that ... it's a land based "FA" only build ints and no threat for above will injure you even T3 (strategics bomber are really slowed down). Against t2 or t3 gunship a couple of mobile flak will definitively finish the job(it actually did the job very well in FA especially against restorer). I would say forgot about to win with air ... doing that will make you loose because you need at least 2 time more resource than before for less effective destructive power.
It's more a T3 land battle if it comes so far .... T4 are so expansive that personally don't even think of building it anymore the t2 stationary arty is cheaper and a better counter against turtle strategy not even to mention that overlapping shield is now nerfed so that you need a lot of eco to feed it ... it's on the edge to think don't build shield at all .. better go attack your opponent it's the cheaper and quicker way to win


To resume if you ever come to t3 in a ranked game something went definitively wrong

Regards

DilliDalli wrote:
http://www.faforever.com/forums/download/file.php?id=712
Now this is good use of t3 land. Yes maybe we want it slightly easier to build for team games, but lets not let go of this balance.

By and large, you don't often see T3. But it can happen.

Statistics: Posted by Adraius — 06 Aug 2012, 20:14


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2012-08-06T16:33:06+02:00 2012-08-06T16:33:06+02:00 /viewtopic.php?t=1647&p=17177#p17177 <![CDATA[Re: Strategy]]>

It's more than that ... it's a land based "FA" only build ints and no threat for above will injure you even T3 (strategics bomber are really slowed down). Against t2 or t3 gunship a couple of mobile flak will definitively finish the job(it actually did the job very well in FA especially against restorer). I would say forgot about to win with air ... doing that will make you loose because you need at least 2 time more resource than before for less effective destructive power.
It's more a T3 land battle if it comes so far .... T4 are so expansive that personally don't even think of building it anymore the t2 stationary arty is cheaper and a better counter against turtle strategy not even to mention that overlapping shield is now nerfed so that you need a lot of eco to feed it ... it's on the edge to think don't build shield at all .. better go attack your opponent it's the cheaper and quicker way to win


To resume if you ever come to t3 in a ranked game something went definitively wrong

Regards

Statistics: Posted by dstojkov — 06 Aug 2012, 16:33


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2012-08-05T01:50:30+02:00 2012-08-05T01:50:30+02:00 /viewtopic.php?t=1647&p=17116#p17116 <![CDATA[Re: Strategy]]> Statistics: Posted by FA_Returnee — 05 Aug 2012, 01:50


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2012-08-04T17:20:52+02:00 2012-08-04T17:20:52+02:00 /viewtopic.php?t=1647&p=17093#p17093 <![CDATA[Re: Strategy]]>
rootbeer23 wrote:
build more tanks

Depends, if you are already in minute >10:00, build more asf.

Statistics: Posted by Karottenrambo — 04 Aug 2012, 17:20


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2012-08-04T16:52:12+02:00 2012-08-04T16:52:12+02:00 /viewtopic.php?t=1647&p=17090#p17090 <![CDATA[Re: Strategy]]> Statistics: Posted by yoroshiku — 04 Aug 2012, 16:52


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