Forged Alliance Forever Forged Alliance Forever Forums 2012-10-20T15:17:42+02:00 /feed.php?f=2&t=2035 2012-10-20T15:17:42+02:00 2012-10-20T15:17:42+02:00 /viewtopic.php?t=2035&p=21996#p21996 <![CDATA[Re: Have some spare time? Point out my mistakes!]]> Statistics: Posted by noobymcnoobcake — 20 Oct 2012, 15:17


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2012-10-18T04:40:38+02:00 2012-10-18T04:40:38+02:00 /viewtopic.php?t=2035&p=21894#p21894 <![CDATA[Re: Have some spare time? Point out my mistakes!]]> Picture is really high rez so I uploaded it as a file instead of having it compressed by an image server.

Statistics: Posted by Mazahaka — 18 Oct 2012, 04:40


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2012-10-15T20:26:32+02:00 2012-10-15T20:26:32+02:00 /viewtopic.php?t=2035&p=21773#p21773 <![CDATA[Re: Have some spare time? Point out my mistakes!]]>
Anaryl wrote:
Also you have to factor rollout time into your equation when it comes to assisting. Slower rollout time reduces the efficacy of the assist.

This is only an issue when spamming frigates with a T3 naval fac and 90 engineers.

Statistics: Posted by noobymcnoobcake — 15 Oct 2012, 20:26


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2012-10-14T23:01:26+02:00 2012-10-14T23:01:26+02:00 /viewtopic.php?t=2035&p=21749#p21749 <![CDATA[Re: Have some spare time? Point out my mistakes!]]>
rootbeer23 wrote:
Just watched one so here is some insight, for t1 naval spam, you want more factories over 1 factory with a bunch of engis in it.


the idea is that a factory has a lot more hitpoints than 4 engineers and so will be able to survive longer under enemy fire.

Agree, 2 bombers could kill all your build power and lose you navy and the game.

Statistics: Posted by noobymcnoobcake — 14 Oct 2012, 23:01


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2012-10-14T20:40:18+02:00 2012-10-14T20:40:18+02:00 /viewtopic.php?t=2035&p=21741#p21741 <![CDATA[Re: Have some spare time? Point out my mistakes!]]>

Just watched one so here is some insight, for t1 naval spam, you want more factories over 1 factory with a bunch of engis in it.


the idea is that a factory has a lot more hitpoints than 4 engineers and so will be able to survive longer under enemy fire.

Statistics: Posted by rootbeer23 — 14 Oct 2012, 20:40


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2012-10-14T19:32:46+02:00 2012-10-14T19:32:46+02:00 /viewtopic.php?t=2035&p=21739#p21739 <![CDATA[Re: Have some spare time? Point out my mistakes!]]>

Just watched one so here is some insight, for t1 naval spam, you want more factories over 1 factory with a bunch of engis in it.


Can you elaborate? I did some napkin math and figured that 4 t1 engi have the build power of 1 factory, while costing a little less mass and some amount of energy less than a t1 naval fac. Plus, in the case that you need build power outside that factory they are always available. If a fight happens near your base they are always there to reclaim. The only downside is that bomber first or some sort of bomber rush can take out like 4 engis in 1 pass.


Also the time you start fortifying your firebase is the time you want to take your factory to t2 and stop the naval spam of t1 subs.


By firebase, are you referring to the middle island? If so, how should I distribute mass among the two projects? Because I think it's best do to one thing at a time to get things done faster, like the example that if you have 2 engis and need to build 2 factories, it's best to have one assist the other in building instead of building 2 factories at the same time, this way your first factory will be up and operational faster. I hope you see what I am saying and understand what I'm asking.


First frigate out of the naval factory can backfire easily if your opponent sends a quick sub to your naval factory.


Yeah, I agree, I got frigate first rushed and it was pretty strong, I held it off, but granted he controlled it better I should have lost, I think. Wish I had a sub.

noobymcnoobcake wrote:
You mass stall early on. Instead of grabbing mex with that early engineer go destroyer wreck first to top up mass then get some mex


My first engi starts building the geothermal plant while the second engi reclaims just enough mass from the naval wreck to last me long enough until an engineering suite gets to the middle island. Because the middle reclaim is so contested, I have to reclaim it ASAP, and I can't afford to have any mass in storage when I do reclaim it because I don't have the energy or build power to spend the mass fast enough, nor do I want to build storage. Later I fall back on the naval reclaim when I need mass. I try to avoid upgrading mexes because the map is a bit small for them to pay them selves back. Only when I have accessible reclaim from a giant fight and no way to spend it, will I upgrade a mex.


Build pgens as far away form waters edge as possible and build 3 of them round each factory side instead of 4

If you have units use them. You could have done some damage with that first 2 frigates and a sub you left sitting there. IF units are not being used then its better to use the mass to eco instead. Go out and kill some engineers.

fast bomber from that air fac might be a good idea. If you can get 4 engineers and a good scout in one pass its paid for itself already.


Thanks, I'll look into it!

Statistics: Posted by Mazahaka — 14 Oct 2012, 19:32


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2012-10-14T05:28:54+02:00 2012-10-14T05:28:54+02:00 /viewtopic.php?t=2035&p=21722#p21722 <![CDATA[Re: Have some spare time? Point out my mistakes!]]> Second, you never want your first factory idle. You should have it spam engis so they are there when you need them. An air factory could be very useful on the map especially with t2 torp bombers. Also the time you start fortifying your firebase is the time you want to take your factory to t2 and stop the naval spam of t1 subs. First frigate out of the naval factory can backfire easily if your opponent sends a quick sub to your naval factory.

Reference: 366493

Statistics: Posted by Swkoll — 14 Oct 2012, 05:28


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2012-10-13T12:46:01+02:00 2012-10-13T12:46:01+02:00 /viewtopic.php?t=2035&p=21695#p21695 <![CDATA[Re: Have some spare time? Point out my mistakes!]]>
Build pgens as far away form waters edge as possible and build 3 of them round each factory side instead of 4

If you have units use them. You could have done some damage with that first 2 frigates and a sub you left sitting there. IF units are not being used then its better to use the mass to eco instead. Go out and kill some engineers.

fast bomber from that air fac might be a good idea. If you can get 4 engineers and a good scout in one pass its paid for itself already.

Statistics: Posted by noobymcnoobcake — 13 Oct 2012, 12:46


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2012-10-11T05:02:53+02:00 2012-10-11T05:02:53+02:00 /viewtopic.php?t=2035&p=21564#p21564 <![CDATA[Have some spare time? Point out my mistakes!]]>
Strategy used:
The map I've chosen is Aqua World. The strategy I'm trying right now is to rush the middle with something that can reclaim and grab that T2 arty wreck, which is exactly 1815 mass. Then use that mass and and the T2 Cybran cruiser wreck at spawn to build a balanced T1 navy of frigates and subs to secure the middle and the rest of the map. This makes my opponent turtle on 6 metal spots, while I have 6(base)+4(middle)+(3*2)(sides)=16 metal or 32mass/s. Once that is done I have to balance defense against raids and tech to T2 navy for UEF cruiser to crack the turtle.

I've included a few replays on this map. Please point out the biggest mistakes I'm making from your perspective(strategy and game play alike).

Thanks for your time and thanks for reading!

Statistics: Posted by Mazahaka — 11 Oct 2012, 05:02


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