A guide on how to beat minor experimentals (especially rushed ones) would be nice.
I might be able to work on that... cant say how much will get done over Christmas break, though once school starts again I will be in the full swing of things.
This post has been edited by The-Baron: Mar 2 2011, 04:21 AM
I could do another video about experimentals, but microing them isnt enough. I guess countering them could be a nice plan =) Have to finish my other plans first though..
Illum is generally considered a very powerful (if not the best 1v1) faction, hence "gayon" and the likes. Illum tanks can generally take UEF tanks head on early game and their mid game options are very powerful.
How about a guide on dodging? We know MML volleys can be easily dodged, and mobile arty can with more skill and practice. How about a guide on the best techniques for dodging these (e.g. timing, direction, blob size, etc.), as well as direct fire shots (tanks, ACU, experimentals, etc.). I'm not sure if this topic can also be extended to air, but you experts would know. Any faction specific differences would be useful too. Thanks!
This post has been edited by eviator: May 29 2011, 00:06 AM
Can't dodge air. It'll home in on you even if you teleport. You have to anticipate in order to dodge direct fire shots from tanks and ACUs, and even then, it's tricky. Basically keep them at the max range and issue the next move order at the same time as they fire or maybe even a few milliseconds before. Practice really, and it'll only work with small groups of units. Once you get it right though, you get funny people accusing you of winning because you exploit a "broken game mechanic" when you kill 2 sitting destroyers with 4 aeon tanks and that "SC is far superior" because shots are 100% accurate.
Oh, using ctrl-move also helps it seems. It'll at least get more of your units firing back.
I don't think the "map of the week"-guides are updated these days, but I would like more of those, especially Fields of Isis, I find that map very hard to play (Illum and Cybran jumpjet/teleport over those ridges making defense extremely hard!)
Cybrans are actually at a slight disadvantage IMO because until JJs, Field of Isis is a very narrow, head-on map that favor tanks or early air supremacy.
Most everyone knows how deadly JJs or tele is on that map however, and will protect that "pocket" where the opponents are able to JJ into their main. Structure detonate will stop JJs cold however. I've killed a massive blob of loyalists with 1 factory when they decided to just JJ over my choke.
Structure detonate will stop JJs cold however. I've killed a massive blob of loyalists with 1 factory when they decided to just JJ over my choke.
Not if the opponent is smart and doesn't JJ right on top of a building . Jump-jetting mmls will wreck a base hard without leaving your base open to counter-attacks. It also works well because unit detonate is right behind mml research and it synergizes well with jump jets.
and exactly that is the reason i want a guide... I'm not that experienced yet to properly counter before half my base is wrecked which leaves me in a huge disadvantage!
you don;t need guides. just copy builts from other players if you can't counter something. use it everytime untill you stumble across someone who can counter it.
Posts: 2,496
Game: