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GameReplays.org _ Universe at War Strategies, Tactics, and Tips _ Targets of Interest

Posted by: Malid Dec 23 2007, 01:32 AM

Fill in the blanks until we have the top three targets for each faction. Reason being is that I would like to narrow down points of interest for each faction as a general list. I want to discuss them first however.


Novus:


1.
Reason:

2.
Reason:

3.
Reason:



Hierarchy:


1.
Reason:

2.
Reason:

3.
Reason:


Masari:

1.
Reason:

2.
Reason:

3.
Reason:


These are general points of interest, when in battle you must choose your targets based on the options presented for you, but some times you have a choice. Don't let your choice be the reason you lose!

For Hierarchy, i suggest Glyph Carvers be a prime point of interest, more so than Reapers.
Sure reapers are Econ, but most players only build 2 carvers, strike a wayward carver will usually cost the hierarchy player some time and promises to step on the toes of his plan. It prevents them from building as well, and when your not spending money, your doing something wrong.

For Masari, I want some opinions on Matter Engines as targets, the Temple of Knowledge or whatever seems to be a good choice as it obliterates Masari's tech tree when destroyed. Could it be our number one target?

For Novus, the Flow Generator is an obvious target, but what about their Recycling centers?

Nothing will be added to the list until we have some form of consensus on it. This is the first step of many to formulating some kind of real strategy process here on GR.

Hero's are excluded from this list, as they are always prime targets in battle (If the player using them is worth his weight).

Posted by: Lraushtsen Jan 23 2010, 19:32 PM

Novus:

1. Flow Generators

Reason: It should be obvious. However it won't work if they have a certain patch installed (I think from the flow research section) where they can still have the buildings running without an active flow generator attached.

2. All of their methods of producing airborne vehicles

Reason: There is solely one reason for this and is why I put this here. Corruptors. In almost every case where a corruptor has given a vehicle a virus, that Novus group has also upgraded and installed the patch which spreads that virus to nearby foes (your units or allies.).

3. Their gravity matter super weapon

Reason: This super weapon, when available, will really decide who is going to win the game. If you've seen how it works, then I shouldn't have to explain.

Hierarchy:

1. Their Assembly or Habitat Walkers

Reason: From what I can tell from playing with them, these walkers are their only method of producing troops. Not only this, but they are expensive, and when they are destroyed they'll sometimes leave the Hierarchy in a bind.

2. Their Detection Drone(s)

Reason: Generally there is more than one. I've noticed this a lot when playing. In the middle of setting up my base, little golden bee hive-like marks would fly across the ground. This is their method of finding out where you are and where to send the walkers.

3. Their Glyph Carvers

Reason: They "build" the structures. They even "build" the walkers.

Masari:

1. Their knowledge structure(s)

Reason: Upgraded knowledge structures means stronger enemies. Things like Punishers (my personal favorite). If you destroy them, they'll have to rebuild them and re-upgrade them as well in order to continue producing strong units.

2. Their resource gathering structures

Reason: With no way to get resources, they can't build more structures or units, even though they'll try. Eventually you'll starve them of resources.

Note: It is mandatory that you destroy these with ranged units. Any units that are remotely close to it when it is destroyed will also be destroyed. (Yes, it explodes)

3. Their super weapon

Reason: Their super weapon will do different things and have different effects depending on whether they're in light or dark mode. Both of which don't have a very big radius of damage. Dark mode as a larger radius then the light, and will kill almost any small unit within it. Light mode, I believe was designed to bring down a single structure, seeing as how the duration for it lasts a while.

Posted by: duke von art Apr 2 2010, 16:04 PM

If I'm remembering correctly, the light-mode masari superweapon can move, right?

Posted by: Perfi Apr 2 2010, 16:17 PM

QUOTE(duke von art @ Apr 2 2010, 18:04 PM) *

If I'm remembering correctly, the light-mode masari superweapon can move, right?

*imagines it lifting up and starting to head towards the enemy base*
You sure you aren't talking about Hierarchy? laugh.gif

Yeah, the beam itself (Burning Wrath or whatever it's called) can move. It's pretty similar to the Particle Cannon (USA superweapon from Generals), except that it has slightly more AoE.

Posted by: Defender N8 Apr 5 2010, 02:04 AM

Novus:

1. Flow Generator
Reason: More or less self-evident, as a Novus player without power can't due anything. They are also fairly easy to destroy (3 Lost One Bombs alone are enough) so it is usually worth a few seconds of power failure to risk going after it first rather than production or resource structures.

2. Mirabel
Reason: Again, rather self-evident. If she is left alive you will most likely find yourself doing a lot of cursing and rebuilding forces/structures.

3. Flow Conduits
Reason: These can provide advanced warning and intell to a Novus player, constant viral infestation, as well as allow them to move forces around quickly and stealthily (particuarly with Flow 3 which allows all units to flow). They are very easy to destroy if detected, so it never hurts to take them out as they are found.



Hierarchy:

1. Glyphs
Reason: Easy kills (compared to the final object) and these are normally quite expensive.

2. Reaper Drones
Reason: The Hierarchy needs a TON of resources to function due to their greater reliance on their research tree and their more costly units. By destroying the rather expensive Reapers, it can quickly starve out a Hierarchy player.

3. Production Pod hardpoints
Reason: Taking down these will deny the Hierarchy their more powerful units (Defilers, Phase Tanks, Brutes, and Lost Ones) and leave them with two mainly anti-ground units. They are also not as durable as most crown socket options, so by starting with them it will also let one kill the walker faster than attacking weapon enhancer hardpoints or armor.


Masari:

1. Architects
Reason: Masari are fairly vulnerable without their Architects as they are needed to boost structure effectiveness. Without them, units build slowly, resources come in slowly, and turrets function at 1/3rd of their possible firepower.

2. Knowlege Vault
Reason: Denies the Masari their more advanced units, all of their structure hardpoint upgrades, and AA turrets.

3. Oracles
Reason: Unless you like the idea of the Masari knowing where you intend to strike from or facing a potential "death ray" turret, you'll probably want to take these down as soon as they are found. It also has the bonus of disabling Masari radar as well.

Posted by: Perfi Apr 5 2010, 04:39 AM

3 plasma bombs? I'm pretty sure that's not enough vs flow generators, and I use lost ones a lot. Are you sure your data isn't off?

Posted by: Defender N8 Apr 22 2010, 08:26 AM

QUOTE(Perfi @ Apr 5 2010, 00:39 AM) *

3 plasma bombs? I'm pretty sure that's not enough vs flow generators, and I use lost ones a lot. Are you sure your data isn't off?


Any chance they had the Backup systems patch on? A normal Flow Generator will only take 3-4 but the Backup patch makes it 5-6 if I remember right. I do my test-bombings against the Medium or Hard AI and they never use that particular patch as far as I know.

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