USA Armor General: Basics of Base Building |
USA Armor General: Basics of Base Building |
5 Sep 2009, 4:01
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#1
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Kitteh Group: Legend Posts: 590 Joined: 31 May 2009 From: Northern Ireland Member No.: 6 Projects: SWR Productions |
Video with annotations.
This is by no means a definitive guide to play as the Armor General, but it should help new players get the basics down. Double click for a larger view. -------------------- |
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5 Sep 2009, 4:03
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#2
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Level 17.4 Group: Members Posts: 763 Joined: 12 June 2009 Member No.: 131 Immaturity Incarnate |
Nice guide.
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5 Sep 2009, 4:15
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#3
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
Pretty good, but I would never play like that...
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5 Sep 2009, 13:33
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#4
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Group: Members Posts: 195 Joined: 6 June 2009 From: Germany Member No.: 26 Projects: ShockWave Tester Mindfuck of the month: Casimir effect |
Not that it would matter much since Armor is a free win for everyone that knows how to build Bradleys and the Tow upgrade. Anyways its well done but one can also purchase and place the global hawk before selling the CC to scout the enemies faction and build order, which can be important if facing a skilled opponent (if not your Bradleys will reduce him to dust anyway ).
-------------------- And you feel a sudden chill How do you do? My name is Trouble I'm coming for the kill... And you know I will |
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5 Sep 2009, 23:54
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#5
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Kitteh Group: Legend Posts: 590 Joined: 31 May 2009 From: Northern Ireland Member No.: 6 Projects: SWR Productions |
Anyways its well done but one can also purchase and place the global hawk before selling the CC to scout the enemies faction and build order, which can be important if facing a skilled opponent (if not your Bradleys will reduce him to dust anyway ). I'm thinking of this from a 0.96 perspective, with the armies showing on the loading screen. My aim was to make this guide timeless so it will be useful for new players present and future. -------------------- |
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6 Sep 2009, 0:19
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#6
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Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
Why should you sell the CC at the beginning? Else interesting video.
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6 Sep 2009, 2:02
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#7
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Group: Dev. Team Posts: 81 Joined: 7 June 2009 From: Brazil Member No.: 77 |
Yeah, i see no point of selling the CC, since you'll need it to have radar...
This post has been edited by Gen.Kenobi: 6 Sep 2009, 2:03 -------------------- |
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6 Sep 2009, 2:05
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#8
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Group: Legend Posts: 162 Joined: 7 June 2009 Member No.: 50 |
Why should you sell the CC at the beginning? Else interesting video. I don't sell my CC unless I'm GLA, I just don't like risking my dozers over 1k. But apparently it has its advantages. Also I noticed a new cameo for the mammoth? -------------------- |
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6 Sep 2009, 3:14
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#9
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
Yeah, i see no point of selling the CC, since you'll need it to have radar... Incorrect. The armour General needs a radar station for radar, not the Command Centre. It is only useful to have access to Generals powers. -------------------- |
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6 Sep 2009, 3:58
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#10
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Cool Guy Group: Legend Posts: 1317 Joined: 7 June 2009 From: Sydney Member No.: 46 |
Why should you sell the CC at the beginning? Else interesting video. In competitive play the extra $1000 you gain from selling the Command Centre can make the difference between a win and a loss. Since this is a strategy guide, Stinger is giving you the 'most' effective starting competitive 1v1 build order for US Armour to use on Tournament Desert (the default competitive 1v1 map).Yeah, i see no point of selling the CC, since you'll need it to have radar... Even though Armour doesn't need the Command Centre for Radar, it is still a normal thing to do for the China generals and the USA ones that need it for radar. The extra $1000 is worth sacrificing radar as a good competitive player will use bookmarks (Ctrl F1-F8, I think, haven't played in ages) and the spacebar (centres on the last radar event even if you don't have radar) which is more often than not just as effective.
This post has been edited by Alias: 6 Sep 2009, 3:59 -------------------- |
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6 Sep 2009, 14:50
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#11
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Group: Members Posts: 195 Joined: 6 June 2009 From: Germany Member No.: 26 Projects: ShockWave Tester Mindfuck of the month: Casimir effect |
An alternative to using bookmarks that i prefer is raising the scroll speed a bit and using the right klick scroll to zap around. Its just more intuitive than bookmarks especially on small maps like TD.
Also CC sell is an option as soon as you're good enough to protect your dozers\ to risk loosing them. For casual games it doesn't really make sense because they dont use the money as effective anyways. -------------------- And you feel a sudden chill How do you do? My name is Trouble I'm coming for the kill... And you know I will |
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6 Sep 2009, 14:50
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#12
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Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
I do not play online, only against AI, and I need my Command Center. Also Stinger wrote 'optional'. Apart from that, your explanation is ok.
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6 Sep 2009, 15:28
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#13
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Group: Members Posts: 199 Joined: 9 August 2009 From: Outer Space Member No.: 340 Once you see the blue light you are already dead |
I usually sell my command center at the beginning so i can build more units and supply gatherers, then i rebuild it late game...of course to counter CC Sell is to hunt down their dozers
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6 Sep 2009, 15:32
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#14
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
No CC give you an advantage over China in late-game, when they have Sat Hack I
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6 Sep 2009, 15:51
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#15
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Group: Members Posts: 195 Joined: 6 June 2009 From: Germany Member No.: 26 Projects: ShockWave Tester Mindfuck of the month: Casimir effect |
No one builds that and even when they make it you will need a CC for genpowers.
-------------------- And you feel a sudden chill How do you do? My name is Trouble I'm coming for the kill... And you know I will |
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6 Sep 2009, 17:29
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#16
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Group: Members Posts: 227 Joined: 7 June 2009 Member No.: 65 Projects: SWR Productions |
Let me make a statement here, offline AI compstomping is very, very different from competitive online matches. I am saying this as a player who spent years spamming AI matches before getting into competitive play about a year ago. For example, ROTR is just broken for online, but it works just fine for your offline needs.
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12 Sep 2009, 1:44
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#17
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League is Life Group: Tester Posts: 748 Joined: 14 June 2009 From: America Member No.: 153 |
Yep :|
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12 Sep 2009, 2:44
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#18
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Group: Members Posts: 246 Joined: 6 June 2009 From: Canada Member No.: 21 Projects: ShockWave |
pretty good guide stinger
QUOTE I don't sell my CC unless I'm GLA, I just don't like risking my dozers over 1k. But apparently it has its advantages. its possible to 100% protect 1 dozer if you box it in as USA, as china you could pseudo box your dozer with mines, of course the dozer could always still die but in most games if you are aware of what's happening, it'll live |
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13 Sep 2009, 22:06
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#19
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League is Life Group: Tester Posts: 748 Joined: 14 June 2009 From: America Member No.: 153 |
This actully works against AI and Humans , Its just the fact that most compstompers play with OVER 49999! Dollers instead of 10000$
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13 Sep 2009, 22:31
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#20
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Twintails are eternal! Group: Members Posts: 473 Joined: 7 June 2009 From: Singapore Member No.: 74 Lurk, cleaned and mounted. |
Hmm...so where the entrance/exit of the Supply Centre affects the speed of income. Being to close result in unecessary turns?
This actully works against AI and Humans , Its just the fact that most compstompers play with OVER 49999! Dollers instead of 10000$ I don't really see what's wrong to start with $1,000,000. -------------------- |
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13 Sep 2009, 22:38
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#21
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Kitteh Group: Legend Posts: 590 Joined: 31 May 2009 From: Northern Ireland Member No.: 6 Projects: SWR Productions |
Hmm...so where the entrance/exit of the Supply Centre affects the speed of income. Being to close result in unecessary turns? Yes. I don't really see what's wrong to start with $1,000,000. It's not "wrong", but there is less focus on unit interaction. Single, individual units lose their significance because they can easily be replaced by 100 more. In a 10k game every unit counts so you have to make the most of them. There is a greater emphasis on ensuring the survivability of your units. Playing with 50k removes critical decision making and breeds mindless button mashing and unit production from four factories. That's all fine and dandy if you like games with large armies, but that is the great thing about money choices - you play the game the way you want to play it. -------------------- |
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14 Sep 2009, 1:30
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#22
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Group: Project Leader Posts: 892 Joined: 8 June 2009 From: Cynopolies Member No.: 97 |
Nice. A new icon for the mammoth and the missile pod upgrade ( for wraith and mammoth) has been moved to the warfactory . That's 2 new things we now know of 0.96 .
This post has been edited by Anubis: 14 Sep 2009, 1:31 |
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