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Noobie help: Offensive unit composition/mix

Rot1nPieces
posts New member
I'm interested in how people build up their offensive units. I usually do the same thing every time, and I just started thinking if what I'm doing is actually good or not.

Assuming research happens like it does with some of the pinned topics (which I will list below), what do you guys use for offensive when building the initial base and when you first start farming forgotten bases?


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Research assumptions:

GDI: Predator, FireHawk, 2nd Base - Defense: Predators, Zone Troopers, Orcas, 3rd Base - Defense: Pitbulls, Support Buildings, 4th Base

NOD: Vertigo, 2nd Base - Defense: Shredder MG, Scorpion, Cobras, 3rd Base - Defense: Flak, Support Buildings, 4th Base, Cobra Shields

Replies

  • xxsly
    92 posts Member
    Probably not helpful but it depends.

    I cant speak for anyone else but personally before level 15 units, your army composition should be fluid. i.e. you sell and rebuy units on a base by base basis.

    Some bases will work better with more anti vehicle, some with more anti air etc... Just make sure to balance repair time.

    Just some examples:
    nod cc level 22: https://prnt.sc/Hgp5vKySbKEn
    nod cc level 34: https://prnt.sc/Rf6MjUZOT8zL

    Usually its a good idea to keep 10-20 unit points spare so you can swap out decoy units for difficult bases.
  • Half always in the rotation is 100 attack points, 20 points usually need to be reserved for level 1 units. If the ordinary world, then the change depends only on how much energy you have, since there are no problems with crystals. A world with morale is very expensive to rotate an army, so the army adjusts to farm.
  • its a point to add, to help with your RT balance, in my opinion bring 1 unit up first, for E.g, youll have a lvl 30 predator and the others may be 25s, lvl 30 orca and the others 25s. a killing unit and i suppose support or fodder units. keeps stuff cheap..:))

    i dont know if this helps your style of play
  • fodder units? i thought all mine were normally fodder ;-D
  • enemy will deploy their defense on what units you have available, what your tactical style is. if you like a lot of armor they will deploy defense to stop your armor at key points. So take into account that armor, air is expensive and easy to destroy if successfully planned for.....
  • i think i should mention something that helps me.
    put the game environment in a logic of your creation and create a setting of sorts. a simple way to put can be... If a condition is true then another condition is also true... it can be anything. But imagine what ever you like.
  • So... To put it cryptically, you will have some difficulty in many places reading/writing a character when it should be an integer or the other way around,...until you imagine the setting that can do that.
  • So... To put it cryptically, you will have some difficulty in many places reading/writing a character when it should be an integer or the other way around,...until you imagine the setting that can do that.

    so smart... + a few points for you from my side.
    ****! (cryptic stuff here)

    cheers :)
  • Hello.

    Just discovered there was a maximum of 200 army points which throws a wrench in my future plans.

    Was hoping for some specific recommendations in unit compositions for offense. I understand there isnt a "one size fits all" but I would like the next best thing.

    FWIW my base/offense level is ~27


    Thanks in advance.
  • ropegun2k wrote: »
    Hello.

    Just discovered there was a maximum of 200 army points which throws a wrench in my future plans.

    Was hoping for some specific recommendations in unit compositions for offense. I understand there isnt a "one size fits all" but I would like the next best thing.

    FWIW my base/offense level is ~27


    Thanks in advance.

    there is no universal army, the army is optimized every time from the base of the forgotten.
  • ropegun2k wrote: »
    Hello.

    Just discovered there was a maximum of 200 army points which throws a wrench in my future plans.

    Was hoping for some specific recommendations in unit compositions for offense. I understand there isnt a "one size fits all" but I would like the next best thing.

    FWIW my base/offense level is ~27


    Thanks in advance.

    Sort of hard to answer, as pad said (for FA-Worlds) it really depends on the Base you are attacking, and you will rebuild your Army for the specific base you are trying to take down. That is possible because your ressource-income trough raiding is that much higher than your energyproduction can handle (if you are playing on a high level) and the difference between your offence-level and the level of the base you are attacking is very high, thus making it mandatory for your offense to be optimized for the base you're attacking.
    However that is not the case for Farming-Worlds (worlds with willingness on bases and so on). On Farming-Worlds your offence-level will be way closer in level compared to the base you are attacking. That being the case you will have to optimize your army for farming, not for the specific base you are attacking. Here I can give you 2 (lategame-) examples, both post-endgame in that case, but i will write some hints concerning what was there before the some upgrades/units (as far as my memory serves me).

    NOD (Post-Endgame; Guardian-Bases lvl 80):
    NOD-Army
    Some specifics: I have lower level cobras always 5-6 lvls below the higher lvl ones, and only two high level ones. Makes it easier for me to handle my RT, but there are always people playing wiht 5 high lvl cobras or sth....everybody has his own style, its just that i prefer it that way :)
    Same logic behin high level/low level sniper and avatars. Before avatarupgrade i am not rly a fan of it, so i use scorpions instead (again, my own style, there are many people who use them even before upgrade). Before salaupgrade i only 2 salas, and 1-2 vertigos, after salaupgrade i switch to 3 salas. I personally am a fan of 2 commandos for nod, many use only 1.
    25 free points (lvl 1 units) for divertion tactics. thats going up gradually the further along the game goes.

    GDI (Post-Endgame; regular Guardian-Bases):
    Disclaimer: I am by no means a GDI-specialist, its just what i used when i last played it on a farming world (and i did reasonably good, like top 15 or so, even though the world wasnt the strongest^^)
    GDI-Army
    So basically the same reasoning as for Nod with high level/low level units, low level for tanking, high level for damage. before kodiakupgrade i think i used a 3rd orca and 3rd commando, never used more than 2 mammoths (simply too expensive RT-wise). Used commandos as soon as they were achievable for me (like after base 3 i think?). Started with 2, but went up to 3 relativly fast. Apart from the early game (until i had commandos) didnt use hawks for base killing, just to kill the occasional buster or so.

    AS said:
    I am no GDI-specialist, nor am i the best nod to ever grace the world, ´that is just what works for me, or worked for me in the past. Take what you want from it and find your own formula ^^ I hope it helps.
  • > @Pler0ma said:
    > Sort of hard to answer, as pad said (for FA-Worlds) it really depends on the Base you are attacking, and you will rebuild your Army for the specific base you are trying to take down. That is possible because your ressource-income trough raiding is that much higher than your energyproduction can handle (if you are playing on a high level) and the difference between your offence-level and the level of the base you are attacking is very high, thus making it mandatory for your offense to be optimized for the base you're attacking.
    > However that is not the case for Farming-Worlds (worlds with willingness on bases and so on). On Farming-Worlds your offence-level will be way closer in level compared to the base you are attacking. That being the case you will have to optimize your army for farming, not for the specific base you are attacking. Here I can give you 2 (lategame-) examples, both post-endgame in that case, but i will write some hints concerning what was there before the some upgrades/units (as far as my memory serves me).
    >
    > NOD (Post-Endgame; Guardian-Bases lvl 80):
    > NOD-Army
    > Some specifics: I have lower level cobras always 5-6 lvls below the higher lvl ones, and only two high level ones. Makes it easier for me to handle my RT, but there are always people playing wiht 5 high lvl cobras or sth....everybody has his own style, its just that i prefer it that way :)
    > Same logic behin high level/low level sniper and avatars. Before avatarupgrade i am not rly a fan of it, so i use scorpions instead (again, my own style, there are many people who use them even before upgrade). Before salaupgrade i only 2 salas, and 1-2 vertigos, after salaupgrade i switch to 3 salas. I personally am a fan of 2 commandos for nod, many use only 1.
    > 25 free points (lvl 1 units) for divertion tactics. thats going up gradually the further along the game goes.
    >
    > GDI (Post-Endgame; regular Guardian-Bases):
    > Disclaimer: I am by no means a GDI-specialist, its just what i used when i last played it on a farming world (and i did reasonably good, like top 15 or so, even though the world wasnt the strongest^^)
    > GDI-Army
    > So basically the same reasoning as for Nod with high level/low level units, low level for tanking, high level for damage. before kodiakupgrade i think i used a 3rd orca and 3rd commando, never used more than 2 mammoths (simply too expensive RT-wise). Used commandos as soon as they were achievable for me (like after base 3 i think?). Started with 2, but went up to 3 relativly fast. Apart from the early game (until i had commandos) didnt use hawks for base killing, just to kill the occasional buster or so.
    >
    > AS said:
    > I am no GDI-specialist, nor am i the best nod to ever grace the world, ´that is just what works for me, or worked for me in the past. Take what you want from it and find your own formula ^^ I hope it helps.

    Perfect. Thank you.
  • If you can create a strategy that is sound and logical to you and it's something you rely on always then your unit make up will reflect that.
    Tactically that means you will have most of your units and resources in place before you act. I am convinced that the game considers large amounts of unit deployments and resource allocations just before an action as a tipping of one's hand which gives the enemy time to respond in kind.
  • Sorry for double post...
    Now.., a regular set of supply and unit movements before an action CAN have the same effect if that is part of one's strategy. But the opponent ai has been getting smarter as the years go on...
  • 17120abfd086a7932f081c15c5cc3554.png
    for nod works like a charm, for farming, or digging, and for pvp only need to build extra reckoners instead of scorpions

    311a3f6be2b036e99331ef04eb8deb55.png
    for gdi farming or digging something like this, but you have to keep more points (than nod) in replacement units and decoy units and switch them a lot more depending on the layout of what you are hitting
    for pvp have to rebuild substantially, as paladins are useless for pvp
  • Sorry for double post...
    Now.., a regular set of supply and unit movements before an action CAN have the same effect if that is part of one's strategy. But the opponent ai has been getting smarter as the years go on...

    We have tested for the possibility that defense/building layouts of camps, outposts, or forgotten bases depend on your army, or some other actions of yours. The data rejects that assumption. The layouts are random, and independent of whatever you have or do. They are just randomly generated. There is no AI.
  • One of the first things I was told by experienced players was to use infantry, about half your army to suppress anti armor/anti air defence. And enemies do configure on who they believe will be their opponent. That is why outpost do not change much once laid down. Attacking them after moving to a new territory and you may see a setup not optimised against you.

    In a large alliance the strategy can be the same for all so the differences in enemy defences might be minimal.
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