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Messages - Hot_Dog

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2866
Armory

Cost: 300
HP: 270

An Armory allows you to build Degrusers. It also allows you to research a Degruser's abilities.

The only prerequisite to an Armory is an Argo Laboratory.

2867
Starbase

Cost: 200
HP: 250

One strategic aspect of S.A.D. is that after building an Argo Laboratory, you have two research facilities to choose from, thereby you can use different strategies each game. (This is similar to having the Argo Laboratory and the Factory available at the same time.)

One of these two facilities is the Starbase. The Starbase is an entrance to all forms of air technology. In addition, you get two new ships to choose from with the Starbase: Reclaudas and Balkstones.

What Can Be Researched at a Starbase

Detector
Mine Detector
Seismic Charge
Jet Pack
Balkstone Booster Engines
Camoza Booster Engines (Requires a Manhatton Station)

2868
Factory

Cost: 80
HP: 90

A Factory is required for Tanks and for their research. It is one of the the first research facilities you can build immediately, but is not a prerequisite to anything except for Splitrons.

2869
Argo Laboratory

Cost: 140 Belthium Crystals
HP: 120

If you want to build anything except for Tanks, Raptors and Scouters, you must have an Argo Laboratory. The Laboratory allows you to build Argos, and research their Plasma Torpedoes. In addition, the lab is a gateway to other tech opportunities, in that you cannot build any research structures (with the exception of Factories) without having an Argo Laboratory. Finally, you must have an Argo Laboratory to build AA Defense.

2870
Watchtower

HP: 30

Watchtowers provide a large line-of-sight in the area, clearing away some of the fog of war. You must have a Starbase to build Watchtowers.

2871
Detector

A Detector will detect any cloaked units within a certian radius. Since Universal Defense requires a large amount of space, Detectors should be built if there's not a lot of space in the area, or if Universal Defense would be a waste of money in that particular area (which can happen). If there is plenty of space, use Universal Defense instead.

You must have a Starbase to build Detectors.

2872
Universal Defense

Universal Defense is so named because it can defend a base from all forms of attack. In addition to attacking both air and ground units,

* It detects cloaked units
* It cannot be outranged by Tanks
* It is capable of damaging Raptors, even when they have their shields turned on.

It does, however, require a lot of space to be built, and it costs slightly less to counter it than it costs to build it.

HP: 250
Cost: 600 Belthium Crystals
Range: 4
Damage per second: 18

Any heavily armored unit can take on Universal Defense; however, if your opponent decides to spam it, Splitrons are your best weapon of choice.

You must have an Armory and a Quantum Facility to build Universal Defense.

2873
AA Defense

Anti-Air Defense protects your base from flying units, but not ground-based units.

It has a range of 3 and has an attack that deals 6 damage per second. It also has 150 HP and costs 75 Belthium Crystals.

You must have an Argo Laboratory to build AA Defense.


2874
Point Defense

Point Defense structures protect an area from ground units. Point Defense cannot attack flying units, including Scouters using Jet Packs. It has a range of 3 and has an attack that deals 6 damage per second. It also has 150 HP and costs 75 Belthium Crystals.

Point Defense cannot be built unless the player has at least one research facility.

2875
Refinery

Starting Cost: 75
Starting HP: 100

Belthium Crystals are your source of income for the game. A refinery will mine these crystals automatically; you do not require workers, leaving you free to manage other tasks. A refinery works on a per-second basis, meaning you will recieve a number of crystals per second. As you might expect, a refinery can only be built on a crystal deposit, and it will shut down when the crystals are mined out.

To maintain your economic advantage and increase your rate of income, you need to upgrade your refinery.  A refinery can be upgraded up to 15 times.  You can que an upgrade as many times as you want...if you wish to, you can tell the refinery to automatically upgrade until it cannot upgrade anymore, leaving you free to focus on other tasks.  A refinery will deduct the appropriate cost on a per-upgrade basis, it will not charge you in advance for all upgrades you qued.  An upgrade to the Refinery takes around 15 seconds to complete.

A Refinery starts with 100 HP and mines 60 crystals per minute.
For the first 5 upgrades, 15 crystals will give your Refinery 20 additional HP and an addition 12 crystals per minute.
For the last 10 upgrades, 15 crystals will give your Refinery 20 additional HP and an additional 6 crystals per minute.

If your opponent destorys 20 HP, the Refinery loses that appropriate upgrade, until the Refinery reaches 100 HP again.  A Scouter will repair a Refinery only up to the maximum HP it can have based on the number of undestroyed upgrades it still has.

Since an ACC cannot construct Refineries, it is important to rebuild any destroyed refineries with your Scouter when you have an opportunity to do so...the last thing you want is your opponent gaining the economic advantage because you forgot to rebuild a refinery.


2876
Quote
it would suck if you had to exchange Splitron because of some unexplained reason o.O

True, but it's kind of the same thing as losing 10 Battlecruisers to a a couple of well-placed nukes--poor planning.  If you're careful, you can get a lot from your Splitron before having to exchange it (and if you have a good strategy, it's usually better to let your Splitron get killed than to just exchange it, because this allows you to give the maximum amount of money harassment possible). 

For example, if your opponent is attacking your base, but is distant from one of his Transformation Gateways or Operation Centers, and you are close to his base, that's a perfect time to use a Splitron to do some decent damage to his base.  It's going to take him probably about a minute to reach you with his Reclauda (or whatever his counter is), at which point you will have done a lot to an area.  And if you're halfway trained in Splitron tactics, you can do a lot of damage to your opponent so that the amount of money you both spent will be close.

This will mostly be an issue for beginners, like my brother...they'll probably use a Splitron as soon a possible like using a Queen immediately in Chess, and they will regret their decision.  A smart player waits for the right moment.  But as I've seen in Starcraft tournaments, even the best make mistakes.

2877
Your Scouter is capable of constructing any structure on this topic. However, seeing as it is not possible to be everywhere at once, there is a building you can construct that can build things in its area when your Scouter is elsewhere or you are using a different unit.

Automatic Construction Complex (ACC)
An ACC can build structures within a certain operating area. Having an ACC at every one of your primary and secondary bases is a great way of keeping your bases in shape. Your ACC can build, and repair, everything a Scouter can build and repair, with a couple of restrictions/exceptions:

* It cannot build or repair refineries or Operation Centers.
* An ACC can build up to three point defense structures and three AA structures at full price.  Afterwords (for instance, an emergency) you must pay an additional fee for each defense structure it builds.  ACCs cannot build Universal Defense.
* To prevent lockdowns, an ACC cannot build or repair anything within a certian radius of an enemy unit, be it ship or structure. This radius is larger than the ACC's operating radius. Futhermore, an ACC cannot repair defensive structures at all.

2878
Quote
oh, let's say that you have a unit, may be tank. And u want to change to scout. So you go to the Operation Center and change. Does the tank get destroyed and you get the Belthium Crystal back (or if HP is low, smaller amount), or is tank still alive and standing there?

Neither.  You get a fresh unit each time, and your old unit is scrapped.  That includes sephrane gas, any amount you purchased is gone when you exchange units.  Refillable upgrades are the exception; you get refunded for what you have left.

I hate comparing this game to Starcraft all the time. (I get the feeling people are going to look at the Balkstone and say, "Hey, you copied the Wraith" when in reality I didn't)  But, like Starcraft, this is why it's important you choose the right unit depending on your point in the game.  You want to make the most of your unit, rather than pay several hundred crystals only to have to exchange your unit a minute later (although sometimes that is the best strategy at the time, using your unit for just a minute)

2879
S.A.D. (Seek and Destroy) / S.A.D Human Structures
« on: December 29, 2009, 10:28:21 pm »
Operation Center

Cost: 750
HP: 500


Transformation Gateway

Cost: 50
HP: 30

Operation Centers and Transformation Gateways are the basic building blocks of S.A.D. in terms of structure gameplay. They perform the same functions, and are necessary for your strategy, whether you plan everything ahead or find an on-the-spot opportunity.

Operation Centers cost a lot of money, but are very difficult to destroy. In addition, if your opponent is able to destory all your Operation Centers, you lose the game. Transformation Gateways are cheap, but are easy to destroy.

You start out with a single Operation Center at the beginning of the game.

Functions:

Repair: It is cheaper to repair your unit than it is to buy a new one. Therefore, if you plan on continuing your strategy with the same unit, but are left badly damaged, you'll want to repair your unit at one of these stations. You can choose how much to repair your unit if you want to save money.

Refuel/Restock: As you move and fire your weapons, you use fuel. And as you use certain special abilities, you use up Sephrane Gas. It is cheaper to purchase more fuel and gas than it is to purchase a new unit. You can purchase a limited amount of fuel and gas if you want to save money.

Also, some abilities (namely Refillable Upgrades) can only be used a certain number of times, after which you must buys the means to use the ability again. This is called restocking, and you can do it at any Operation Center or Transformation Gateway.

Teleport: One of the most important functions of these buildings. If you have several of these buildings laid across the map, you can teleport in between them. This allows you access to a wide area of the map in a shorter amount of time, allowing you to change your strategy on-the-fly.

Teleporting takes a total of 2 1/2 seconds. While you are teleporting, your opponent can fire at you, but you cannot fire back.

By the way, if your unit dies, you can respawn it at any Transformation Gateway or Operation Center.

Exchange: The most important function of these two buildings. You can exchange any unit for another one when you're ready to change tactics. When you buy a new unit, you recieve a full tank of fuel. However, if your unit has refillable abilities, you still have to pay to restock on these abilities, you do not recieve them free.   In addition, you must purchase Sephrane Gas, you do not start out with any.

2880
SPLITRON

Role: Capital Ship
Cost: 1000 Belthium Crystals
Health Points: 800
Damage Per Second: 12 for both Air and Ground Units (12 per shot)
Weapon Range: 3
Speed: 10
Fuel Capacity: 1500
Sephrane Gas Capacity: N/A
Rate of Overheat: N/A


Splitrons are the most powerful units in the game. But unlike other units in the game, Splitrons are not toys...you get what you pay for, and you can spread fear to your opponent by using one, but it's not a vessel you can use lightly.  A player skilled with Argos or Reclaudas will teach you a lesson you won't soon forget. And like all units, your opponent can defeat you if you use your Splitron at the wrong time.

With that said, the strength of a Splitron comes from its weapons, and of course from its high HP. It also boasts a large fuel capacity, and is the best counter for Universal Defense Systems. As another bonus, it is a perfect unit for eliminating Operation Centers with its capacity for holding Plasma Torpedoes.

Splitrons require Command Centers for upgrades and selection.

Plasma Torpedoes: This is a Refillable Upgrade. Plasma Torpedoes are the only weapon capable of attacking Operation Centers, so refitting a Splitron with this weapon allows it to attack what no other vessel, except Argos, can. Unlike an Argo, however, a Splitron can hold up to 20 Plasma Torpedoes, which means a Splitron can destroy two Operation Centers with one full load of torpedoes.

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