Units Flashcards

1
Q

2 uses of a land scouts (Mole: for Cyber)

A
  1. Within army: For an early warning of incomming enemy units, & to extend the firing range of T1 Artillery & T2 Rocket Bots.
  2. Scattering them accross the map to create full map vision/radar (They have cloaking & are quicker)
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2
Q

Ideal T1 Cybran unit mix

A

5 x Tanks

1 x Scout (use cloaking)

1 x Interceptor (or AA if you don’t controll air)

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3
Q

What are the 3 differences between a HQ factory and a Support factory

A
  1. Upgrading to support factories cost around 1/3 the cost of HQ factories
  2. HQ factories have twice the HP
  3. T2 support factories require a T2 HQ to produce T2 units, and T3 support factories requires a T3 HQ to produce T3 units (if HQ is destroyed, support factories can only produce T1 units)
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4
Q

How can you edit the production que of multiple factories at the same time

A

Give support orders from the support factories to the master factory, then only edit the master factory’s production que

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5
Q

Ideal T2 Cybran unit mix (for building a large army)

A

4 x (T2) Tanks (either tank - depends on circumstances)

3 x (T1) Artilery

1 x (T1) Scout

3 x Interceptor (or 1 x T2 AA if you don’t controll air)

(best to upgrade all factories to T2 rather than have some T2 & some T1)

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6
Q

Ideal T3 Cybran unit mix (for building a large army)

A

4 x (T3) Loyalist

1 x (T3) Anti-Air

1 x (T2) Mobile Stealth (optional - as only useful for suprise potential)

(best to upgrade all factories to T3 rather than have some T3 & some T2)

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7
Q

Why do you include so many T1 Artillery in the T2 main unit mix (Cyber only)

A

For the EMP stun effect

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8
Q

What’s the 3 main differences between the T2 Heavy Tank (Rhino) and the T2 Amphibious Tank (Wagner)

A
  1. Rhino is 20% more powerful per cost
  2. Wagner speed is 37% faster (thus good for rushing units & microing to evade artillery/missiles)
  3. Wagner can travel under water
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9
Q

What (3 things) can you do to get info on your enemy if your Air Scouts are being shot down by fighter jets

A
  1. Amass a swarm of scouts, then send them randomly all over the map from all directions. (will be very hard for enemy to send jets to kill them all)
  2. Build a T3 ‘Monitoring System’
  3. Try sending cloaked land scouts
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10
Q

What are the first few units you should build from your air factory

A
  1. Scout X 1 (scout enemy engineers for the bomber)
  2. Bomber X 1 (kill enemy engineers)
  3. Spam interceptors
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11
Q

What’s the ONLY reason you should produce ‘Light Assault’ (Cybran)

A

As the cheapest way to assassinate early, expanding engineers

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12
Q

What’s the only reason you might use T1 ‘Light Gunship’ over T1 ‘Attack Bomber’ (Cybran)

A

Only when the bomber’s turning circle is likely put it in range of ground AA (very insignificant reason, so essentially never build Light Gunships)

Attack Bombers are better overall due to…

  • Spash damage (damage multiple units at once)
  • Sudden ‘supprise’ damage (good for sniping)
  • More difficult for all AA to kill (live longer)
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13
Q

How much damage does 1 bomb from a Strategic Bomber do

A

2,750

(Thus 3 Strategic Bombers required to take out T3 AA in 1 passing)

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14
Q

What’s the best unit to build for TDM (Cybran)

A

Lloyalist

(T3 Assault Bot)

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15
Q

In order, list the units with the lowest mass cost per Build-Rate (Cybran)

A
  1. T1 Engies & T1 Factories (~11 mass/Build-Rate)
  2. T2 Engies (16 mass/Build-Rate)
  3. Hive & T2 Factories - inc. each upgrade (-24 mass/Build-Rate)
  4. T3 Engies (33 mass/Build-Rate)
  5. T3 factory (70 mass/Build-Rate)
  6. sACU (152 mass/Build-Rate)
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16
Q

Hives (& Hive upgrades) are twice as expensive per Build-Rate as T1 Engies. When would you use them over T1 Engies.

A

T3 Land Factories

(T3 LF has a very poor Build-Rate, & Engies would get in the way)

17
Q

Give the Build-Rates of the following

  1. T1 Engi
  2. T3 Engi
  3. Hive
A
  1. T1 Engi = 5
  2. T3 Engi = 15
  3. Hive = 20
18
Q

What is a cost effecive way to defend your Mexs against drops

A

Sit 6 (min) T2 Gunships next to ALL dense areas of Mexs

19
Q

Per cost, T2 (Cybran) Gunships are the quickest way to kill enemy Land units, it’s also the quickest gunship for killing T2 Air Transport, & it has the highest speed (12 vs 8 for T3-Gunships/Soul Ripper)

When would you build T3-Gunships/Soul Ripper over T2 Gunships

A

When there is significant enemy AA, e.g., when raiding an enemy base

(the T2 Gunships will be shot down much quicker, before they can do as much damage)

(T3-Gunships/Soul Ripper also have stealth)

20
Q

When would you choose to build T1 Bombers vs T3 Bombers

A

T1 DPS/Mass is over twice that of T3. Thus if the enemy has poor AA, T1 is a no-brainer.

Thus, only use T3 Bombers when you need the speed (& Stealth) to get close before the enemy notices & sends T3 Superiority Fighters.

[Vs T3 SAM, it’s only cheaper to build T3 Bombers (with stealth enabled) where the enemy DOES NOT have Omni. Otherwise it’s significantly cheaper to use T1 Bombers to kill T3 SAM.]

21
Q

The optimal strategy to win sea is to scout the enemy, then produce the counter to whatever they are producing.

If, for some reason, you cannot scout the enemy, what’s the ‘Game Theory’ optimal strategy to win sea (Cybran).

(3 Phases)

A
  1. Phase 1: ACU Torpedo upgrade
  2. Phase 2: Spam Frigates
  3. Phase 3: Spam Torpedo Bombers (to kill any Submaries)

(Submarines are VERY slow to kill your Frigates, so they are nothing to worry about in the meantime)

22
Q

What are the counters (mass for mass) to each of the below:

  1. Frigates
  2. Submarines
  3. Destroyers
A
  1. Frigates: Submarines
  2. Submarines: Destroyers
  3. Destroyers: Frigates
23
Q

How mcuh mass does it cost to produce the following:

  1. Mole: T1 Land Scout
  2. T1 Air Scout
  3. T3 Spy Plane
A
  1. Mole: T1 Land Scout = 8 Mass
  2. T1 Air Scout = 40 Mass
  3. T3 Spy Plane = ~200 Mass
24
Q

Should you always click the repeat button on factories

A

NO

Only click it when you KNOW you want to endlessly spam units from that factory e.g., Frigates to win sea, ASF to win air, Land spam to win land. Otherwise you will forget it’s on and waste precious mass producing less effective units.

E.g., when you are a sea player, you might want a few early Interceptors to shoot down Bombers, a few Destroyers to kill Submarines and a few T2 gunships to protect against drops. However if you set these to repeat and forget, you will have wased a huge amount of mass on redundant units, meaning you havn’t produced enough Frigates to win sea.

25
Q

Can the (Cybran) Destroyer’s Anti-Torpedos defend against Submarines directly under it

A

NO, there needs to be some distance from the Submarine for it to work.

If the incomming torpedo is already too close to the Destroyer, the countermeasure will not work