COMMANDER Technically, you can't make a commander, you just start out with one. In the beginning of a skirmish or Multi player game you will start with only your COMY. He is equipped with a D-GUN weapon and is the only unit that can capture enemy units. The capturing is self explanatory, but the D-Gun is a weapon only the commander has. It can destroy any unit in one shot, but takes 450 energy to fire. Useful in the event of an attack. Also if the commy dies you typically lose automatically if the game is set to continue in the event of his death, then you will probably lose anyway considering his explosion will kill most of your base (it's huge) and his high speed construction output would be sourly missed. The commander can make the most basic structures and defenses. Of course since you need him:*****
CONSTRUCTION K-BOT LEVEL 1 This unit is a basic construction unit that makes structures and turrets that are slightly more advanced than a commander's. Unfortunately, it has a lower nanolathe (construction output) than a CON. vehicle. The only reason that you should make a CON. K-bot is to upgrade to an advanced K-bot lab. This unit also has low health and move speed. It can be out run by every unit except a CAN, SUMO, or CRAWLING BOMB. When you consider that there are more than 150 units in TA, this thing is pretty slow.**
PEEWEE Although this is the ARM's basic infantry K-bot, I must say that it can kill every CORE level one K-bot as long as it is in the hands of at least a competent player, Likewise it can even take on some CORE level two K-Bots and come out on top. It's armament consists of two EMGs (energy machine guns) and can use them with deadly accuracy. A good way to use these fast firing weapons is to run the PEEWEE in a circle around an enemy unit avoiding the enemies lasers and hammering them with your own EMGs. The PEEWEE is the most effective tech one infantry you can make (many people say the WARRIOR is but when you think about the fact that you can make three PEEWEEs for one WARRIOR, that advantage disappears) unfortunately, every great unit has it's weakness. For the PEEWEE this is light armor. It holds out well in the first half hour or so of the game but once the advanced units begin to appear (such as the CAN and the MORTY) it's toast. The PEEWEE makes up for light armor with speed, but it's weapons do not have the range to avoid close combat, so they will die going up against a CAN or SUMO. A good way to use PEEWEEs is to raid the enemy early on in 5-10 PEEWEE groups supported by three or so ROCKOS. A player who LOVES to raid enemies early on is Thinair, who is commonly seen on WAR ZONE, one of TA's multiplayer providers. Another PEEWEE strategy is to run right up to a heavy tank and watch as the PEEWEE steadily mows down it's health and the Tank shoots over it's head. counter PEEWEEs with CANS Heavy laser turrets and aircraft****
ROCKO This is the Arms Rocket launching K-bot. They fire a high damage, but unfortunately unguided, rocket. This means that they are utterly useless against mobile targets. They are, Thankfully, good at targeting turrets and structures. They can also shoot beyond their line of sight, which means that they can sit back, relay, and completely annihilate a turret as long as a scout unit is providing line of sight for them. This will not work on Missile and plasma batteries though, because they actually have a longer range than ROCKOs. These units are semi-fast and are a fine complement to a raiding force of PEEWEEs. They can also be used, though not as effective, by themselves. It has decent armor too. Use them to Destroy Turrets and structures. A good combo is to use some FLEAS to scout for ROCKOs, PEEWEEs should also be used for escorts. Counter ROCKOS with Plasma batteries and Light Tanks.***
HAMMER ARM artillery K-bot it is short ranged compared to other artillery units, and it is not commonly made in TA. It is slow and pretty useless. Many argue that it is good in large numbers, but so is a PEEWEE and PEEWEEs cost much less. It also has light armor, and cannot fire without first "unplugging" it's twin light cannons. Do not make this unit. However, do not think the same should be said for the CORE variant; The Thud. The THUD is virtually the same but it has the rare ability to climb straight up a cliff, which is very useful, because you do not have to pay for an air transport to move some artillery into a strategic position, or if your hiding. All in all the HAMMER gets only one *
JETHRO Arm AA K-bot fires a low damage guided missile. This is not very good at it's job and Missile vehicles are much better. Thinair, previously mentioned, always makes one of these at the beginning of a game before he makes a CON. K-bot so the enemy can not swoop in with a Air transport and capture your technology. Other than this it is useless. DO NOT MAKE. *
WARRIOR Arm medium attack K-bot. Good armor but not enough speed it also has a bad armament: one (only one) EMG and a grenade launcher that doesn't really work all that well. It is also expensive and takes time to build. If not for the armor it would be useless. I do not typically make these and there's good reason for it: The resources would be better spent on upgrading to an advanced K-bot Lab. Counter with PYROS, Aircraft, and tanks.***
FLEA I once heard Fleas described as: What's a Cavedog without Fleas? The FLEA is a small, inexpensive scout unit. It is the smallest unit in the game, other than perhaps a crawling bomb. They are VERY fast and can climb straight up a cliff to a place where your opponent may have thought that only AA would be needed to defend. They can then destroy the Solar collectors and Metal extractors at that region at your leisure. Unfortunately, it has non-existent armor and will get chewed up by..... Anything. So make a few of these to scout, but don't overdue em. Even if they are the cheapest unit in the game there is still that annoying little thing called a unit limit. This can be modified, but to many units will cause the connection to lag. so a horde of a thousand fleas is definitely not a good idea.****
Ok Paul, pretty good!
ReplyDeleteOnly a couple things: Only 3 *s for rockos? These are the ultimate horde later game offensive unit- they can be easily mass produces, and chew up any base.
Other thing: 4 *s for the flea? A tad overdo if you ask me... ;)
The other thing: counter warriors with Pyros? Whered you get that, mate?
P.S. I'm glad to be publisized! ;)
P.S. Can you invite me to post? I might have a few quirks to shed light on...
ReplyDelete(i.e. You know what happens when you suppress fire on one of your own under construction advanced metal makers?)
I agree. 4*s for a flea? Outrage.
ReplyDelete3*S FOR ROCKOS?! I think at most a five.
True, Hammers have to unload and everything, but I'd give them 2*s.
since when does fizz like TA? and what exactly do u want to post ben?
ReplyDeleteWell...
ReplyDeleteOne thing would be, if you're building a Moho Metal Maker, and it has enough health to survive, supress fire at it once with a nearby Missile Tower. It then starts metal making, while under production... (This opens up possibilities...!)
But other less known tips and tricks
I.E.
ReplyDeleteOff screen aircraft, bertha health maintenance, nanoblocking, colossus power, leveler lobbing, etc, etc...
leveler lobbing?
ReplyDeletexD
ReplyDelete(short but sweet))