Skilling units and building buildings properly

Romeo17
Romeo17
Skilled Warrior
Joined Jan 2012 Posts: 451
edited 17 Mar 2012, 4:33PM
My biggest reason why my base is underpowered are mistakes on upgrading units. So make this guide so that other will not do the same mistake as I did.

ACADEMY

Since the Gatling Truck is released, the Hercules is pretty much outclassed by it. For the same reason, the Academy is useless for later levels, except for ressource dumping

The only "must-have" infantry unit is the heavy gunner. Damage wise he deals more damage than two riflemen, it is great against infantry and later it can be used in bunkers against air units.
To deal against mortars early in the game, put any infantry unit closer to the mortar, basically sacrificing one unit so the other ones can attack it. (Max the unit out)

The Rifleman is cannon fodder later ingame. While useful in the beginning as a cheaper alternative to the heavy (2 Rifles have more HP than a heavy), it is useless in bunkers (poorer performance against aircraft + waste of space), and it gets one-shotted every time. So it should be only used as "cannon fodder", as a minesweeper, for mortar baiting and maybe for scouting.

The Rocket Launcher can be useful in the early game, as a anti-tank unit. As tanks get more powerful later on however, the rocket launcher gets useless. In bunkers, it can be useful early, since, when maxed out, are capable to attack most units from the bunker. Later, the Razorback, the Laser Tank and the Mega Tank can outrange them, so they are useless in bunkers.

The Flamethrower is not good, especially later on. While it has a insane amount of DPS and is fast too, it is it's range what limits them. A dead unit has a DPS of zero. While it is fast, has above-average HP for that time, by the time it can attack it is dead. When defences are down it can be used for destroying buildings, but that's it. And in Bunkers the low range limits them. They are fast, so mortar baiting works for them

Suicide bombers are quite useful. They are fast, have high HP for an infantry, and can deal a very large amount of damage, that when maxed out, can one-shot all units except air units and the Mega Tank. They have more a defensive purpose, basically mobile mines. Hidden in buildings as a surprise, they can be useful. They may get useless later on, as megas survive one hit and are capable of taking it out in one shot.

Snipers are purely defensive. They need to be maxed out to be any useful. Early, it cannot one-shot an infantry. Later, it can and it's range is good enough to take minesweepers and baiters out. Even light vehicles like the buggy and the Razorback can be seriously damaged by one sniper But that's pretty much it.

Hercs are now outclassed by Gatling Trucks. Unlike infantry, it CANNOT be placed in bunkers. They are expensive to upgrade too. Save your ressources and put them somewhere else

upgrade paths (Riflemen-Heavy-etc.-...)
Only the most necessary (only heavys)
1-8-0-0-0-0-0
1-8-1-1-1-8-0
1-8-1-8-1-8-0
(most useful)

TECH CENTER
Get this as soon as you can. There are more useful units in it.

Jackrabbits are completly useless. Nuff said. Basically an expensive "vehicle infantry" (Do NOT skill this any further than 1)

Rocket Buggies can be useful. Against lone mortars it can deal a good amount of damage. Later however, they are usually paired with a gun turret and buggies are fragile. For baiting only speed is needed. (1 is enough)

Humvees are a good anti-infantry unit. Later, it can be used against aircraft too. The Gatling truck beats them at any aspect, sadly (again, only 1 point on it)

Rhinos can be used early on (starter tank) to destory gun turrets once the power plant is gone. Later tanks are performing better.

Razorbacks are extremly useful in mid-levels. They can outrange gun turrets when maxed out. Mortar-Turret combos are outranged by the razorback too to assuming the mortar is NOT Level 9 or 10. They are fragile, making them bad units in a defensive scenario. They are useful against stand-ground units. Useless later, as the tanks can do the same and it is one-shotted by one mine.

Gatling trucks are basically a superpowered humvee. Perfect against air units, and can do serious damage to infantry too. Can be used on early against infantry, later on they are only an anti-air unit, but a good one (max it out if you need AA units)

Paladins are more of an anti-infantry tank. Again, later tanks outclass it too, those do so much damage that they will die anyway, regardless if they are good against it or not.

Laser tanks have one primary purpose, as an anti-tank unit. It can destroy one mega tank quickly, as it outranges it. They can be used to assist other tanks too. But it takes a lot space in your army, and if the tanks are NOT stand-ground, the laser tank is screwed.

Challengers are finally useful tanks. It can be used for almost everything in an attack, they outrange turrets and mortar baiting can be used so no tank will be damaged. Used best as a front-line unit. In a base it should be placed as a stand-ground unit at one turret. Since upgrading the Mega Tank takes almost forever, use this first.

Mega Tanks are the ultimate and final weapon in this game. Same tactics as the challenger. Unfourtunately, it takes a prohibtively amount of ressources and time to get it to level 6, where a mega can outclass a level 8 challenger. And maxing it out requires the maximum amount of metal in this game. But it will be worth it. The only danger to it, like any other tank, are air units.

Paths, same as above
most necessary to most useful (Jackrabbit-Buggy-[...]-Mega Tank)
1-1-1-1-1-1-1-1-1-8
1-1-1-1-1-1-1-1-8-8
1-1-1-1-8-1-1-1-8-8
1-1-1-1-8-8-1-1-8-8
1-1-1-1-8-8-1-8-8-8

Paticence is very important.

Air units

Wing drones are only useful in a suicide attack. Even then, building new ones takes forever.

Cobras and copter drones are the only real useful unit. Here, it is up to your preference. Either take the copters for shorter build time, higher DPS and faster research or take the Cobras for more speed, HP and higher range. I prefer the cobras for its higher range (again, a dead unit has a DPS of 0)

Thunderbolts have been nerfed recently. Now useless, as they do not have enough range to outrange the AAs and the Turrets.

Raptors, like all final units, are expensive and long to upgrade. The helicopters can do the same, so don't waste your ressources on the Raptor.

Paths
1-1-8-0-0 (cobras)
1-8-0-0-0 (copters)

BUILDINGS

Command Center
You will need to upgrade it, to upgrade buildings and unit levels further, to build more turrets and mortars. Do it when you have enough ressources. (Max it out at all costs)

Power plants are needed to power buildings. Later on, up to three can be bulit. Build three, but max one out. The one powerful plant (Level 9 or 10) should be defended at all costs.

Oil and Metal Factorys are your preference. If you farm a lot, then you won't need them. If they are destroyed in an attack, all ressources in it will be looted. Higher levels will give them more time to produce ressources until they will stop. Their priority isn't high.

Storage buildings are important, as you need enough storage to max certain units out (the mega tank needs all 27,010,000 metal) and to max certain buildings out. It can be useful in a defensive scenario too as high levels will give the attackers an illusion that you have less ressources and thus, is less likely to be attacked. Upgrade it when you need it.

Barracks can be left at level one because heavys take be taken for no time at all. War Factory can be maxed out to repair units faster, if you need them quickly (later on), Airfields can be maxed out too if you need to build cobras faster. But their priority isn't that high.

The Academy. If you only need heavys, upgrade it up to level 4. If you need snipers, you will have to max it out. Priority isn't high, at least compared to the Tech center

The Tech Center. Since you do the upgrading at there, it is important. Maxing out is required to max the mega tank out. Upgrade it, when you need it, when no unit can be researched further at that level.

The Mine Factory. First max your mine out. Max the building out to get the maximum amount of mines.

Turrets are used against air units. Mortars against ground units. Both of them should be upgraded quickly, as they do not take a lot time. When the Mortar is level 9, it can attack razorbacks, even when they are behind a gun turret.

Bunkers function like the Gun Turret, but they are filled with units. They get a 40% range boost. Fill them with heavys, to get an AA building, and one sniper for those minesweepers. Max them out, it can take time, but is worth it.

Bars can be left out completly. They are not good for testing the defences out, even when maxed out.

Walls can be useful to prevent deploying units at that location. Since later units can one-shot these things, maxing out is a waste of ressources, but ressources can be "dumped" on it when you have too much of it and when you cannot spend ressources at all when they are already building, upgrading, producing, etc. It is better than nothing after all.

Radio Tower. Works like a wall. It is cheap too.

Priority (most important to least important)
-Command Center
-Turrets/Mortars/Bunkers
-Mine Factory
-Tech Center (when needed)
-Storage building (when needed)
-Power plants (when needed)
-Factory buildings (depends on user)
-Airfield, War Factory
-Academy
-Walls
-Barracks
-Go go Bar

TL;DR version
Only max the heavys out, with snipers and suicide bombers when you need them. Max the challenger, the razorback, the gatling truck and the laser out, and later the mega. Max the CC out, then the defensive buildings, upgrade the tech, plants and storage buildings when needed.
  • Romeo17
    Romeo17
    Skilled Warrior
    Joined Jan 2012 Posts: 451
    [Post reserved for further additions]
  • Leonel Carbajal
    Leonel Carbajal
    Greenhorn
    Joined Mar 2012 Posts: 2
    Thats not true, the gunner isnt the "must have" infantry unit, because once the bunker is taken out it takes about 3-4 shots from lighter tanks. Most players dont have the gattlin truck, so their most important infantry unit isnt the gunner but the hercules. Even though it cant b place in the bunkers they can still hold their own. A hercules thats half way leveled up will last longer then 4 fully leveled gunners (per space ratio). Only drawback is its build time, but that doesnt matter during the time you get attack, and what you want is something that will last longer in battle.
  • LarsB
    LarsB
    Unicorn Overlord
    Joined Nov 2011 Posts: 15,313
    Thats not true, the gunner isnt the "must have" infantry unit, because once the bunker is taken out it takes about 3-4 shots from lighter tanks. Most players dont have the gattlin truck, so their most important infantry unit is the gunner but the hercules.

    you don't understand the importance of bunkers i believe....
    WC: Lvl: 35 User ID: 933725 Sector: 38
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  • Vex
    Vex
    Minor Nuisance
    Joined Feb 2012 Posts: 205
    I couldn't begin to tell you how you're still wrong about so many things in this thread.
  • Phil3822
    Phil3822
    Greenhorn
    Joined Mar 2012 Posts: 8
    Wrong or right I would find information on whats worth upgrading as useful. If this thread is wrong can you correct or point us in the right direction?
  • Vex
    Vex
    Minor Nuisance
    Joined Feb 2012 Posts: 205
    Phil3822 wrote: »
    Wrong or right I would find information on whats worth upgrading as useful. If this thread is wrong can you correct or point us in the right direction?

    Yeah. I didnt mean it's all inaccurate simply some flaws. Here are some:

    "The Flamethrower is not good, especially later on. While it has a insane amount of DPS and is fast too, it is it's range what limits them. A dead unit has a DPS of zero. While it is fast, has above-average HP for that time, by the time it can attack it is dead. When defences are down it can be used for destroying buildings, but that's it. And in Bunkers the low range limits them. They are fast, so mortar baiting works for them"

    (Flamethrowers are always a useful unit. Since you dont need to always deploy maximum amount of units in an attack, they potentially make better mine sweepers for one. They are excellent at leveling buidlings once you have cleared nearby defenses, and the contstant flame kills all final stand units after the building is destroyed. Also at a level 5 barracks, they are instantly produced, so we are talking about an instant 1200+dps per click. Finally, they excell vs units like razorbacks and rocket launchers.)

    "Barracks can be left at level one because heavys take be taken for no time at all. War Factory can be maxed out to repair units faster, if you need them quickly (later on), Airfields can be maxed out too if you need to build cobras faster. But their priority isn't that high."

    (You need a level 4 barracks to upgrade you bunkers to level 4-5. Bunkers are a must. Also as a side perk, as stated flamethrowers at a level 5 barracks are insta produced, and getting suicides out quicker is not a bad deal either.)

    Theres other issues I'll add later on.
  • Leonel Carbajal
    Leonel Carbajal
    Greenhorn
    Joined Mar 2012 Posts: 2
    LarsB wrote: »
    you don't understand the importance of bunkers i believe....

    Dont take me wrong, i understand the importance of the bunkers. Its just that the gunner isnt the must have infantry unit. I have my bunkers filled with rocket launchers(9 a piece since they're level 2), with each 1 with 3 hercules for air cover. I dont use gunners, not saying that they're useless but they aint the "must have", but they dont last long with out the bunker.
  • Romeo17
    Romeo17
    Skilled Warrior
    Joined Jan 2012 Posts: 451
    Dismiss this thread. Close it. Delete it. That's it. Confused RTS with RPGs (at least in that aspect). Not going to make more guides. Hate that guide that I wrote. Sorry for wasting your time
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