I'll post small articles in an anarchic order. Some may have no formatting at all. I'll try to post once a week. This thread is intended to make small articles to incorporate them in my next guide. If you have any pictures or sections requests, feel free to post.
Here's my first article:
General base building strategy
-The command center should be protected first, then the storage and the reactors. A destroyed reactor can reduce your energy production and even put you in energy deficit. An energy deficit reduces the rate of fire of your defenses so they deal less damage per second.
-Make sure that one power plant can power your whole base. Don't upgrade your metal factory and oil pump past level 6.
-Pair towers so gun turrets will cover mortars and mortars will cover gun turrets.
-Place mortars behind gun turrets.
-Put units in bunkers. Recommended mix is 6 heavy gunners, 6 rocket launchers and 3 snipers.
-A bunker full of rocket launchers can act as a mortar while a bunker full of heavy gunners can act as a gun turret.
-You can put flamethrower or suicide bombers to make a surprise to the attacker.
-Spread your units so they won't be able to be killed by splash damage.
-Use hercules and gatling guns to defend versus air.
Different types of bases and concepts:
The base of very early dp:
-All you need to do to get dp fast is to put useless buildings next to defenses so they'll be destroyed with defenses and will contribute to an early dp. Metal factory and oil pump can be considered as useless buildings because they eat up almost all your energy and have a lot of health so they need to be destroyed to contribute greatly to dp.
The anti-tank base:
Green rectangle with T is a tank. The arrow is the path that it'll follow because it's the fastest path if the tanks doesn't destroy buildings. The circles are defenses. Outside the base, there's a "belt of walls" that are put in a way to be anti-splash but still block tanks. Tanks take forever to turn so a base that have "a pathing" that makes the tank turn a lot is slightly more anti-tank. If the attacker don't want to follow the pathing, he'll have to destroy some buildings and useless destroyed buildings contribute to dp. The design made with Paint (I made it really fast) isn't a design that could be reproduced in game. It's just an example of type of design you could use.
The Red Sun:
R-> Power plants
The walls split the base in 6 because you can deploy from 6 locations.
Each wall consist of 4 buildings.
Circles are defenses. Defenses are paired. Mortars are behind the gun turrets.
The concept of that base is simple. The attacker will have a choice to make. Or destroy a "a wall" or go in the hallway that leads directly to turrets but have walls that block it. After the attacker destroys a section, he would need to destroy a wall to move to another section. That base lay out is a modified version of the circle where useless buildings have more use.
Gaps: Just place your walls blocks/buildings so there'll be small gaps between them. Tanks like Mega tanks won't be able to pass. I haven't tested for other tanks, use the gogo bar to know the "size" of an unit. Gaps allows you to less waste space.
Some concepts of baiting:
You need a resource gatherer (X), a mortar (o) and a laser truck (z). This is how it should look. X o Z
The concept of that is simple. The attacker attacks the mortar so go really near the resource gatherers. Lasers trucks have more range so they profit that tanks are near the resource gatherer to attack them while the attacker cannot because the resource gatherer blocks him. Forts are for ranged units like laser trucks.
Make a mix of flamethrower/suicide bombers and tanks:
Flamethrower and suicide bombers are deadly so the attacker will always attack them first. That's the only way of baiting the attacker. Suicide bombers and flamethrower have kinda high health and they doesn't take a lot of space. The only disadvantage of them is their high cost.
How to "hide" units or defenses?:
The goal of hiding units is to confuse the enemy. To hide troops, you can move a building, move troops in the previous location of the building, then place the building over the units. Some people say that this don't works because of a glitch that makes your units move. I don't know really if "hiding" units works. To hide defenses, you need to find some high building (e.g.: command center) and put it behind. You can also use that for troops. If you manage to fully or almost fully hide your troops/defenses, the attacker won't be able to target them until the building that covers them is destroyed/damaged or that the troops decided destroy them on their own. Keep that in mind because "hiding" is very useful. Good units to hide are hercules, flamethrowers and suicide bombers.
How to place mines?:
The first thing you should do when you got the mine factory is to upgrade mines until they're shaped charge. That's kinda easy and is really worth it. Also, increasing the capacity of it is important because it allows you to put more mines. More mines-> More chances that a mine will be triggered in a attack -> More mines triggered in attack.
There's 3 ways to place mines:
Random: Place mines randomly
Clusters: Place them in groups to make sure the tanks will hit multiples mines at the same time so they'll be completely destroyed.
Mines+walls/buildings: Put them between buildings or walls. The attacker may go through the entrance you created and hit the mines or if he's smart, he'll trigger the mines or destroy the buildings to not hit the mines.
-Near spawn point-> Few attackers except that so they spawn many tanks and they all die and that's kinda depressing for the attacker so he may not attack you after.
-Near defenses-> The attacker always try to attack defenses so your mines may have more chances of being triggered.
-Outside base-> Depressing for the attacker if troops die before doing damage.
-Inside base-> The attacker don't have time to mine sweep so less mines will be triggered by infantry.
-Entrance/pathing-> Put them inside a pathing because the attacker may follow the pathing and hit all your mines. Put them inside an entrance so there's more chances the mines will be triggered.
Bunker of death:
Put walls like that:
X X X
X X X
near bunkers. Maxed walls prevent the attacker of shooting above the wall. With that wall design, the attacker won't be able to shoot at your bunker unless he destroys the walls. Also, when walls are put in that pattern, they're anti-splash.
If a base is 50% damaged (total health of all your buildings) -> 18 hours
If a base is 75% damaged (total health of all your buildings)-> 36 hours
-Rogue faction's bases don't work the same way than player's base. When you destroy the command center in a rogue faction's base, the base disappears after the attack ends even if you haven't destroyed everything that holds resources. When you destroy a command center in a player base, it does nothing.
-The command center have a lot of "health" but gives a lot of resources. That means that you could use his "health" to block enemies. Command center that are in center of bases already block enemies.
That's all for today! If you have any pictures, quotes or other cool stuff that I could use in my guide, post it here or message me. I'll give you
credits for it!
P.S.: I just made a signature.