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Shag^
05-20-2007, 02:22 PM
Hi guys .

Let me start to say that i am new to this forum and would like some sort of dictionary? heh..

I'm also new to all these tactics etc. because I have allways played vs AI.
So if any of you would post some basic tips and build orders I would apreciate it alot.

Thx ;)

Me Myself & Pi
05-20-2007, 02:35 PM
Just keep practicing with skirmish players. If your having any problems, then you need to be specific about them.

P.S. You can look at previos threads that other people have shared.

EliteGi
05-20-2007, 02:58 PM
Hello! Interesting username you have yourself there...

Anyway, welcome to the forums. Basically the best way to get better online is to practice. Get used to playing as quickly as you can (basically he who is quicker, uses the best tactics and micromanages (manually controls) his units the best will win). For tactics you can read these forums for different ones, some of the members here are pretty good players I understand.

You can also watch some replays on gamereplays.org to see directly what some of the better players do in certain situations.

Most importantly - have fun playing the game! Too many people try so hard at getting better that they forget it's a game, here for your enjoyment! :)

Daishi
05-20-2007, 03:37 PM
Edit: Don't read this message unless you also think you're in the RA2 forum :dizzy:

Shh Me Myself.

Well, for starters, I recommend you stay out of TOE games. It's a totally different game being played, and at that, one that requires far less skill. And the balance chart is stretched considerably by no-rush games, with the Soviets becoming quite disadvantaged.

Now that I've got you playing real RA2/YR, here's the breakdown.

1. Yuri is easily the most powerful nation in the game. But his unique units are really easy to abuse. A perfectly-microed Yuri mix is theoretically unstoppable without the use of superweapons. In the meantime, Yuri's naval game is heavily imbalanced when they enemy knows how to properly boomer-rush your base, forcing you to spend much extra money to have a chance against it.

Yuri also boasts the most powerful support structures in the game. His cloning vats and genetic mutator can fund him with infinite cash, generated from massed initiates, or even slaves, when time is of the essence. Speaking of which, the slave miner gathers quickly and easily, and makes base-stretching to your ore an unnecessary endeavor. And the Psychic dominator manages to be more devastating than the other factional superweapons, mostly because it is applied instantaneously.

Masterminds > rhino spam
Gattling Tank > any number of terror drones, air units, or massed infantry.
Chaos Drones or viruses > desolators and other walking infantry.
Lashers + Magnetrons + gatts > pretty much everything else.




2. The Allies, led in power by America and Korea, are most tended towards the late game. They have very powerful combos then, which are even unstoppable be some factions. The problem is getting that far. You want to know what your enemy is doing and prepare your strategy accordingly. Otherwise, you may not advance to the late game.

massed mirages > rhino spam
Massed GGIBattleFortresses + Prisms > Yuri mix.
Massed Dolphins > everything on late game naval.
Harriers/Black Eagles > transport strategies.
GGIBFs on a hill > everything that's not Yuri.




3.Soviets. Rhino spam. Simple enough, right?

Now when you're fighting Yuri, rhino spam won't work. You have to use some outlandish tactics.

Rhino spam > all early/mid-game allied strategies
subs + sea scorpions > allied early-game naval
terror drones > unprepared yuri forces
desolators + flak track > Allied late game units, unprepared yuri units.

Speaking of which, the non-Iraq Soviets are actually quite underpowered without desolators to help them out. They have to focus on keeping the initiative out of Allied hands.


Allied + Yuri is the most powerful team. Yuri + Yuri is second.


Not going into too much detail.

EliteGi
05-20-2007, 03:40 PM
Shh Me Myself.

Well, for starters, I recommend you stay out of TOE games. It's a totally different game being played, and at that, one that requires far less skill. And the balance chart is stretched considerably by no-rush games, with the Soviets becoming quite disadvantaged.

Now that I've got you playing real RA2/YR, here's the breakdown.

1. Yuri is easily the most powerful nation in the game. But his unique units are really easy to abuse. A perfectly-microed Yuri mix is theoretically unstoppable without the use of superweapons. In the meantime, Yuri's naval game is heavily imbalanced when they enemy knows how to properly boomer-rush your base, forcing you to spend much extra money to have a chance against it.

Yuri also boasts the most powerful support structures in the game. His cloning vats and genetic mutator can fund him with infinite cash, generated from massed initiates, or even slaves, when time is of the essence. Speaking of which, the slave miner gathers quickly and easily, and makes base-stretching to your ore an unnecessary endeavor. And the Psychic dominator manages to be more devastating than the other factional superweapons, mostly because it is applied instantaneously.

Masterminds > rhino spam
Gattling Tank > any number of terror drones, air units, or massed infantry.
Chaos Drones or viruses > desolators and other walking infantry.
Lashers + Magnetrons + gatts > pretty much everything else.

2. The Allies, led in power by America and Korea, are most tended towards the late game. They have very powerful combos then, which are even unstoppable be some factions. The problem is getting that far. You want to know what your enemy is doing and prepare your strategy accordingly. Otherwise, you may not advance to the late game.

massed mirages > rhino spam
Massed GGIBattleFortresses + Prisms > Yuri mix.
Massed Dolphins > everything on late game naval.
Harriers/Black Eagles > transport strategies.
GGIBFs on a hill > everything that's not Yuri.

Soviets. Rhino spam. Simple enough, right?

Now when you're fighting Yuri, rhino spam won't work. You have to use some outlandish tactics.

Rhino spam > all early/mid-game allied strategies
subs + sea scorpions > allied early-game naval
terror drones > unprepared yuri forces
desolators + flak track > Allied late game units, unprepared yuri units.

Speaking of which, the Soviets are actually quite underpowered without desolators to help them out.

Not going into too much detail.
Haha great. Just great!

Wrong forum mate. :p Haha, it's happened quite a few times now but this is a cracker.:lol:

Daishi
05-20-2007, 03:49 PM
Holy ****. :looklive: I need to take a break from the Internet, I'm going too fast :lol:

Allow me just to say that strategies that work against the AI will not work as well in real matches, and strategies that work in real matches will not work as well against the AI.

Sqwerlpunk
05-20-2007, 04:35 PM
I loved that post Daishi :D, and shag, the best way to learn tactics is through watching replays or talking to us... :), and if you don't understand all the weird abbreviations just look at the context and try to apply it to an upgrade/unit/building/faction in the game.

Zancloufer27
05-20-2007, 04:45 PM
Well you have to play online. Get onto ZH online and make a game in the 1v1 server on the Map Tourny Desert. NO RULES.

Now for some Build Orders to get you started:
As China:
D1> Powerplant>supply 1> supply2
D2> Forward Rax>Middle supply>Warfac
Standard 3 supply BO. Slow, but picks up. Best to sell CC, and good vs most factions.
Another:
D1> Power> Supply 2 > Warfac 2
D2> Supply 1 > Warfac 1
Duel supply/Warfac BO. Best as tank
New one:
D1> Power > Supply 1 > Airfield
D2> Forward Rax > Center supply > Another war Fac
D3> (Sell command center) Supply 2 > Flank WarFac
Very slow BO, but if not stopped is shear ownage as any player. Use the Airfiled to get Helixes, or Migs if the enemy is USA

Since your new you need to be better at map awareness. Don't sell you Command Center until you can play without radar. What you build depends on the faction. Tank Make Battlemasters and Dragons/Gatts vs china, or no BMs vs Inf. Vs USA do a Troop crawler/Gatt/Dragon Combo, and mix in some Tank Hunters. BunkerHelix with Tank Hunters is awsome. Migs own Humvees and getting a gatt behind an USA Supply is ownage. Run over GLA workers and what not. China is the easiest side to be so start with Nuke/vChina/Tank. Thats the BOs that are used comonly.
D=Dozer
Supply 1/2/center= On Tourny Desert there are 3 supplies/player. A center one in the middle, supply 1 which is a 40K dock, and supply 2, which is a 20K dock. Make the supply close to the dock but not too clos, so trucks can fit in. Make 2 trucks per supply, maybe a 3rd one.
Forward Rax: Rax=Barracks. Forward Rax is a barracks near the middle of the map.
Gatt: Gattling tank
BM : BattleMaster
TC = Troop Crawler
Lix = Helix
Gat/Bunker/Prop lix = Helix with Gattling Cannon/Bunker full of Tank hunters/Propaganda tower

Note: These are just General BuildOrders to get you started. If you need a Specfic BO for a match up post, and then we can give you a better one.

SunnyInc.
05-20-2007, 06:08 PM
Heres a hot tip: don't use any of zan's BOs unless you want to get spanked.

Edit: Daishi's strat was sexy. Too bad it was RA2... :p

Zancloufer27
05-20-2007, 06:36 PM
And being spanked is a good thing how?

SunnyInc.
05-20-2007, 06:41 PM
And being spanked is a good thing how?

It isn't.

Derek
05-20-2007, 06:51 PM
Now for some Build Orders to get you started:
As China:
D1> Powerplant>supply 1> supply2
D2> Forward Rax>Middle supply>Warfac
Standard 3 supply BO. Slow, but picks up. Best to sell CC, and good vs most factions.
Forward rax with China? That doesn't work against anything, I've tried it plenty, it gets beaten so easily. If you're going mid always go supply first followed immediately by a WF, get those tanks out as fast as possible.

Since your new you need to be better at map awareness. Don't sell you Command Center until you can play without radar.
You'll never learn to play without radar if you always have your radar to begin with. Always sell your CC, thats the only way you'll learn to play without it.

yurihomer
05-20-2007, 07:52 PM
forward rax probably work for usa. not china. doubt will work for gla.

for china and gla, if u want to go into the middle, you better go with supply depot and a war factory.

Derek
05-20-2007, 08:06 PM
forward rax probably work for usa. not china. doubt will work for gla.
Not unless you plan to Gatt/TH spam, which isn't all that effective in ZH unless you can seriously out economy him, in which case it is incredibly deadly. Standard China builds vs. USA should have no rax until Lotus.

yurihomer
05-20-2007, 09:20 PM
well, vs usa, i think u can get 5 tank hunters with barrack, then get a troop crawler from the war factory. but can be easily stopped by building a fire base.

mid barrack might work vs china if u have luck, because u can garrision the structure, but they will prob get a dragon tank and burn everything u build to the ground.

n3m3sis
05-20-2007, 10:02 PM
Don't play AI
Don't play no-rush

You will lose a lot at first, but if you look at why your opponent won, and incorporate that into the decisions of your next game, you will get better and better. Once you can maintain a 50-50 ratio you should start looking for tactics and strategies. Before that it's no use. You have to understand at least the basics of online play before incorporating other peoples ideas into yours.

drgNz~
05-21-2007, 12:12 AM
^ pretty much.
Just start spamming online games with no rules, against half-decent players and selling your CC.