A pretty long tutorial, sorry but for anyone who doesn't have the time to watch it all here :) #5 Minigun mech rush (needs anti air mechs) #4 Heavy tank rush with other tanks mixed in #3 Gunship rush (good for supporting #4 and #5 #2 Claim middle and as much of their base as possible #1 Fire bees and a lot of income (Needs lots of factories) Btw, I didn't rate any of them, they are ordered randomly
Great tips buddy! I use tank rush a lot, one thing that verys is map strats, if its shore to shore or many islands, early battle ship with missle ship support can be devastating to an unprepared player, follow it up with builders in a landing craft and start making tanks or heavy tanks, your choice
early game: in multi, gunships are great ambushers, by that i mean a surprise attack on an unsuspecting opponent where his AA defenses are minimal. mid game: you can take down the command center if you mix in 5-7 heavy interceptors, as a distraction, with 10-15 gunships. the AA defenses will attack the interceptors while your gunships go to work. mid and late game: they are great at exploiting soft targets i.e. factories and fabricators once AA defenses have been brought down or lightened up. the great thing about gunships is that they build fast and are relatively cheap ($800), so you can build a nice group of them early and pull off a nice raid. another great thing is that they are cheap enough to sacrifice on a suicide raid. 10 gunships cost $8,000, so if you can do 10,11, or 12 thousand worth of damage then it wont matter if you lose all or most of your gunships in an attack. their armor is relatively low, so they arent good at blind front line pushes. you need to know your enemies defenses and whether you can move in first, so gunships arent like heavier units in that kind of way, 3 T-2 AA turrets pretty much eliminates the effectiveness of gunships, so this is where the scouting comes. make sure minimal AA turrets are within range of the enemy targets you are poised to attack. also firebees do have a counter: heavy interceptors absolutely annihilate them. 1 vs 1 the firebee obviously wins, but you can make 10 heavyinterceptors ($1,200 each) for the cost of 1 firebee ($)12,000, and 10 heavy interceptors will devour a firebee instantly before the firebee can even kill 1 heavy interceptor. i never have an issue with firebees. last night this guy made 4 and i took about 12-15 heavy interceptors and munched on them. no problems... i much prefer the T-3 shielded hover tank because if properly supported with amphibious jets it can be devastating in a base...just 1 shielded hover tank can be devastating and the cost is less than 2 firebees at a quicker build time. super late game, i much prefer spiders than firebees because spiders can walk down t-3 defenses and firebees cant. spiders can build lines of artillery turrets quickly and overwhelm enemy bases, while firebees get smoked by t-3 AA turrets. also, when a spider explodes it completely wipes out the airforce that was attacking it. my spider killed 30 amphib jets last night when it finally exploded after already easily doing at least 50k worth of damage to my enemy. so thats about 104k damage for the price of one 70k spider, not to mention that now my enemy had a line of AA and artillery turrets built right at his front door shelling his front line!
Good points overall, but what I mean with fire bee late game is at the very end, (what you refer to as super late game), at this point you can get to unit cap fairly easily so while your opponent does get cost effective trades with heavy interceptors, they will have approximately the same amount of forces (I think base unit cap is 500, so it would be around 500 fire bees to 500 heavy interceptors) another problem with that is to fight even 100 fire bees you would make probably 3x heavy interceptors (based off of your strategy) meaning you would be left with probably 200 units that can only attack air once you include casualties, and if your opponent has a land rush prepared (maybe full flying fortresses) they can land in your base and you will have a bunch of unuseable units (if they manage to land the fortresses soon enough). This doesn't necessarily cause you to lose the battle, but it certainly puts you at a disadvantage. With the spiders if you can make it long enough 500 of them will beat 500 fire bees, but I prefer fire bees because you can produce 500 of them much faster and earlier on in late game, as well as being much more mobile. I see where I should have worded it differently when I said they didn't have a counter though, and apologize for that. Of course this is just my opinion, thanks for taking the time to share your insights and correct my mistake :)
But each strategy has a weak point I used the tank rush method and enemy player used flame mech mixed with artilleries he easily wiped my entire tanks I built more than 50 heavy tanks
I made a strategy myself called "clonewars style strategy" where i use flying fortresses as gunships and some carrying experimental spiders, i usually use tanks to fill my flying fortresses the pros are: you can transport alot of guys and the cons are you will get more casualties ok.
Gunship rush is a good strategy but it gets outplayed by a single trio of flaks,i doesn't matter how much do you spam,it isn't enough to take even one of them down,pairing with laser and a repair station,this three little guys have an effective defensive cost againts gunship spam of nearly infinite capital
@@Vox777 well its very hard to enter a random person's match and some servers are auto servers which is where alot if Chinese dudes are and when you host a game it tells that ur server is closed to the public even tho its public server so.. but theres already a video for fixing those problems
Just keep the ships out of range of enemy units, early game they're good for harassment but properly protecting them from amp jets and air can be difficult if you don't have enough income
@@Ch4g-u5w I think it was something like "What kind of kindergarten is this?!?" I think he's most likely competitive 1v1 player and this is a video more for 3v3s-5v5s
A pretty long tutorial, sorry but for anyone who doesn't have the time to watch it all here :)
#5 Minigun mech rush (needs anti air mechs)
#4 Heavy tank rush with other tanks mixed in
#3 Gunship rush (good for supporting #4 and #5
#2 Claim middle and as much of their base as possible
#1 Fire bees and a lot of income (Needs lots of factories)
Btw, I didn't rate any of them, they are ordered randomly
Great tips buddy! I use tank rush a lot, one thing that verys is map strats, if its shore to shore or many islands, early battle ship with missle ship support can be devastating to an unprepared player, follow it up with builders in a landing craft and start making tanks or heavy tanks, your choice
Thanks, and great advice, especially since I didn't cover naval at all :p
early game: in multi, gunships are great ambushers, by that i mean a surprise attack on an unsuspecting opponent where his AA defenses are minimal.
mid game: you can take down the command center if you mix in 5-7 heavy interceptors, as a distraction, with 10-15 gunships. the AA defenses will attack the interceptors while your gunships go to work.
mid and late game: they are great at exploiting soft targets i.e. factories and fabricators once AA defenses have been brought down or lightened up.
the great thing about gunships is that they build fast and are relatively cheap ($800), so you can build a nice group of them early and pull off a nice raid. another great thing is that they are cheap enough to sacrifice on a suicide raid. 10 gunships cost $8,000, so if you can do 10,11, or 12 thousand worth of damage then it wont matter if you lose all or most of your gunships in an attack. their armor is relatively low, so they arent good at blind front line pushes. you need to know your enemies defenses and whether you can move in first, so gunships arent like heavier units in that kind of way, 3 T-2 AA turrets pretty much eliminates the effectiveness of gunships, so this is where the scouting comes. make sure minimal AA turrets are within range of the enemy targets you are poised to attack.
also firebees do have a counter: heavy interceptors absolutely annihilate them. 1 vs 1 the firebee obviously wins, but you can make 10 heavyinterceptors ($1,200 each) for the cost of 1 firebee ($)12,000, and 10 heavy interceptors will devour a firebee instantly before the firebee can even kill 1 heavy interceptor. i never have an issue with firebees. last night this guy made 4 and i took about 12-15 heavy interceptors and munched on them. no problems...
i much prefer the T-3 shielded hover tank because if properly supported with amphibious jets it can be devastating in a base...just 1 shielded hover tank can be devastating and the cost is less than 2 firebees at a quicker build time. super late game, i much prefer spiders than firebees because spiders can walk down t-3 defenses and firebees cant. spiders can build lines of artillery turrets quickly and overwhelm enemy bases, while firebees get smoked by t-3 AA turrets. also, when a spider explodes it completely wipes out the airforce that was attacking it. my spider killed 30 amphib jets last night when it finally exploded after already easily doing at least 50k worth of damage to my enemy. so thats about 104k damage for the price of one 70k spider, not to mention that now my enemy had a line of AA and artillery turrets built right at his front door shelling his front line!
Good points overall, but what I mean with fire bee late game is at the very end, (what you refer to as super late game), at this point you can get to unit cap fairly easily so while your opponent does get cost effective trades with heavy interceptors, they will have approximately the same amount of forces (I think base unit cap is 500, so it would be around 500 fire bees to 500 heavy interceptors) another problem with that is to fight even 100 fire bees you would make probably 3x heavy interceptors (based off of your strategy) meaning you would be left with probably 200 units that can only attack air once you include casualties, and if your opponent has a land rush prepared (maybe full flying fortresses) they can land in your base and you will have a bunch of unuseable units (if they manage to land the fortresses soon enough). This doesn't necessarily cause you to lose the battle, but it certainly puts you at a disadvantage. With the spiders if you can make it long enough 500 of them will beat 500 fire bees, but I prefer fire bees because you can produce 500 of them much faster and earlier on in late game, as well as being much more mobile. I see where I should have worded it differently when I said they didn't have a counter though, and apologize for that. Of course this is just my opinion, thanks for taking the time to share your insights and correct my mistake :)
I should mention I play a lot on maps like the one that I was in for most of the video, where there are choke points for land and hover units
thank you sirs i never thought of these before
gotta try em right away in multiplayer
But each strategy has a weak point
I used the tank rush method and enemy player used flame mech mixed with artilleries he easily wiped my entire tanks
I built more than 50 heavy tanks
I made a strategy myself called "clonewars style strategy" where i use flying fortresses as gunships and some carrying experimental spiders, i usually use tanks to fill my flying fortresses the pros are: you can transport alot of guys and the cons are you will get more casualties ok.
Yeah, landing them in the enemies backlines can usually damage their eco and production pretty severely
Gunship rush is a good strategy but it gets outplayed by a single trio of flaks,i doesn't matter how much do you spam,it isn't enough to take even one of them down,pairing with laser and a repair station,this three little guys have an effective defensive cost againts gunship spam of nearly infinite capital
I wish I knew this before the multiplayer system broke
I have been gone for a while, mind telling me what they did to it??
@@Vox777 well its very hard to enter a random person's match and some servers are auto servers which is where alot if Chinese dudes are and when you host a game it tells that ur server is closed to the public even tho its public server so.. but theres already a video for fixing those problems
Ohh I see. There's a whole process you have to go through to be able to host servers, but yeah
Is that a metal slug pfp!
It does seem annoying. It doesn't seem possible to find a server without chinese people who you cant talk to
2 things, 1st 9:39 this is an awkward silence😅 and 2nd do you have any ship strats you use for sea maps
Just keep the ships out of range of enemy units, early game they're good for harassment but properly protecting them from amp jets and air can be difficult if you don't have enough income
Btw to win in multiplayer SPAM UNITS LET UR TEAM DO THE WORK SPAM GENERATORS
Nef amphibious
Lol, he might but Idk
i can get 1000 inocme in the bigining .I think tha the units are cheap .But i begein with exssperimental spider alo and dobel income
Ah yeah, I begin with a more default set up, sometimes double income though
thanks man....
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Why is your voice higher
The video is older
Thanks
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No problem
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Vox I'm in groups to
In discord
@@DrckEc Ohh?
Btw I subscribe you vox so I make u happy 😊😁😁
I'ma make videos
With rustedwarfare
Yay!!!
Snails
Slugs
Garry
Hi These Age Bad tutoriaLS thats speedrunning
I think they're pretty good if you're just starting out, and most 1v1s are much faster paced than this at higher levels.
Что за детский сад?!?
Lol
@@Vox777 Hey man wut did he say?
@@Ch4g-u5w I think it was something like "What kind of kindergarten is this?!?" I think he's most likely competitive 1v1 player and this is a video more for 3v3s-5v5s
@@Vox777 R u a Russian my comrade?
@@Ch4g-u5w Lol, no I'm not
Yay!!!