Not many know about this, but UEF have drones that can build any tier of structures on their own, even experimental. You can find those in upgrades to SACU's. They also have really good build power on top
Should have seen the game in it's prime. Still has a massive community all things considered but you can see remnants of it's peak through older videos.
First tip is great and very timely you mentioned it as I was building a transport as UEF to drop a recently lost island in a game a few days ago. I had 5-6 stingers so stopped myself because I had nearly forgotten that mechanic.
The Mavor is one of those things that I always think is so cool- it basically just wins you the game on its own if you finish it- but the build time is so astronomically long that I never bother, even when I went though the campaign as UEF I never bothered. It makes the build time for T3 Arty look instant!
I always toss one t3 engineer on building one as soon as I get to T3. By the time the real end game begins it's just about finished and can start pounding the enemy base. It's not a terribly good experimental, to be sure, but it does hit incredibly hard.
I consider the Mavor too good! I disable the weapon. I'm not a fan of the long range weapons that have no counter, or protection. Shields don't work with the Mavor. Even multiple shield fail with one hit.
Strikers dropping engineers around is really useful in mid game when you may not have a full transport handy. Wish the Broadsword had this ability too. Great point about no direct-fire experimentals, although the Novax is close. Learn to back up a Fat Boy using a chain of move commands slightly behind - about a quarter of the length of the Fat Boy. That keeps it pointed at the enemy and firing even in retreat rather than disengaging and turning around. The Billy is good for attacking incoming enemy divisions - as long as it doesn't have any Loyalists 🙂but if you have TMD near the commander - and you should - then that will shoot an incoming Billy nuke down. And IMO the most underrated unit is the Sparky - it moves faster, it has higher build rate, it's cheaper than an engineer, jams radar, AND offensive weapons? Great unit! I usually produce one T2 engineer and three to four Sparkys to assist it; then I use additional Sparkys to scavenge reclaim.
3 things i would like to add, 1: the Atlantis experimental carrier can store aircraft submerge and then re-merge to send out said aircraft, ie a sneaky air assault from the sea presuming your hostile don't have sonar. 2: tip 1 can be coppeled whit the t2 gunship transport ie load up t2 gunships whit any land unit (field engineers if you want to be sneaky) load up into the atlantis submerge the submarine carrier move close to hostile base (or behind) re-merge launch aircraft unload aircraft bamm you just assaulted land from below the water, 3: i believe the t2 field engineer's cloak field work while being transported allowing for a cybran like sneak transport attack.
Looking forward to meeting you in the battlefield! There are a lot more tricks up a UEF Commander's sleeve! As, General Hall said, *"You will not stop the UEF!"*
When I found out about the gunship, I always liked to believe the Marine was the pilot of the gunship. Weird kid brain, but then I had Gunships assigned to factories to transport units to the front line.
Ghetto Gunship = T2 or T3 transports loaded with Mech Marines (T1) can be devastating in groups. The T3 Battlecruiser (Neptune Class) is made to deal with T2 and T1 ships and absolutely wrecks them. I use Percivals (T3 Assualt bot) as defense for a Fat Boy when assaulting a base. Plus the Fat Boy can supplement by building more units. The UEF has poor attack/defense against submarines. In a long draw out battle on a water world, you will need to build a few Atlantis' experimentals to counter enemy subs, especially vs Seraphim.
Lmao a T3 transport filled to brim with Mech Marines sounds hilariously effective. The Shield will soak up tons of damage and your DPS would be SIGNIFICANTLY higher with a maximum amount of Mech Marines in the transport. It's like a Tech 1 Experimental lol.
UEF military doctrine reminds me of the Imperial Guard in Warhammer 40k. Underwhelming in direct combat, but they earn their wins through good logistics and heavy deployment of basic fighting units to keep the enemy occupied while the big guns in the backline pound away. The more time they have to dig in, the harder they'll be to dislodge.
Nice tips. I love the T3 point defense. I like to use them as an offensive weapon. Basically, I will forward build 2-3 T3 point defenses within range of an enemy base and watch them shred the base. I use my land units to provide cover while I build the T3 point defenses.
Don't neglect T2 artillery... they're cheaper, build faster, and have better range. Not great against fast moving ground targets unless you've got a bunch of them, but for telesniping bases they're scary effective.
Are you playing on Forged Alliance Forever? I haven’t heard of this bug, I think FAF should have patched it, but you could ask on the official FAF Discord to be sure
Ah okay, I highly recommend checking out FAF then. You can play the campaign with 4 player coop (friends or AI), you’ll have a decade+ of balance patches, and you can play with harder AI if you want to. Plus, most of the community uses FAF nowadays, hope to see you there!
You neglected the utility of tech 2 arty in your defensive line. They shoot further than the tech 3 PD - for all factions. Having them behind the PD line will make approaching your base **extremely** costly.
I main cybran, but in general I always get at least a couple t2 stationary army's because yeah, they're a must have for defending your base as pd isn't all that great, and cybrans do especially well because their artillery is meant for carpeting areas and damaging large armies, not taking out key locations.
@@TheGreenSquier You can also put cybran mobile stealth module on it and have a group of stealth gunships(it woks in radius, so 1 for a small group should be fine. This thing can be extended even more by putting gunship with stealth in Tzar and make him stealth too
Also, the UEF are the only faction sporting the T3 transport, large to ferry whole heaps of stuff and essentially a combatant in its own right. UEF aren't the only faction with a T3 point defense. I consider torpedo launchers point defenses too, and Cybran have T3 torpedo launcher. A particularly nasty defense tool.
Lol, yeah it's pretty common for new players in any strategy game to turtle (I'm guilty of this for sure), but in general, once you get a hang of the game it's better to actively fight for map control as you'll get access to more resources Having fun is most important though! :D
You nuking your own commander was hilarious xD
2:40 also SACUs have drones that can build T3 structures
Not many know about this, but UEF have drones that can build any tier of structures on their own, even experimental. You can find those in upgrades to SACU's. They also have really good build power on top
The scu's drones can built T3?
Iirc the main ACU's drones can only do T1
These are super helpful for a guy just getting into this game. Thanks mate. Shame this game isn't bigger. It is pretty class.
Given how old it is its pretty awsome that there are thousands of people online everyday on FAF if you ask me
Should have seen the game in it's prime. Still has a massive community all things considered but you can see remnants of it's peak through older videos.
First tip is great and very timely you mentioned it as I was building a transport as UEF to drop a recently lost island in a game a few days ago. I had 5-6 stingers so stopped myself because I had nearly forgotten that mechanic.
We gotta play together sometime! New TH-cam series maybe? :D
The Mavor is one of those things that I always think is so cool- it basically just wins you the game on its own if you finish it- but the build time is so astronomically long that I never bother, even when I went though the campaign as UEF I never bothered. It makes the build time for T3 Arty look instant!
I always toss one t3 engineer on building one as soon as I get to T3. By the time the real end game begins it's just about finished and can start pounding the enemy base.
It's not a terribly good experimental, to be sure, but it does hit incredibly hard.
@@amzarnacht6710 The Yolona Oss has it beat on pure oomph, one hammerblow...
But the Mavor, once it's completed, is cheap and just never... stops.
I consider the Mavor too good! I disable the weapon. I'm not a fan of the long range weapons that have no counter, or protection. Shields don't work with the Mavor. Even multiple shield fail with one hit.
Strikers dropping engineers around is really useful in mid game when you may not have a full transport handy. Wish the Broadsword had this ability too.
Great point about no direct-fire experimentals, although the Novax is close.
Learn to back up a Fat Boy using a chain of move commands slightly behind - about a quarter of the length of the Fat Boy. That keeps it pointed at the enemy and firing even in retreat rather than disengaging and turning around.
The Billy is good for attacking incoming enemy divisions - as long as it doesn't have any Loyalists 🙂but if you have TMD near the commander - and you should - then that will shoot an incoming Billy nuke down.
And IMO the most underrated unit is the Sparky - it moves faster, it has higher build rate, it's cheaper than an engineer, jams radar, AND offensive weapons? Great unit! I usually produce one T2 engineer and three to four Sparkys to assist it; then I use additional Sparkys to scavenge reclaim.
3 things i would like to add, 1: the Atlantis experimental carrier can store aircraft submerge and then re-merge to send out said aircraft, ie a sneaky air assault from the sea presuming your hostile don't have sonar. 2: tip 1 can be coppeled whit the t2 gunship transport ie load up t2 gunships whit any land unit (field engineers if you want to be sneaky) load up into the atlantis submerge the submarine carrier move close to hostile base (or behind) re-merge launch aircraft unload aircraft bamm you just assaulted land from below the water, 3: i believe the t2 field engineer's cloak field work while being transported allowing for a cybran like sneak transport attack.
Looking forward to meeting you in the battlefield!
There are a lot more tricks up a UEF Commander's sleeve!
As, General Hall said, *"You will not stop the UEF!"*
I need to start using the T1 Mech Marines more.
You don't need to mention the Loyalist in the Cybran video! =^D
When I found out about the gunship, I always liked to believe the Marine was the pilot of the gunship. Weird kid brain, but then I had Gunships assigned to factories to transport units to the front line.
nice video very well made and informative. had no idea the uef gunship could transport and that billy part was hilarious
Well done. Very entertaining and educational. I am enjoying this little voyage into this old game. )
Ghetto Gunship = T2 or T3 transports loaded with Mech Marines (T1) can be devastating in groups.
The T3 Battlecruiser (Neptune Class) is made to deal with T2 and T1 ships and absolutely wrecks them.
I use Percivals (T3 Assualt bot) as defense for a Fat Boy when assaulting a base. Plus the Fat Boy can supplement by building more units.
The UEF has poor attack/defense against submarines. In a long draw out battle on a water world, you will need to build a few Atlantis' experimentals to counter enemy subs, especially vs Seraphim.
Lmao a T3 transport filled to brim with Mech Marines sounds hilariously effective. The Shield will soak up tons of damage and your DPS would be SIGNIFICANTLY higher with a maximum amount of Mech Marines in the transport. It's like a Tech 1 Experimental lol.
UEF military doctrine reminds me of the Imperial Guard in Warhammer 40k. Underwhelming in direct combat, but they earn their wins through good logistics and heavy deployment of basic fighting units to keep the enemy occupied while the big guns in the backline pound away. The more time they have to dig in, the harder they'll be to dislodge.
Nice tips. I love the T3 point defense. I like to use them as an offensive weapon. Basically, I will forward build 2-3 T3 point defenses within range of an enemy base and watch them shred the base. I use my land units to provide cover while I build the T3 point defenses.
Don't neglect T2 artillery... they're cheaper, build faster, and have better range. Not great against fast moving ground targets unless you've got a bunch of them, but for telesniping bases they're scary effective.
@@amzarnacht6710 Thanks
Toxic strategy, but an effective one.
7:12 Ten seconds before disaster.
Brackman: You just got clowned on by my Loyalists. Oh yes.
As UEF is my "main" faction, I`m embarrassed to say, I didnt even know those gunships could airlift.
same here
It’s not obvious and super random!
Sometimes i just want games to continue development test driveunlimited and supreme commander are such games
Well, looks like UEF got all those options but I'm always end up rushing T2 Sparky Engineer for a nice T2 PD spam...
Toxic :)
Are there any patches for the UEF battlecruiser, because the only weapons that work are the torpedos/anti-torpedos; the railguns don't work.
Are you playing on Forged Alliance Forever? I haven’t heard of this bug, I think FAF should have patched it, but you could ask on the official FAF Discord to be sure
@@TheGreenSquier No, I'm playing the campaign (normal version)
Ah okay, I highly recommend checking out FAF then. You can play the campaign with 4 player coop (friends or AI), you’ll have a decade+ of balance patches, and you can play with harder AI if you want to. Plus, most of the community uses FAF nowadays, hope to see you there!
Tip one, Play Seraphim. Seraphim best faction. (still a good video tho lol)
I wound've wanted to see your face at 7:30 😂😂
You neglected the utility of tech 2 arty in your defensive line. They shoot further than the tech 3 PD - for all factions. Having them behind the PD line will make approaching your base **extremely** costly.
My favourite T3 PD is a tie for Sera, Cybran and Aeon.
1 tier 2 arty cost 2k mass tho
I main cybran, but in general I always get at least a couple t2 stationary army's because yeah, they're a must have for defending your base as pd isn't all that great, and cybrans do especially well because their artillery is meant for carpeting areas and damaging large armies, not taking out key locations.
you forgot to mention how nuts the Percys are. UEF might not have a strong direct fire experimental, but they have the strongest land t3 in the game.
“Ravager” doesn’t have an “n” in it
Wow, I've been saying it like this for years... whoops! :')
Missed the sparky jamming on the transport option.
Didn't even know about it, good tip!
@@TheGreenSquier You can also put cybran mobile stealth module on it and have a group of stealth gunships(it woks in radius, so 1 for a small group should be fine. This thing can be extended even more by putting gunship with stealth in Tzar and make him stealth too
Also, the UEF are the only faction sporting the T3 transport, large to ferry whole heaps of stuff and essentially a combatant in its own right.
UEF aren't the only faction with a T3 point defense. I consider torpedo launchers point defenses too, and Cybran have T3 torpedo launcher. A particularly nasty defense tool.
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What does turtling mean?
Being very defensive (lots of shields, point defense) and generally using artillery to strike back
@@TheGreenSquier gotcha thanks. This is exactly what ive been doing so far 😂
Lol, yeah it's pretty common for new players in any strategy game to turtle (I'm guilty of this for sure), but in general, once you get a hang of the game it's better to actively fight for map control as you'll get access to more resources
Having fun is most important though! :D
Uriel Ferry
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test
I got this test comment, I don’t see any others from you
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If Ur 1200 this Video is also Not helpfull