Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Author Topic: Tips and Tricks for 2.2!  (Read 6631 times)

0 Members and 1 Guest are viewing this topic.

April 24, 2018, 07:57:45 PM

Offline DemonKingDan

  • Brevet Admiral
  • ****
  • Posts: 65
  • Approval: +1/-0
  • We're the Spark that'll burn down the First Order
    • View Profile
Tips and Tricks for 2.2!
« on: April 24, 2018, 07:57:45 PM »
I've seen many people asking how to do certain things and asking whats the best way to win a GC. WELL! Here's you 1-Stop-Shop to winning a GC and a few bonus Tricks and Hints, too!

Economy
 Economy is one of the most important things in any and ALL GCs. The best thing to do to when you want to "up" your income is by building Tax Collection Agencies/Mining Facilities (3 Max) in your Backwater planets (Planets that aren't near the Front Lines).
 With the addition and Introduction of the new Trade Stations in 2.2, if used wisely and Strategically, Trade Stations could be your Saving Grace in times of income upgrades. Like before, it's best to put Trade Stations on your Backwater Planets.
 In order to save as much credits as possible, its really a useful thing to buy Companies to lower cost of Ships and Ground Units. Its also Good to use Units that give the "Lower Unit Cost" trait. PATIENCE IS KEY WHEN WAITING TO GET PAID.

Ground Units (Decreased Build Time and Strategic Game Play)
 Ground Units are your Loyal Army Members and Vehicle Battalions. If your tired of waiting for those units to finish building, then here is a Great and IMPORTANT Trick! In order to Decrease Build Time, I suggest building Multiple of the Same Buildings on your Near-The-Front-Lines Planets. When you build more of the same building, the System that is Hard-Coded into the Base FOC and EAW decreases build time automatically by 5% each building. Example: 2 Barracks = 10% Production Boost, 5 Light Factories = 25% Production Boost. This is a Critical Trick for when you want build your extra heavy vehicles (I.E. AT-ATs, Juggernauts, etc.)
  Game-Play
 When using Stormtrooper and any other Infantry Groups, its best to use the "Take Cover" Ability before they enter battle. This will decrease damage to each group by 10%. When using Vehicles, If you're going against Infantry, it is better to Run-Over the Infantry than fight them (Note: Not ALL Vehicles can run over Infantry, Heavy Walkers like AT-STs can crush Infantry by walking over them, AT-ATs can Crush Infantry AND Light Vehicles.) When using Tanks, it is also better to run over Infantry (Note: Only Tanks with Tracks can run over Infantry, NO Repulsorlift Tanks can Crush Infantry.) When going against BOTH Infantry and Vehicles, it is best to use your Unit Abilities to stand against the Huge Numbers that the Enemy has. It is also good to use your Commando Units as Stealthy as possible, that way you can sneak behind enemy lines and Wreak Havoc on the enemy base!

Space Battles
 When entering a Space Battle, its best to put Capital Ships, Support Ships, and Fighters into different Groups. to do this, you press Alt then you press any Number you want on your Num-Pad or Number Row. When going against Small Fleets, it is better to send in your Fleet after them. In the Event of a Small Fleet vs. Small Fleet, It is best to steer your ships near your Defense Stations (Any Golan Structures or Battle Stations) or if your attacking, Send in your fighters first to soften up the fleet. When going up against Medium Fleets, its best to stay near your Golans/Battle Stations (At Least within Firing Range) When attacking Medium Fleets, its better to send Bombers and Support Ships in First to Soak up the Damage a little until your Capital Ships get in Range to finish off the Fleet. When going up against Large Fleets, It is VERY IMPORTANT that you send in a Scout Ship First. When the Fog of War Clears up, then you can Hyperspace in the Units that are best to use in the Fight. When Defending against Large Fleets, you must also use your HV-Gun/Ion Cannon blasts to your BEST ADVANTAGE, shoot the most Dangerous Ships. If you dont have HV-Guns or Ion Cannon Blasts, then sneak behind your Defense Stations (Golans, Battle Stations). If you have Neither, its best to retreat and attack the same fleet, but with a larger force than before!

Random Tricks 
 Here's the Scenario, you're in an awesome fight and you want to Screenshot the Battle in a Cool Cinematic Way. Press the Space Bar to enter Cinematic Mode.
Still can't get the Perfect Angle? Select a Random Unit and Press "C" On your Keyboard and Scroll in to Zoom in and Scroll Down to Zoom out.
 When Doing Bombing Runs/Orbital Bombardments, Its good to use them against large groups of Enemy Units or Destroy the Enemy Base in order to save you the Hassle of losing too many units.

This has been the Tips and Tricks Guide! Feel any smarter? If you do, Great For You! Still having some problems? Just Comment Below and I'll answer any of your questions to my best extent! Thank You for Reading and Good Luck Out There, Commanders!
« Last Edit: April 26, 2018, 07:02:28 PM by DemonKingDan »
DemonKingDan, King of the Demons

April 25, 2018, 12:53:37 PMReply #1

Offline Laimis

  • Stormtrooper Captain
  • ***
  • Posts: 19
  • Approval: +0/-1
    • View Profile
Re: Tips and Tricks for 2.2!
« Reply #1 on: April 25, 2018, 12:53:37 PM »
thanks mate, will try these strategies.

April 25, 2018, 08:51:23 PMReply #2

Offline Zardnaar

  • Rear Admiral
  • *****
  • Posts: 193
  • Approval: +0/-0
    • View Profile
Re: Tips and Tricks for 2.2!
« Reply #2 on: April 25, 2018, 08:51:23 PM »
So you can get a 25% build speed discount by building X5 heavy factories on a single planet.

 One problem I see is you can get a 500% build speed bonus by building 5 heavy factories on 5 planets. If you only have a handful of planets its great I suppose but if you are in that situation you will have bigger problems.

April 25, 2018, 10:05:46 PMReply #3

Offline Kleizar

  • Recruit
  • *
  • Posts: 3
  • Approval: +0/-0
    • View Profile
Re: Tips and Tricks for 2.2!
« Reply #3 on: April 25, 2018, 10:05:46 PM »
So you can get a 25% build speed discount by building X5 heavy factories on a single planet.

 One problem I see is you can get a 500% build speed bonus by building 5 heavy factories on 5 planets. If you only have a handful of planets its great I suppose but if you are in that situation you will have bigger problems.

Ya I dont think thats how the modifier works. You only get the modifier on the planet that you have the factories so you'd only have 25% increase on each of those planets, not a global speed increase.

April 25, 2018, 10:34:03 PMReply #4

Offline Zardnaar

  • Rear Admiral
  • *****
  • Posts: 193
  • Approval: +0/-0
    • View Profile
Re: Tips and Tricks for 2.2!
« Reply #4 on: April 25, 2018, 10:34:03 PM »
Ya I dont think thats how the modifier works. You only get the modifier on the planet that you have the factories so you'd only have 25% increase on each of those planets, not a global speed increase.

 I know, say you build 5 factories on 1 planet. That planet gets +25% build speed.

 if you build those 5 factories on 5 planets you can build 5 units at once. The factory with 5 factories can produce 5 whatever in the time it takes a single factory to make 4 units.

 The 5 planets in the same amount of time can produce 20 units.
1 Factory= 4 units
5 Factories (1 planet)= 5 units
5 Factories on 5 planets= 20 units.

 its the old tall vs wide thing, wide is usually better ( I played Stellaris, EUIV, Rebellion, various RTS etc).

 If you don't have 5 spare planets or can't afford to manufacture the prerequisite factories that might be different but even then the price is still likley two or 3 planets can be devved up vs the 1 super planet (I'm testing it now).

Built X5 barracks on Wayland, its quite funny.

« Last Edit: April 26, 2018, 12:39:03 AM by Zardnaar »

April 26, 2018, 03:21:37 AMReply #5

Offline Darth Revan

  • Stormtrooper
  • **
  • Posts: 9
  • Approval: +1/-0
    • View Profile
Re: Tips and Tricks for 2.2!
« Reply #5 on: April 26, 2018, 03:21:37 AM »
I know, say you build 5 factories on 1 planet. That planet gets +25% build speed.

 if you build those 5 factories on 5 planets you can build 5 units at once. The factory with 5 factories can produce 5 whatever in the time it takes a single factory to make 4 units.

 The 5 planets in the same amount of time can produce 20 units.
1 Factory= 4 units
5 Factories (1 planet)= 5 units
5 Factories on 5 planets= 20 units.

 its the old tall vs wide thing, wide is usually better ( I played Stellaris, EUIV, Rebellion, various RTS etc).

 If you don't have 5 spare planets or can't afford to manufacture the prerequisite factories that might be different but even then the price is still likley two or 3 planets can be devved up vs the 1 super planet (I'm testing it now).

Built X5 barracks on Wayland, its quite funny.

Generally I just have a mix build order of economy and buildings that build units.  Say for instance I have a 5 slot planet and I need to have an infantry building site.  I'd build 2 barracks and 3 economy buildings.  This will still give me the boost to unit production and also give me some credits as well.  This build order would most likely be in an area closed off to enemy fleets.  Now any planets that are close/on the front lines, I'd try to build one of every unit producing building I can find along with turbo laser towers if I have the room and HVG's if the space station is too low of a level to hold off against large forces.  This will give me a good defensive bonus for my space station with the HVG or Ion Cannon and I'd also have garrison units on the ground to hold off any invading armies. 

Oh and here's also a really good and also very DIRTY strat.  When invading a planet, try to capture and build as many small turrets as you can find.  Reason why is if these turrets are still operational after you successfully take it over, they will still be up and running if you have to defend it.  The enemy will 90% of the time send out infantry as their opening and stopping this early rush can give you a chance to capture their one reinforcement point and end the invasion if you can keep them bottle necked into just one reinforcement point if you have garrison units/infantry on the ground.  It's satisfying and yet also dirty to watch enemy infantry get mowed down by anti-infantry turrets that you build close to your opening reinforcement point when you first invaded it.  Like watching MG-42's mowing down infantry on Omaha Beach in the beginning of Saving Private Ryan.
« Last Edit: April 26, 2018, 03:23:34 AM by Darth Revan »

April 26, 2018, 05:24:59 AMReply #6

Offline Zardnaar

  • Rear Admiral
  • *****
  • Posts: 193
  • Approval: +0/-0
    • View Profile
Re: Tips and Tricks for 2.2!
« Reply #6 on: April 26, 2018, 05:24:59 AM »
Generally I just have a mix build order of economy and buildings that build units.  Say for instance I have a 5 slot planet and I need to have an infantry building site.  I'd build 2 barracks and 3 economy buildings.  This will still give me the boost to unit production and also give me some credits as well.  This build order would most likely be in an area closed off to enemy fleets.  Now any planets that are close/on the front lines, I'd try to build one of every unit producing building I can find along with turbo laser towers if I have the room and HVG's if the space station is too low of a level to hold off against large forces.  This will give me a good defensive bonus for my space station with the HVG or Ion Cannon and I'd also have garrison units on the ground to hold off any invading armies. 

Oh and here's also a really good and also very DIRTY strat.  When invading a planet, try to capture and build as many small turrets as you can find.  Reason why is if these turrets are still operational after you successfully take it over, they will still be up and running if you have to defend it.  The enemy will 90% of the time send out infantry as their opening and stopping this early rush can give you a chance to capture their one reinforcement point and end the invasion if you can keep them bottle necked into just one reinforcement point if you have garrison units/infantry on the ground.  It's satisfying and yet also dirty to watch enemy infantry get mowed down by anti-infantry turrets that you build close to your opening reinforcement point when you first invaded it.  Like watching MG-42's mowing down infantry on Omaha Beach in the beginning of Saving Private Ryan.

 My planet vary but generally economy, production, fortress.

 The 2nd trick I have been using for years since 2006 or so.

April 26, 2018, 10:32:01 AMReply #7

Offline Magus

  • Brevet Admiral
  • ****
  • Posts: 26
  • Approval: +1/-0
    • View Profile
    • Ars Magisterii
Re: Tips and Tricks for 2.2!
« Reply #7 on: April 26, 2018, 10:32:01 AM »
For economy structures, it seems like the credit value of a given planet is more important than its proximity to the frontline (as long as it's not literally ON the frontline, at least) now that such structures have a build limit. I rarely find myself building mines on planets with a base value of 60 or less.

I've also gotta agree with Zardnaar that there's no way I'm spending 500 credits (at minimum) for a 5% production boost, especially when formerly frontline planets will be backwaters in 10 weeks or less. (The ONE exception is barracks on Wayland, because you'd better believe I'll milk those one-credit infantry.)

April 26, 2018, 05:08:46 PMReply #8

Offline turtle225

  • Brevet Admiral
  • ****
  • Posts: 101
  • Approval: +3/-0
  • Location: Shell
    • View Profile
Re: Tips and Tricks for 2.2!
« Reply #8 on: April 26, 2018, 05:08:46 PM »
Personally the only ground buildings I care about at all is Ion/Hypervelocity and Economy buildings. I'll put economy buildings on the front line if the credit yield is better than other options. I invest almost nothing into a ground force. If I'm playing an Imperial Faction with a frontline planet with 2 ground slots I will build double HV gun rather than any ground defenses.

April 26, 2018, 06:57:40 PMReply #9

Offline DemonKingDan

  • Brevet Admiral
  • ****
  • Posts: 65
  • Approval: +1/-0
  • We're the Spark that'll burn down the First Order
    • View Profile
Re: Tips and Tricks for 2.2!
« Reply #9 on: April 26, 2018, 06:57:40 PM »
Personally the only ground buildings I care about at all is Ion/Hypervelocity and Economy buildings. I'll put economy buildings on the front line if the credit yield is better than other options. I invest almost nothing into a ground force. If I'm playing an Imperial Faction with a frontline planet with 2 ground slots I will build double HV gun rather than any ground defenses.

  Hello everyone! I see you all have heated discussions in this post! I know you are all finding tiny errors in my planning, but hey, this guide was meant for those starting out Thrawn's Revenge. Veteran Players have their own strats and tricks on beating GCs on their own (Myself included, these were the strats I used when I first began playing TR). Also, the Double HVG/Ion Cannon Strategy is good on most 2 slot planets and is fairly the 3rd most well know, people will figure that out strategy sooner or later. I didnt include it for that reason alone.

For economy structures, it seems like the credit value of a given planet is more important than its proximity to the frontline (as long as it's not literally ON the frontline, at least) now that such structures have a build limit. I rarely find myself building mines on planets with a base value of 60 or less.

I've also gotta agree with Zardnaar that there's no way I'm spending 500 credits (at minimum) for a 5% production boost, especially when formerly frontline planets will be backwaters in 10 weeks or less. (The ONE exception is barracks on Wayland, because you'd better believe I'll milk those one-credit infantry.)

  As I have seen, it is problematic to have backwater planets that used to be Frontline planets with multiple Ground Production Facilities and such. When the time comes when you've pushed farther out into the galaxy after many successful battles and building up an Economy. I usually just sell MOST of the Buildings and replace them with Tax Collection Agencies/Mining Facilities.

I know, say you build 5 factories on 1 planet. That planet gets +25% build speed.

 if you build those 5 factories on 5 planets you can build 5 units at once. The factory with 5 factories can produce 5 whatever in the time it takes a single factory to make 4 units.

 The 5 planets in the same amount of time can produce 20 units.
1 Factory= 4 units
5 Factories (1 planet)= 5 units
5 Factories on 5 planets= 20 units.

 its the old tall vs wide thing, wide is usually better ( I played Stellaris, EUIV, Rebellion, various RTS etc).

 If you don't have 5 spare planets or can't afford to manufacture the prerequisite factories that might be different but even then the price is still likley two or 3 planets can be devved up vs the 1 super planet (I'm testing it now).

Built X5 barracks on Wayland, its quite funny.



  I can see what you mean and your Point of view. Yes you don't get a Galaxy-Wide-Production Boost, but I only meant it for Individual Planets only, mainly ones close to or near the front lines where Infantry and Vehicle production are needed the most. Also Wayland is pretty hilarious.  ;D

So you can get a 25% build speed discount by building X5 heavy factories on a single planet.

 One problem I see is you can get a 500% build speed bonus by building 5 heavy factories on 5 planets. If you only have a handful of planets its great I suppose but if you are in that situation you will have bigger problems.

  Yes, it is likely that you will experience times of having maximum production times, smaller GCs (I.E. The Starts Align) are usually harder to win with that strategy. All in all, its a good way to build up your ground forces in the starting weeks of the war!

  Thank You all for reading and reviewing this Post! Still have questions? Feel Free to PM (Private Message) Me if you wish for a 1 on 1 Answer or comment here and have others help you out too! Either way, I'll still try to answer your Questions and Statements! As always, Good Luck out there Commanders!
« Last Edit: April 26, 2018, 06:59:14 PM by DemonKingDan »
DemonKingDan, King of the Demons

April 26, 2018, 08:13:26 PMReply #10

Offline Zardnaar

  • Rear Admiral
  • *****
  • Posts: 193
  • Approval: +0/-0
    • View Profile
Re: Tips and Tricks for 2.2!
« Reply #10 on: April 26, 2018, 08:13:26 PM »
Personally the only ground buildings I care about at all is Ion/Hypervelocity and Economy buildings. I'll put economy buildings on the front line if the credit yield is better than other options. I invest almost nothing into a ground force. If I'm playing an Imperial Faction with a frontline planet with 2 ground slots I will build double HV gun rather than any ground defenses.

I use the ground as a cheap defensive option to free up fleets.

 9 flex troopers and 3 squads of infantry is cheaper than a lot of ships let alone a fleet.

May 23, 2018, 01:42:49 AMReply #11

Offline DemonKingDan

  • Brevet Admiral
  • ****
  • Posts: 65
  • Approval: +1/-0
  • We're the Spark that'll burn down the First Order
    • View Profile
Re: Tips and Tricks for 2.2!
« Reply #11 on: May 23, 2018, 01:42:49 AM »
When I Invade/Defend a Planet, I mostly buy up as many Building Pads as possible. That way, I have enough Countermeasures for when an enemy faction comes to try and take over my planet. I also Tend to build Turbolasers when they are of Strategic Importance.
DemonKingDan, King of the Demons

 

Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!