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Tips for new players who struggle against AI

help noob ai tips tricks muchlong hurtfingers manywords

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#1 Tgspy

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Posted 02 October 2014 - 03:45 AM

For anyone who is struggling with playing against bots, even on easy, in skirmish, here are some tips that I know for a fact work.
 
1. Anti Armour Units. They are a life saver, especially if you are playing against epsilon. They are great against tanks, and as soon as you start, I suggest making 10 of them and situating them at the entrance to your base/fort/hidey hole. For Russia and Epsilon, use Archer and Flak Trooper. I also suggest keeping a few of those Anti Tank troops in your base, as Russia can paradrop tanks into your base, and they do this quite often especially on harder difficulties. Also make sure to garrison a few buildings around your base if there are any in close proximity to the entrances, eg. Bunkers.
 
2. Defenses. Yes, the most obvious thing would be to make a crap ton of defenses. But this is not always the case. Building 15 prism towers is not going to protect you from a kirov attack, just like 15 patriots will not protect you against a tank rush. Balance your defenses out, remember that the golden number of prism towers is 3, that way you get the most power out of it. Anymore will not add to the damage. I suggest making a small group of 3 prism towers and either 2 or 3 patriot missiles, and a grand cannon if you can fit it in. This goes for all factions, not just allies. Also, don't use tank bunkers, they are horrible. For epsilon in particular, use a lot of Gatling turrets, as they are effective against aircraft as well as infantry and light armor. For tesla towers, max tesla troopers you need is 2. 1 gives it more firepower, 2 gives it the ability to work without base power, and also gives it a small emp effect, which is very handy in tank rush situations, or when an apoc or battle fortress are present. Also make good use of walls, they are better than you think. Don't use comet fences
...just don't.
 
3. Be skillful in your use of groups. Most RA2 players will know of the group command, where you can bind a group of units to a number key and pressing that key will select them. But most new players will forget to use them most of the time. If you don't already know, use Cntrl+<Number Key Here>, to bind a group of selected units to the key and press alt and that number to center your camera on the group. When playing against easy ai(or really any ai), I suggest keeping a group of about 5 GGI's(Or respective faction anti armor unit) and a field medic. Keep this group for surprise tank attacks or as support. Also, when dealing with multiple groups of forces, such as a battalion of tanks, an air armada and a naval brigade, keep them all bound to separate keys. When attacking the enemy, do not. I repeat, do not attack all at once. Use your naval units first, as if you have units like dreadnoughts, Aircraft carriers or the epsilon equivalent, they can usually take out enemy defensive buildings very quickly. Once the enemies defenses are down, switch to your air armada. Use them to overwhelm any infantry or anti tank infantry first, as rushing in your tanks against a squad of GGI's is never a good idea. After the enemies infantry are dead, move your air units away, making good use of your binded groups, send in the tanks to clear up the rest of the base. That's only 1 strategy. There are plenty of different and perhaps better strategies, but that's the best one to use when you start out. If you have no naval units or you can't build them, use a few spies to shut down the enemy power, then send in a group of long range artillery, such as Zephr artillery, or the scud launcher. If you don't have access to any of these, just send in spies and get your tanks to destroy all defenses and tanks, while your air-force works on the infantry.
 
4.Know your units. I know. It's always fun finding out what new units or infantry do, then getting sad when you find out that they are about as effective against the enemy you're facing as a squad of robot tanks against a squad of tank destroyers. But if you really want to play properly, read up about the units. Especially in the case of MO, read up on the faction list. The mental meisters have done a great job at explaining the units in good detail and what they do, so make use of your resources and just study away. For me, when playing with someone like Russia, a group of about 3 tesla cruisers, 4 rhino tanks, a few Tesla troopers and 2 wolf hounds is enough to get through almost any enemy threat thrown at it. Just know what the units do, and you should be fine.
 
5. Study the ai. Now you might be thinking by now "This guy has too much time on his hands, and I bet his fingers hurt." You would be right in both regards, but anyway, studying the ai is a good way to figure out how the opponent will build his base and use his units. When playing on easy, the attacks are about 5 minutes apart, and they can range from a few tanks, to a squad of about 6-10 infantry, to about 3-4 air units. When constructing your base, keep your power production facilities defended, as the ai is intelligent enough to make that a top priority. Same goes for ore refineries and unit production facilities. On maps where a naval is usable, the enemy will not attack you with heavy air units often, after many hours of playing I did not seem them attack me with aircraft carriers once. If they are Russian, they will generally build subs. As soon as you have built a naval yard, the AI will start attacking you with subs. Keep plenty of destroyers on hand, and if you can, put a good number of defenses around your naval yard.
 
And lucky number 6. If all fails, use swarms. Noobish tactic I know, but if you really need to get rid of an AI quickly, just swarm them with air units or tanks.
 
Thanks for reading this, I hope this helps some people. I must rest my fingers now.
 
-tgspy


#2 DoMiNaNt_HuNtEr

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Posted 03 October 2014 - 12:01 AM

yeeeeeah.

 

Also, whats wrong with comet fences? TBH I only use Soviets cause I am RED. RAgE.



#3 Tgspy

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Posted 03 October 2014 - 02:33 AM

Comet fences are very iffy, cause unlike normal walls, they need a space between them to work properly. This is annoying when you have say for instance a 2 wide gap

 

Makes it really irritating



#4 DoMiNaNt_HuNtEr

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Posted 03 October 2014 - 06:46 AM

Oh so for very small chokepoint ramps? I mean, usually, you just wall off big important structures like the CY or ref (with gate) amirite?

 

I still aint followin you.

 

I guess if your gonna make the wall, you might as well jsut make the wall, and not get too fancy, amirite>?



#5 Tgspy

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Posted 03 October 2014 - 08:45 AM

What do you mean by still aint follwin me?

 

In regards to comet fence, it's annoying for small choke points because unlike walls, if you place two of the fence posts next to each other, they are very vunerable and don't generate any type of wall

it's like using power plants as a wall



#6 Zenothist

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Posted 03 October 2014 - 09:05 AM

I'd like to note that Comet Fences will be replaced with more useful stuff in BR2. 



#7 Tgspy

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Posted 03 October 2014 - 10:01 AM

Beauty, any hints on what it may be?



#8 Black/Brunez

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Posted 03 October 2014 - 12:30 PM

I recomment to keep tracking the changelog and the news on Moddb and Twitter. ;)

 

The Comet Fences will be replaced by the Coordnodes, which buffs the firepower of every defence nearby by 10%.



#9 Tgspy

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Posted 03 October 2014 - 12:59 PM

I do keep track of changelogs, just didn't notice that coornodes would replace comets.



#10 MrFreeze777

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Posted 03 October 2014 - 07:53 PM

The only benefit that Comet Fences has over regular walls is that they are sturdy enough to withstand a SuperWeapon attack(e.g. Nuclear Missile) and a Demo Truck explosion so they don't need to be replaced that often. Other than that they really have no other use.






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