Absolute Annihilation/Units: Difference between revisions
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Some basic hints and tips for various units: | Some basic hints and tips for various units: | ||
=Resource Structures= | |||
Resource structures produce resources - metal and energy - for you to use to build other things. | Resource structures produce resources - metal and energy - for you to use to build other things. | ||
==Metal Extractor== | |||
'''Defensive Structures | The basic metal-producing structure. These are fairly cheap, but require energy to operate. They work a little differently from metal extractors in the original Total Annihilation. They have a range, represented by the red circle around the extractor when you go to place it, over which they extract metal. The extractor's income is determined by the amount of metal within its range. On maps without well-defined metal patches, space out your extractors and avoid overlapping their ranges! | ||
==Wind Generator== | |||
A cheap, fast-building energy producing structure. Wind generators can be built anywhere on the map, but their output varies randomly based on wind strength. They also need to be space out, as they explode fairly violently and don't have much health. Always be sure to check the wind strength before going into a game, so you know whether or not to build wind generators! | |||
==Solar Generator== | |||
More expensive than a wind generator, solars are also a lot tougher. They give you +20 energy. They close up into a more armored form when attacked. This lets them take a fair amount of punishment from level 1 units, but they don't produce any energy when closed. | |||
=Defensive Structures= | |||
Defensive structures are buildings with guns. Most don't do anything else, and are fairly well-armored. However, don't expect them to win you the game alone! At best, defensive structures will stop minor attacks and slow down major attacks until you can get your own combat units into position to respond. | Defensive structures are buildings with guns. Most don't do anything else, and are fairly well-armored. However, don't expect them to win you the game alone! At best, defensive structures will stop minor attacks and slow down major attacks until you can get your own combat units into position to respond. | ||
==Light Laser Tower== | |||
Very cheap defensive structure that you should build early and often. Will stop those pesky players who like to send small squads a minute or two in the game from doing damage to your economy that you may never require from. This unit is good against light fast ground forces, but is outranged by anything heavier. It is weak against air, but does hit sometimes. Often refered to abbreviated as LLT. They're good for covering mostly-blocked approaches to your base (like hills), as they can kill most light raiding forces. | |||
==Defender/Pulveriser== | |||
Very cheap defensive structure. It can provide protection against early air rushes. Does not need to be built as early as llts, as building an air force is slower. Will take out level 1 fighters and level 1 gunships easily. Effective against level 1 bombers, but several are needed if the opponent attacks in nubers. Not an effective defence against level 2 air, and quite easy to destroy. ''Will not shoot at land units.'' Often abbreviated as MT. | |||
==Heavy Laser Tower== | |||
Moderately expensive defensive structure. Longer range and harder hitting than a light laser tower, can do serious damage to even level 2 attackers. Effective against land but not air. Can be outranged by longer-ranged level 2 ground units. Often abbreviated HLT. | |||
==Guardian== | |||
Expensive plasma cannons. Quite a long range and pack a fair bit of punch. Many games begin with an expansion phase with players marking out territory. Once the territories start to clash meet in the middle, you can almost guarantee that one or both players will start building plasma cannons. These can then kill all the llts and hlts in the opponents front line. Once a cannon is completed it will start shelling the opposing position if within range and from safely outside the range of their lasers. | |||
The normal reaction is then for the enemy to rush at the guardian with all available nearby units. An inexperienced player may find he has not adequately protected his guardian with LLTs, HLTs, or mobile forces, and will then lose a unit that cost a large amount of resources to build. More experienced players learn to build adequate protection, or place their Guardian in an established position. This allows them to to devastate the enemy's fixed defences and kill many of the units sent to take out the Guardian, yielding a net metal gain. In some circumstances it may be better to retreat from the enemy's Guardian position and build up your forces, rather than losing units in a futile counter attack. | The normal reaction is then for the enemy to rush at the guardian with all available nearby units. An inexperienced player may find he has not adequately protected his guardian with LLTs, HLTs, or mobile forces, and will then lose a unit that cost a large amount of resources to build. More experienced players learn to build adequate protection, or place their Guardian in an established position. This allows them to to devastate the enemy's fixed defences and kill many of the units sent to take out the Guardian, yielding a net metal gain. In some circumstances it may be better to retreat from the enemy's Guardian position and build up your forces, rather than losing units in a futile counter attack. | ||
==Flakker/Cobra== | |||
Late-game anti-aircraft defence, flak cannons are one of the two replacements for MTs. They're relatively short-ranged, but do a lot of damage, fire quickly, and have a massive area of effect. They're excellent against gunships, which tend to cluster, allowing the flak cannon to damage or destroy several with a single shot. Put these near vital late-game structures to prevent your enemy from swarming and destroying them with gunships. The ARM Phalanx and CORE Copperhead are mobile flak cannons. ''Flak cannons cannot attack ground units''. | |||
==Mercury/Screamer== | |||
These upgraded MTs provide late-game anti-aircraft defence. Their guided missiles have a much longer range than regular MT missiles, do more damage, and have an impressive blast radius. Very good against level 2 bombers and fighters. ''Cannot attack ground units.'' | |||
==Annihilator/Doomsday Machine== | |||
The big brother of the HLT, these structures fill the same role in the late game. Their weapon, affectionately referred to as the "Blue Laser of Death", is slow-firing but capable of destroying most units in a single shot. They have an impressive range, but are still outranged by several kinds of artillery, so don't expect them to create an unbreakable defence! | |||
Back to [[Absolute Annihilation]] | |||
[[Category:Mods]] | |||
[[Category:Units]] | |||
Revision as of 03:49, 20 March 2006
Some basic hints and tips for various units:
Resource Structures
Resource structures produce resources - metal and energy - for you to use to build other things.
Metal Extractor
The basic metal-producing structure. These are fairly cheap, but require energy to operate. They work a little differently from metal extractors in the original Total Annihilation. They have a range, represented by the red circle around the extractor when you go to place it, over which they extract metal. The extractor's income is determined by the amount of metal within its range. On maps without well-defined metal patches, space out your extractors and avoid overlapping their ranges!
Wind Generator
A cheap, fast-building energy producing structure. Wind generators can be built anywhere on the map, but their output varies randomly based on wind strength. They also need to be space out, as they explode fairly violently and don't have much health. Always be sure to check the wind strength before going into a game, so you know whether or not to build wind generators!
Solar Generator
More expensive than a wind generator, solars are also a lot tougher. They give you +20 energy. They close up into a more armored form when attacked. This lets them take a fair amount of punishment from level 1 units, but they don't produce any energy when closed.
Defensive Structures
Defensive structures are buildings with guns. Most don't do anything else, and are fairly well-armored. However, don't expect them to win you the game alone! At best, defensive structures will stop minor attacks and slow down major attacks until you can get your own combat units into position to respond.
Light Laser Tower
Very cheap defensive structure that you should build early and often. Will stop those pesky players who like to send small squads a minute or two in the game from doing damage to your economy that you may never require from. This unit is good against light fast ground forces, but is outranged by anything heavier. It is weak against air, but does hit sometimes. Often refered to abbreviated as LLT. They're good for covering mostly-blocked approaches to your base (like hills), as they can kill most light raiding forces.
Defender/Pulveriser
Very cheap defensive structure. It can provide protection against early air rushes. Does not need to be built as early as llts, as building an air force is slower. Will take out level 1 fighters and level 1 gunships easily. Effective against level 1 bombers, but several are needed if the opponent attacks in nubers. Not an effective defence against level 2 air, and quite easy to destroy. Will not shoot at land units. Often abbreviated as MT.
Heavy Laser Tower
Moderately expensive defensive structure. Longer range and harder hitting than a light laser tower, can do serious damage to even level 2 attackers. Effective against land but not air. Can be outranged by longer-ranged level 2 ground units. Often abbreviated HLT.
Guardian
Expensive plasma cannons. Quite a long range and pack a fair bit of punch. Many games begin with an expansion phase with players marking out territory. Once the territories start to clash meet in the middle, you can almost guarantee that one or both players will start building plasma cannons. These can then kill all the llts and hlts in the opponents front line. Once a cannon is completed it will start shelling the opposing position if within range and from safely outside the range of their lasers.
The normal reaction is then for the enemy to rush at the guardian with all available nearby units. An inexperienced player may find he has not adequately protected his guardian with LLTs, HLTs, or mobile forces, and will then lose a unit that cost a large amount of resources to build. More experienced players learn to build adequate protection, or place their Guardian in an established position. This allows them to to devastate the enemy's fixed defences and kill many of the units sent to take out the Guardian, yielding a net metal gain. In some circumstances it may be better to retreat from the enemy's Guardian position and build up your forces, rather than losing units in a futile counter attack.
Flakker/Cobra
Late-game anti-aircraft defence, flak cannons are one of the two replacements for MTs. They're relatively short-ranged, but do a lot of damage, fire quickly, and have a massive area of effect. They're excellent against gunships, which tend to cluster, allowing the flak cannon to damage or destroy several with a single shot. Put these near vital late-game structures to prevent your enemy from swarming and destroying them with gunships. The ARM Phalanx and CORE Copperhead are mobile flak cannons. Flak cannons cannot attack ground units.
Mercury/Screamer
These upgraded MTs provide late-game anti-aircraft defence. Their guided missiles have a much longer range than regular MT missiles, do more damage, and have an impressive blast radius. Very good against level 2 bombers and fighters. Cannot attack ground units.
Annihilator/Doomsday Machine
The big brother of the HLT, these structures fill the same role in the late game. Their weapon, affectionately referred to as the "Blue Laser of Death", is slow-firing but capable of destroying most units in a single shot. They have an impressive range, but are still outranged by several kinds of artillery, so don't expect them to create an unbreakable defence!
Back to Absolute Annihilation