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*Arm is faster, while Core has longer range D gun (260 as oppose to 240)
*Arm is faster, while Core has longer range D gun (260 as oppose to 240)
At morphing, they are also different:  
At morphing, they are also different:  
*Core gets a heavier laser, closer range = more amage at level 2
*Core gets a heavier laser, closer range = more damage at level 2
*Arm get a paralyser at level 2
*Arm get a paralyser at level 2
*Core get a plasma shot at level 4
*Core get a plasma shot at level 4

Revision as of 19:09, 4 March 2009

From BA to XTA: Beginners


Light Laser Tower

Light laser towers (LLTs) have a much different role in XTA.

They cost 250+ metal and should NOT be spammed unless in specific circumstances.

It is widely thought that 2-3 well spread LLTs will kill a Commander.

More for holding a strategic point than defending a small area.

Commander

XTA is built around the Commanders and Commander Pushing is common.

Unlike BA, there are differences between Core and Arm Commanders:

  • Arm is faster, while Core has longer range D gun (260 as oppose to 240)

At morphing, they are also different:

  • Core gets a heavier laser, closer range = more damage at level 2
  • Arm get a paralyser at level 2
  • Core get a plasma shot at level 4
  • Arm get three raven rockets at level 4

The Commanders have shorter range than BA Commanders.

It costs 200 Energy to cloak a stationary Commander, and 1000 a moving one.

The D-Gun also has a wider impact.

Commanders can make all Tech 1 and Tech 2 labs, like all constructors.

BUT DO NOT GO TECH 2 AT START

Commanders do NOT leave a wreckage.

Morphing

Commanders can be morphed in XTA (toggeled on/off in host options). Commanders can be morphed 4 times. First level gives:

  • +3 metal, +75 E nergy (starts at +2 and +50)
  • 2,000 metal + Energy storage (starts at 1,000)
  • Build speed increases by 25, gets full Tech 1 radar as well as increased LoS
  • Range increases by 20, more powerful primary laser and +250 extra health
  • When cloaked and moving Commander uses only 700 energy, not 1,000
  • Level 2 requires 0.25 experience and gives improvement on level 1
  • Level 3 requires 0.10 experience (will go to 0.09 if excess after level 2)
  • Level 3 gives improvement on level 2 as well as self repair option
  • Level 4 requires 0.25 experience and gives improvement on level 3
  • Commander will be paralysed during morphing!


Vehicles or Kbots?

In XTA Kbots are the dominat force.

It is best to go Kbots on hilly areas and Vehicles on flat areas.

Flash are not as powerful and a wide spread of units is best.

Vehicle Cons are better builders but cost more.

Both AA shoots ground.

Scouts in XTA are very strong and can survive a lot of damage.

Nanos

XTA nanos have shorter range but better build power.

They chain explode, so place them at your own risk!

Anti Air

Unlike BA, Vehicle and Kbot AA, tech 1 and 2 shoots ground and air.

All stationary AA shoots ground.

AA ships also shoot ground (and sea).

There is only one Tech 1 and Tech 2 stationary Land AA for both factions.

There is only one Tech 1 and Tech 2 stationary Sea AA for both factions.

There is no tech 2 Kbot AA.

Difference in Techs

Tech 1

XTA is very similar to OTA with Tech 1 units (Less than BA).

Toaster/Ambusher is Tech 1, Guardian/Punisher is Tech 2.

Dragons Teeth blocks Rockets and majority of Missles (height depending).

All Tech 1 Constructors can make all Tech 1 and Tech 2 labs.

Sub Pen and Shipyard are both sea Tech 1.

Level one Metal Makers do not chain explode.

Popups do not have "High Trajectory" fuction.

Tech 1.5

Hovercraft and Sea Planes are Tech 1.5

Labs cost 1,700 metal.

The Constructors can make Mohos and Anti Nukes.

Hover Platform can be built on Land and Sea.

Tech 2

Tech 2 is very different in XTA, and is usually made quicker.

Once Tech 2 is out, Tech 1 units will suffer heavily in head on combat.

Ressurector Kbots are Tech 2 and can make structures.

Mohos cost 300 Energy to run not 25!

Zippers/Freakers are in Tech 1 and 2 labs.

Fleas have 700 HP and are less a scout unit more Skirmish.

Guardians/Punishers do not have "High Trajectory" fuction.

There are no Plasma Shields.

Tech 3

All tech two cons can make the Krogoth Gantry.

Arm has no Tech 3.

Krogoth is only Tech 3 unit (30,000+ metal.

Resources

There is no Advanced Solar.

Cloakable Fusions give 800 Energy

  • Arm takes 125 Energy to Cloak
  • Core takes 150 Energy to Cloak
  • Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)
  • Core takes 550 Energy to Stealth (725 for Cloak and Stealth)

Heavy Fusions give 3500 Energy.

Arm have Mobile Fusions (260 E) in Advanced Vehicle Lab.

Core have Mini Fusions (300 E) built by all Tech 2 Constructors.

NEVER start with a Heavy Fusion.

Moho Metal Extractors cost 300 Energy per second to maintain.

There is no gradual reclaim.

Metal storages give 10,000 storage extra.

Energy Storages give 30,000 extra storage.

No Tech 2 Storages (there are Tech 1 underwater ones).

Micro

XTA is more about Micro as oppose to Macro.

Controlling a select amount of units can win games.

Units have more Health and are harder to kill.

Wasting units by not microing can cost games.

Commanders are widely micro'd