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| [[Image:Xta_logo_white.jpg]]
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| '''Here you can find a neat guide for beginners to XTA'''
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| == Light Laser Tower ==
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| Light laser towers (LLTs) have a much different role in XTA.
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| They cost 250+ metal and should '''NOT''' be spammed unless in specific circumstances.
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| It is widely thought that 2-3 well spread LLTs will kill a Commander.
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| They are more for holding a strategic point than defending a small area.
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| Units will defeat equal metal cost in defence.
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| == Commander ==
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| XTA is built around the Commanders and Commander Pushing is common.
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| For a specific guide on Commanders, go [http://springrts.com/wiki/Xta_commander here].
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| Unlike BA, there are differences between Core and Arm Commanders:
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| *Arm is faster moving
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| *Core has bigger decloak radius (easy to decloak)
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| *Core has longer D-Gun (260 compared to Arm's 240)
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| At morphing, they are also different:
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| *Core gets a heavier laser, closer range = more damage at Level Two
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| *Arm gets a paralyser at Level Two
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| *Core gets a plasma shot at Level Four
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| *Arm gets three raven rockets at Level Four
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| The Commanders have shorter range than BA Commanders.
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| It costs 200 Energy to cloak a stationary unmorphed Commander, and 1000 a moving one.
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| The D-Gun also has a wider impact.
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| Commanders can make all Tech one and Tech Two labs, like all constructors.
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| '''BUT DO NOT GO TECH TWO AT START'''
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| '''Commanders do NOT leave a wreckage. '''
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| == Morphing ==
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| Commanders can be morphed in XTA (toggled On/Off in host options).
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| Commanders can be morphed 4 times. The first level requires 0.01 experience.
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| First level gives:
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| *+3 metal, +75 Energy (starts at +2 and +50)
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| *2,000 metal + Energy storage (starts at 1,000)
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| *Build speed increases by 25, gets full Tech one radar as well as increased LoS
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| *Range increases by 20, more powerful primary laser and +250 extra health
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| *When cloaked and moving Commander uses only 700 energy, not 1000
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| *Level Two requires 0.25 experience and gives improvement on level 1
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| *Level Three requires 0.10 experience (will go to 0.09 if excess after Level Two)
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| *Level Three gives improvement on Level Two as well as self repair option
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| *Level Four requires 0.25 experience and gives improvement on Level Three
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| *'''Commander will be paralysed during morphing!'''
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| == Vehicles or Kbots? ==
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| In XTA both types are useful.
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| It is best to go Kbots on hilly areas and Vehicles on flat areas.
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| Flash are not as powerful and a wide spread of units is best.
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| Vehicle Constructors are faster builders but cost more.
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| All AA shoots ground.
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| Scouts in XTA are very strong and can survive a lot of damage, however have low damage output.
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| == Nanos ==
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| XTA Nano Towers have shorter range but more build power than in BA.
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| They chain explode, so place them at your own risk!
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| Try space them out and not so close to your lab (but within range).
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| == Anti Air ==
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| Unlike BA, Vehicle and Kbot AA, Tech One and Two shoots ground and air.
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| All stationary Anti Air shoots ground.
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| Anti Air ships also shoot ground (and surface sea).
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| There is only one Tech one and Tech Two stationary Land Anti Air for both factions.
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| There is only one Tech one and Tech Two stationary Sea Anti Air for both factions.
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| There is no Tech Two Kbot Anti Air, although Arm’s Pelican has a weak missile.
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| == Difference in Techs ==
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| '''Tech one'''
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| It is usually best to only have one Tech One land lab, with assisters to improve build power.
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| XTA is very similar to OTA with Tech one units (less than BA).
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| Toaster/Ambusher is Tech One; Guardian/Punisher is Tech Two.
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| Dragon’s Teeth blocks Rockets and majority of Missiles (terrain dependant).
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| All Tech One Constructors can make all Tech one and Tech Two labs.
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| Sub Pen and Shipyard are both sea Tech one.
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| Level one Metal Makers do not chain explode.
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| Popups do not have "High Trajectory" function.
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| '''Tech 1.5'''
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| Hovercraft and Sea Planes are Tech 1.5
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| Labs cost 1,700 metal.
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| The Constructors can make Mohos and Anti Nukes.
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| Hover Platform can be built on Land and Sea.
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| ''' Tech Two'''
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| Tech Two is very different in XTA, and is usually made earlier.
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| Once Tech Two is out, Tech one units will suffer heavily in head on combat.
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| Resurrection Kbots are Tech Two and can make structures.
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| '''Mohos cost 300 Energy to run not 25!'''
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| Zippers/Freakers are in Tech one and 2 labs.
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| Fleas have 700 HP and are less a scout unit more Skirmish.
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| Guardians/Punishers do not have "High Trajectory" function.
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| There are no Plasma Shields.
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| '''Tech Three'''
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| All Core land and air Tech Two cons can make the Krogoth Gantry.
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| Arm has no Tech Three.
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| Krogoth is only Tech Three unit (30,000+ metal).
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| == Resources ==
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| There is no Advanced Solar.
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| Cloakable Fusions give 800 Energy
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| *Arm takes 125 Energy to Cloak
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| *Core takes 150 Energy to Cloak
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| *Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)
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| *Core takes 550 Energy to Stealth (725 for Cloak and Stealth)
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| Heavy Fusions give 3500 Energy.
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| Arm have Mobile Fusions (260 E) in Advanced Vehicle Lab.
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| Core have Mini Fusions (300 E) built by all Tech Two Constructors.
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| NEVER start with a Heavy Fusion.
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| Moho Metal Extractors cost 300 Energy per second to maintain.
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| There is no gradual reclaim.
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| Metal storages give 10,000 storage extra.
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| Energy Storages give 30,000 extra storage.
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| No Tech Two Storages (there are Tech one underwater ones).
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| Underwater Storages give increased amounts of storage, but cost a little more.
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| == Micro ==
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| XTA is more about Micro as opposed to Macro.
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| Controlling a select amount of units can win games.
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| Units have more Health and are harder to kill.
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| Wasting units by not microing '''WILL''' cost games.
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| Commanders are widely microed.
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| [[Category:xta]]
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