Starting Tips: Difference between revisions

From Ashes of the Singularity - Official Wiki
Jump to navigation Jump to search
No edit summary
Line 24: Line 24:
   <li>Orbital Fabricators (PHC) and Gateways(Substrate) can also produce Engineers</li>
   <li>Orbital Fabricators (PHC) and Gateways(Substrate) can also produce Engineers</li>
   <li>You can issue orders by clicking on the minimap.</li>
   <li>You can issue orders by clicking on the minimap.</li>
  <li>Want to more easily produce advanced defences in the late game? Call in a Sapper(PHC) or Avatar(Substrate) as they can build advanced defences directly without needing to upgrade basic defenses</li>
  <li>Build radar in your bases to see enemy units approaching, buying you time to reposition</li>
  <li>Mix in Hermes(PHC) or Capacitors(Substrate) to your armies to give mobile radar, very useful for long range artillery units to engage radar contacts</li>
  <li>Don't forget to upgrade your base defences to more powerful variants</li>
  <li>Base defences can be sieged by artillery cruisers. Have a small strike force near your defences ready to pick off enemy artillery</li>
   <li>Multiple engineers can be used to boost production of a structure or unit</li>
   <li>Multiple engineers can be used to boost production of a structure or unit</li>
  <li>Every unit has a role to play in the counter system by having strengths and weaknesses, read the unit tooltips to see what they are strong and weak against</li>
 
  <li>Use scoutcraft to check your opponents compositions, if your opponent has lots of athenas which are strong vs cruisers, mass frigates instead.</li>
   
  <li>Invest in basic defences on your resource regions to prevent the enemy from harassing them with Orbital Abilities.</li>
  <li>Don't forget to mix in Orbital Nullification</li>
</ul>
</ul>


== Defensive Tips ==
== Defensive Tips ==
<ul>
<ul>
   <li>Build Sensor Towers. Many units can strike beyond visual sight if they have radar contacts to hit.</li>
   <li>Build radar in your bases to see enemy units approaching, buying you time to reposition and for long range units to engage radar contacts</li>
   <li>Build up your defenses. Smarties are cheap defensive buildings that fire rockets that can defend an area from air and ground attacks. Sentinels are much more expensive, but will annihilate most units in a single hit. Falcon AAs are good to prevent swarms of bombers from devastating your bases. Drone bays are helpful against large incursions of frigates.</li>
  <li>Want to more easily produce advanced defences in the late game? Call in a Sapper(PHC) or Avatar(Substrate) as they can build advanced defences directly without needing to upgrade basic defenses</li>
   <li>Base defences can be sieged by artillery cruisers. Have a small strike force near your defences ready to pick off enemy artillery</li>
   <li>Keep an eye on your victory points. These can creep up on you really easily and cost you a win if you’re not careful!</li>
   <li>Keep an eye on your victory points. These can creep up on you really easily and cost you a win if you’re not careful!</li>
   <li>Smarties are cheap. These all purpose defenses don’t cost much and make up for their low damage with exceptional survivability.</li>
   <li>Smarties are cheap. These all purpose defenses don’t cost much and make up for their low damage with exceptional survivability.</li>
   <li>Sentinel cannons are expensive but incredibly powerful emplaced defenses.</li>
   <li>Engineers and constructors can rapidly repair the health of buildings.</li>
   <li>Drone Bays host devastating drone swarms that are vulnerable to anti-air weaponry.</li>
   <li>Drone Bays host devastating drone swarms that are vulnerable to anti-air weaponry.</li>
   <li>Repair Bays spawn powerful repair drones that can be shut down by anti-air weapons.</li>
   <li>Repair Bays spawn powerful repair drones that can be shut down by anti-air weapons.</li>
Line 49: Line 43:
   <li>Drone swarms are extremely effective but vulnerable to many anti-air weapons.</li>
   <li>Drone swarms are extremely effective but vulnerable to many anti-air weapons.</li>
   <li>Substrate shields regenerate automatically.</li>
   <li>Substrate shields regenerate automatically.</li>
  <li>Invest in basic defences on your resource regions to prevent the enemy from harassing them with Orbital Abilities.</li>
   <li>The Substrate lacks the ability to repair hull damage to buildings or units.</li>
   <li>The Substrate lacks the ability to repair hull damage to buildings or units.</li>
   <li>Mountains and basins are impassable.</li>
   <li>Mountains and basins are impassable.</li>
Line 54: Line 49:
== Combat Tips ==
== Combat Tips ==
<ul>
<ul>
  <li>Every unit has a role to play in the counter system by having strengths and weaknesses, read the unit tooltips to see what they are strong and weak against</li>
  <li>Use scoutcraft to check your opponents compositions, if your opponent has lots of athenas which are strong vs cruisers, mass frigates instead.</li>
  <li>Don't forget to upgrade your base defences to more powerful variants</li>
   <li>Dreadnoughts gain experience in combat. Don't throw away a high-level death machine.</li>
   <li>Dreadnoughts gain experience in combat. Don't throw away a high-level death machine.</li>
  <li>Bring lots of firepower to take down an enemy Hercules...or at least some anti-drone firepower.</li>
   <li>Don't charge a Prometheus with a dreadnought of your own. That way lies madness.</li>
   <li>Don't charge a Prometheus with a dreadnought of your own. That way lies madness.</li>
   <li>Beware the Cronus' range and skirmishing abilities. Engage it at close range for best results.</li>
   <li>Beware the Cronus' range and skirmishing abilities. Engage it at close range for best results.</li>
  <li>The short-range Zeus is by far the toughest PHC cruiser to take down.</li>
   <li>The Apollo is a terrifying anti-air monstrosity...and helpless against ground targets.</li>
   <li>The Apollo is a terrifying anti-air monstrosity...and helpless against ground targets.</li>
   <li>The Nemesis is amazingly powerful against single targets but weak on defense. Frigate swarms are not its friend.</li>
   <li>The Nemesis is amazingly powerful against single targets but weak on defense. Frigate swarms are not its friend.</li>
  <li>The Artemis is unbeatable at long range. Enemy bombers are trouble though.</li>
   <li>The Artemis has a specialized anti-building missile in addition to its secondary barrage effective against groups of frigates.</li>
   <li>The Artemis has a specialized anti-building missile in addition to its primary barrage.</li>
   <li>Brutes are far tougher than Archers, but their damage output is limited. Great for early creep-sweeping and soaking damage.</li>
   <li>Brutes are far tougher than Archers, but their damage output is limited. Great for early creep-sweeping and soaking damage.</li>
   <li>Archers' primary advantage is range. Swarming Archers are a danger to anything ground-bound.</li>
   <li>Hades bombers and strategic bombers are devastating against buildings and grouped units.</li>
  <li>Hermes are weak in combat, but incredibly swift and equipped with useful radar.</li>
   <li>Don't forget to mix in Orbital Nullification, or use the Orbital Jam before a big engagement</li>
  <li>Hades bombers are devastating against buildings and grouped units.</li>
   <li>Fury air superiority fighters are nimble sky sweepers.</li>
  <li>Pan air scouts provide unparalleled info with their long sight ranges and radar capabilities.</li>
   <li>Medic frigates are unarmed but provide crucial mobile repairs to PHC forces.</li>
   <li>Medic frigates are unarmed but provide crucial mobile repairs to PHC forces.</li>
   <li>You can burn a level-up opportunity to instantly repair a Dreadnought and its army.</li>
   <li>You can burn a level-up opportunity to instantly repair a Dreadnought.</li>
  <li>Mix in Hermes(PHC) or Capacitors(Substrate) to your armies to give mobile radar, very useful for long range artillery units to engage radar contacts</li>
  <li>Enough Caregivers can negate an EMP Pulse or Plasma Storm.</li>
  <li>If you need to rapidly dodge an enemy Orbital Ability, break up the army formation so units move quicker</li>
  <li>Dreadnoughts are weaker against defences because they don't gain experience</li>
 
</ul>
</ul>

Revision as of 05:03, 8 February 2018

Building and Map Tips

  • Hold the spacebar for an overview of the entire map. Useful to see which regions are connected
  • Teams share victory points.
  • You can increase or disable the victory points needed to win in the match setup screen.
  • Look for flanking options. A region must be connected along other regions to player’s Nexus for it to receive resources. Make a note how the regions connect to each other and see if you can cut them off.
  • Build Amplifiers on Generators to boost the production of all resources in that region. Orbital Abilities can further increase resource income, with Refineries and Harvesters give infinite but less efficient late game scaling.
  • Too much metal? Build more Factories/Assemblies to pump out more Frigates.
  • Too much radioactives? Build more Quantum Relays or air units.
  • Too much metal? Build basic defences such as Smarties and Constables(PHC) or Annihilators and Blossom Launchers(Substrate).
  • Build Cruiser Factories (PHC). Cruisers are awesome and the backbone of nearly every victorious army.
  • If your opponent is lacking in anti-air try surprising them with a large air transition.
  • As PHC, invest in Metal and Radioactives Storage upgrades to increase the limits of what you can hold. Ensure you aren't wasting excess resources
  • Any resource income you can't store is lost - build more Factories/Assemblies!
  • The Empire tree in the upper-left part of the screen gives an overview of all your forces.
  • Hover your mouse over any weapon (next to a unit/building portrait) to get more info.
  • Elevation determines sightlines. Move onto hills and plateaus (or bring some air units) to get vision on them.
  • Indirect-fire weapons will shoot over mountains and valleys if you have sight or radar on enemies in range.li>
  • Destroying an enemy Nexus leaves a Turinium Generator in its place.
  • Set Factory/Assembly rally points by right-clicking a location with the building(s) selected. Holding down Shift allows you to see rally points
  • Engineers can capture Generators, so long as they are no creeps.
  • Neutral creeps spawn shortly after the match starts, but you have a small window to grab a region unopposed.
  • Keep building Engineers/Constructors as your economy grows.
  • Orbital Fabricators (PHC) and Gateways(Substrate) can also produce Engineers
  • You can issue orders by clicking on the minimap.
  • Multiple engineers can be used to boost production of a structure or unit

Defensive Tips

  • Build radar in your bases to see enemy units approaching, buying you time to reposition and for long range units to engage radar contacts
  • Want to more easily produce advanced defences in the late game? Call in a Sapper(PHC) or Avatar(Substrate) as they can build advanced defences directly without needing to upgrade basic defenses
  • Base defences can be sieged by artillery cruisers. Have a small strike force near your defences ready to pick off enemy artillery
  • Keep an eye on your victory points. These can creep up on you really easily and cost you a win if you’re not careful!
  • Smarties are cheap. These all purpose defenses don’t cost much and make up for their low damage with exceptional survivability.
  • Engineers and constructors can rapidly repair the health of buildings.
  • Drone Bays host devastating drone swarms that are vulnerable to anti-air weaponry.
  • Repair Bays spawn powerful repair drones that can be shut down by anti-air weapons.
  • Falcon AA turrets deal heavy area damage to any enemy air units in range.
  • Artemis missiles will engage radar contacts even if you can't see them.
  • Drone swarms are extremely effective but vulnerable to many anti-air weapons.
  • Substrate shields regenerate automatically.
  • Invest in basic defences on your resource regions to prevent the enemy from harassing them with Orbital Abilities.
  • The Substrate lacks the ability to repair hull damage to buildings or units.
  • Mountains and basins are impassable.

Combat Tips

  • Every unit has a role to play in the counter system by having strengths and weaknesses, read the unit tooltips to see what they are strong and weak against
  • Use scoutcraft to check your opponents compositions, if your opponent has lots of athenas which are strong vs cruisers, mass frigates instead.
  • Don't forget to upgrade your base defences to more powerful variants
  • Dreadnoughts gain experience in combat. Don't throw away a high-level death machine.
  • Don't charge a Prometheus with a dreadnought of your own. That way lies madness.
  • Beware the Cronus' range and skirmishing abilities. Engage it at close range for best results.
  • The Apollo is a terrifying anti-air monstrosity...and helpless against ground targets.
  • The Nemesis is amazingly powerful against single targets but weak on defense. Frigate swarms are not its friend.
  • The Artemis has a specialized anti-building missile in addition to its secondary barrage effective against groups of frigates.
  • Brutes are far tougher than Archers, but their damage output is limited. Great for early creep-sweeping and soaking damage.
  • Hades bombers and strategic bombers are devastating against buildings and grouped units.
  • Don't forget to mix in Orbital Nullification, or use the Orbital Jam before a big engagement
  • Medic frigates are unarmed but provide crucial mobile repairs to PHC forces.
  • You can burn a level-up opportunity to instantly repair a Dreadnought.
  • Mix in Hermes(PHC) or Capacitors(Substrate) to your armies to give mobile radar, very useful for long range artillery units to engage radar contacts
  • Enough Caregivers can negate an EMP Pulse or Plasma Storm.
  • If you need to rapidly dodge an enemy Orbital Ability, break up the army formation so units move quicker
  • Dreadnoughts are weaker against defences because they don't gain experience