Starting Tips: Difference between revisions

From Ashes of the Singularity - Official Wiki
Jump to navigation Jump to search
(Created page with "<ul> <li>Build Sensor Towers. Many units can strike beyond visual sight if they have radar contacts to hit.</li> <li>Build Defenses. Smarties are cheap defenses fire rocke...")
 
(15 intermediate revisions by 2 users not shown)
Line 1: Line 1:
== General Starting Tips ==
<ul>
<ul>
   <li>Build Sensor Towers. Many units can strike beyond visual sight if they have radar contacts to hit.</li>
   <li>Neutral creeps spawn shortly after the match starts, but you have a small window to grab a region unopposed with your first engineer while building a Factory.</li>
  <li>Build Defenses. Smarties are cheap defenses fire rockets that can defend an area from ground and air attack. Sentinels are much more expensive but will annihilate most units in a single hit. Falcon AAs are good to prevent swarms of Hades bombers from devastating your bases. Drone bays are really good against large incursions of frigates.</li>
   <li>Teams share victory points. Don't worry about who captures the Turinium Generator.</li>
   <li>Seriously, keep an eye on the victory points. Stardock will be addressing the UI on this but victory points can sneak up on you if you’re not paying attention.</li>
   <li>Use F1 or click the icon to select idle engineers when you want to quickly build a structure.</li>
   <li>Look for flanking options. A region must be contiguous with the 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.</li>
   <li>Use F2 or click the icon to select idle factories.</li>
  <li>Build Amplifiers on Generators to boost the production of all resources in that region.</li>
  <li>Only regions connected to your Nexus by controlled (or allied) regions give you their resource income.</li>
  <li>Too much metal? Build more Factories/Assemblies to pump out more Frigates.</li>
  <li>Build Quantum Relays to earn Quanta. Quanta can be spent on global upgrades or orbital calldowns.</li>
  <li>Don't neglect Logistics upgrades (through investing Quanta). A large army is a victorious army.</li>
   <li>Too much metal? Build Smarties (PHC) or Annihilator Cannons (Substrate).</li>
  <li>Build Cruiser Factories (PHC). Cruisers are awesome and the backbone of nearly every victorious army.</li>
  <li>Build Dread Launches (PHC) or Advanced Assemblies (Substrate). Dreadnoughts are crucial to victory.</li>
  <li>Dreadnoughts gain experience in combat. Don't throw away a high-level death machine.</li>
  <li>Build Sky Factories (PHC). A surprise bomber assault has ruined many a day.</li>
  <li>Air defenses around your Nexus have prevented many a surprise loss.</li>
  <li>Hold the spacebar for an overview of the entire map.</li>
  <li>Teams share victory points.</li>
   <li>You can increase or disable the victory points needed to win in the match setup screen.</li>
   <li>You can increase or disable the victory points needed to win in the match setup screen.</li>
   <li>Press CTRL+(1-9) to assign the current selection to that number. Double-tap that number to jump to that group.</li>
   <li>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.</li>
  <li>Press [V] to combine the current selection into an army. Armies are commanded as single units and support each other in combat.</li>
   <li>If your opponent is lacking in anti-air try surprising them with a large air transition.</li>
  <li>Press [B] to break up an army. This can be useful if you want to retreat.</li>
   <li>Use armies [V] to your advantage. Controlling individual units is so 2009.</li>
  <li>Orbitals [C] are powerful single-shot abilities. Their cost increases with each use.</li>
  <li>Upgrades [X] are crucial to victory. Don't forget Logistics!</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>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 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 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>Archers' primary advantage is range. Swarming Archers are a danger to anything ground-bound.</li>
  <li>Hermes are weak in combat, but incredibly swift and equipped with useful radar.</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>Smarties are cheap all-purpose defenses that make up for low damage with exceptional survivability.</li>
  <li>Sentinel cannons are expensive but incredibly powerful emplaced defenses.</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>Falcon AA turrets deal heavy area damage to any enemy air units in range.</li>
  <li>Unlock powerful Orbital calldowns by investing in buildings like the Orbital Relay.</li>
  <li>Invest in Metal and Radioactives Storage upgrades to increase the limits of what you can hold.</li>
   <li>Any resource income you can't store is lost - build more Factories/Assemblies!</li>
   <li>Any resource income you can't store is lost - build more Factories/Assemblies!</li>
  <li>Hold SHIFT to queue multiple orders. This is exceptionally useful for Engineers/Constructors.</li>
   <li>The Empire tree in the upper-left part of the screen gives an overview of all your forces.</li>
   <li>The Empire tree in the upper-left part of the screen gives an overview of all your forces.</li>
  <li>Press F1 to cycle through any idle Engineers/Constructors.</li>
  <li>Press F2 to cycle through any idle Factories/Assemblies.</li>
  <li>Indirect weapons like Artemis missiles will engage radar contacts even if you can't see them.</li>
  <li>Drone swarms are extremely effective but vulnerable to many anti-air weapons.</li>
  <li>Substrate shields regenerate automatically.</li>
  <li>The Substrate lacks the ability to repair hull damage to buildings or units.</li>
   <li>Hover your mouse over any weapon (next to a unit/building portrait) to get more info.</li>
   <li>Hover your mouse over any weapon (next to a unit/building portrait) to get more info.</li>
   <li>Elevation determines sightlines. Move onto hills and plateaus (or bring some air units) to get vision on them.</li>
   <li>Elevation determines sightlines. Move onto hills and plateaus (or bring some air units) to get vision on them.</li>
  <li>Mountains and basins are impassable.</li>
  <li>Indirect-fire weapons will shoot over mountains and valleys if you have sight or radar on enemies in range.</li>
   <li>Destroying an enemy Nexus leaves a Turinium Generator in its place.</li>
   <li>Destroying an enemy Nexus leaves a Turinium Generator in its place.</li>
  <li>Substrate build cruisers and aircraft from the basic Assembly structure.</li>
   <li>Set Factory/Assembly rally points by right-clicking a location with the building(s) selected. Holding down Shift allows you to see rally points.</li>
  <li>You can burn a level-up opportunity to instantly repair a Dreadnought and its army.</li>
   <li>Orbital Fabricators (PHC) and Gateways(Substrate) can also produce Engineers.</li>
  <li>Climb the ranks in multiplayer and view incredibly detailed stats online.</li>
  <li>You can hotkey buildings (CTRL + 1-9). This is massively helpful for updating rally points.</li>
   <li>Set Factory/Assembly rally points by right-clicking a location with the building(s) selected.</li>
  <li>Engineers can capture Generators.</li>
  <li>Neutral creeps spawn shortly after the match starts, but you have a small window to grab a region or two unopposed.</li>
  <li>Keep building Engineers/Constructors as your economy grows.</li>
  <li>Hold ALT to display effective ranges for units and buildings.</li>
  <li>Hold SHIFT with units selected to view their current destinations.</li>
  <li>Hold SHIFT with buildings selected to view their current rally points.</li>
   <li>CTRL+LEFT-CLICK issues an attack-move order.</li>
   <li>You can issue orders by clicking on the minimap.</li>
   <li>You can issue orders by clicking on the minimap.</li>
  <li>Enable the "Repeat build queue" button to constantly produce new units without having to re-manage production structures.</li>
  <li>Multiple engineers can be used to boost production of a structure or unit.</li>
  <li>Rather than panning the camera, navigating the map is more efficiently done by clicking on the minimap or zooming out and back in again.</li>
</ul>
== Economy Tips ==
<ul>
  <li>Hold the spacebar for an overview of the entire map. Useful to see which regions are connected</li>
  <li>Build Amplifiers on Generators to boost the income 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.</li>
  <li>Capturing additional regions and building as many extractors as possible is the most efficient way of gaining more resources, but not always the most practical and not scalable</li>
  <li>Too much metal? Build more Factories/Assemblies to pump out more Frigates.</li>
  <li>Too much radioactives? Build more Quantum Relays or air units.</li>
  <li>Too much metal? Build basic defences such as Smarties and Constables(PHC) or Annihilators and Blossom Launchers(Substrate). Alternatively, upgrade existing Smarties to Barragers and Annihilators to Heavy Annihilators</li>
  <li>Too much resources? Use engineers to speed up production or build more production structures.</li>
  <li>Keep building Engineers/Constructors as your economy grows to make economy scaling easier and easier.</li>
  <li>Don't fall behind in Quanta income, try to maintain least one Quantum Relay being built at a time.</li>
  <li>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</li>
</ul>
== Defensive Tips ==
<ul>
  <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>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>Engineers and constructors can rapidly repair the health of buildings.</li>
  <li>Like units, defences also have certainly specialities. Read the tooltips to make sure you are building the right defences for the right job.</li>
  <li>Falcon AA turrets deal heavy area damage to any enemy air units in range, but lack the strong single target damage and range of Air Eliminiators. Likewise for the Substrate StarBurst and Sky Ender</li>
  <li>Substrate shields regenerate automatically, pull wounded units aside to regenerate.</li>
  <li>Invest in basic defences on your resource regions to prevent the enemy from harassing them with Orbital Abilities.</li>
  <li>Mountains and basins are impassable. Use these chokepoints to your advantage to funnel the enemy in to your defences.</li>
  <li>Base defences are vulnerable while upgrading, use scoutcraft or radar to ensure no enemy units are approaching before you upgrade key defenses.</li>
  <li>Air fighters can be set on Patrol to automatically defend a wide perimeter from air raids.</li>
</ul>
== Combat Tips ==
<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 their use is.</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 and juggernauts gain experience in combat. Don't throw away a high-level death machine.</li>
  <li>Dreadnoughts are weaker against defences because they only gain experience from units.</li>
  <li>Indirect-fire weapons will shoot over mountains and valleys if you have sight or radar on enemies in range.li>
  <li>Many Substrate units drain energy when they fire and will need to recharge if energy is depleted. Mix in Capacitors to ensure Substrate units are firing at full capacity.</li>
  <li>The Artemis has a specialized anti-building missile in addition to its secondary barrage effective against groups of frigates.</li>
  <li>Brutes are far tougher than Archers, but their damage output is limited. Great for early creep-sweeping and soaking damage. Mixing Brutes and Archers together.</li>
  <li>Martyrs are fast and strong against units, use them to outmanoeuvre enemy armies and harass undefended or weak enemy positions.</li>
  <li>Hades bombers and strategic bombers are devastating against buildings and grouped units, but lack strong single target damage.</li>
  <li>Don't forget to mix in orbital nullification, or use the Orbital Jam Orbital Ability before a big engagement.</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.</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>Nano Mesh Barrier is great for giving Dreadnoughts additional survivability.</li>
</ul>
</ul>

Revision as of 05:57, 8 February 2018

General Starting Tips

  • Neutral creeps spawn shortly after the match starts, but you have a small window to grab a region unopposed with your first engineer while building a Factory.
  • Teams share victory points. Don't worry about who captures the Turinium Generator.
  • Use F1 or click the icon to select idle engineers when you want to quickly build a structure.
  • Use F2 or click the icon to select idle factories.
  • 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.
  • If your opponent is lacking in anti-air try surprising them with a large air transition.
  • 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.
  • 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.
  • Orbital Fabricators (PHC) and Gateways(Substrate) can also produce Engineers.
  • You can issue orders by clicking on the minimap.
  • Enable the "Repeat build queue" button to constantly produce new units without having to re-manage production structures.
  • Multiple engineers can be used to boost production of a structure or unit.
  • Rather than panning the camera, navigating the map is more efficiently done by clicking on the minimap or zooming out and back in again.

Economy Tips

  • Hold the spacebar for an overview of the entire map. Useful to see which regions are connected
  • Build Amplifiers on Generators to boost the income 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.
  • Capturing additional regions and building as many extractors as possible is the most efficient way of gaining more resources, but not always the most practical and not scalable
  • 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). Alternatively, upgrade existing Smarties to Barragers and Annihilators to Heavy Annihilators
  • Too much resources? Use engineers to speed up production or build more production structures.
  • Keep building Engineers/Constructors as your economy grows to make economy scaling easier and easier.
  • Don't fall behind in Quanta income, try to maintain least one Quantum Relay being built at a time.
  • 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

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!
  • Engineers and constructors can rapidly repair the health of buildings.
  • Like units, defences also have certainly specialities. Read the tooltips to make sure you are building the right defences for the right job.
  • Falcon AA turrets deal heavy area damage to any enemy air units in range, but lack the strong single target damage and range of Air Eliminiators. Likewise for the Substrate StarBurst and Sky Ender
  • Substrate shields regenerate automatically, pull wounded units aside to regenerate.
  • Invest in basic defences on your resource regions to prevent the enemy from harassing them with Orbital Abilities.
  • Mountains and basins are impassable. Use these chokepoints to your advantage to funnel the enemy in to your defences.
  • Base defences are vulnerable while upgrading, use scoutcraft or radar to ensure no enemy units are approaching before you upgrade key defenses.
  • Air fighters can be set on Patrol to automatically defend a wide perimeter from air raids.

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 their use is.
  • 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 and juggernauts gain experience in combat. Don't throw away a high-level death machine.
  • Dreadnoughts are weaker against defences because they only gain experience from units.
  • Indirect-fire weapons will shoot over mountains and valleys if you have sight or radar on enemies in range.li>
  • Many Substrate units drain energy when they fire and will need to recharge if energy is depleted. Mix in Capacitors to ensure Substrate units are firing at full capacity.
  • 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. Mixing Brutes and Archers together.
  • Martyrs are fast and strong against units, use them to outmanoeuvre enemy armies and harass undefended or weak enemy positions.
  • Hades bombers and strategic bombers are devastating against buildings and grouped units, but lack strong single target damage.
  • Don't forget to mix in orbital nullification, or use the Orbital Jam Orbital Ability 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.
  • Nano Mesh Barrier is great for giving Dreadnoughts additional survivability.