HuntingX's Build Efficient Build Orders: Tec

Detailed, Explicit Builds

   Let's get this show on the road.  Today we start with Tec.  We'll move on to Advent at some point, then finally Vasari... at some point.

These builds are explicitly for 2v2 and 1v1.  They are not for comp stomping (although they WILL comp stomp quite well), or for playing ffa (again, you can pretty much kill a few people before their bad builds get online).

Build 1:
Standard 1v1 (non rush) build on small-medium map:
1.  Buy 2 units of crystal
2.  Upgrade home planet
3.  1 Worker on Cap ship, 1 worker on crystal
4.  Build 2 scout frigates, scout
5.  Start Mazra or Kol (either works fine) when cap ship fac finishes
6.  Start 2 metal extractors
7.  Build colony ship
8.  Take nearby asteroid (all maps have 1 nearby asteroid)
9.  While taking asteroid, scuttle capital ship factory
10. Build 1 military lab
11. Finish the asteroid, colonize it, upgrade so you don't bleed cash
12. Mine all asteroids, and add 2nd military lab
13. Research lrms, start producing
14. Asteroid #2 should be cleared and ready for taking (there's almost always a second asteroid, if not, find a lightly defended terran or desert)
15. Take asteroid 2, build it up as before
16. You should be popped out now on LRMs, start research on flaks.
17. Your scouts should see opponent enemy composition.  You have 3 colonies, you can decide whether to take more or contest neutral extractors (I usually do neutrals)
18. Start research on popultion upgrade
19. Whichever colony is CLOSEST to opponent, should build at least 2 frigates factories
20. Depending on opponent unit composition, start production on Flaks and LRMs
21. Your capital should be 4 or 5 now, continue pressuring
22. Win or lose, depends on you :)

Build 2:
Hardcore rush 1v1, small map
1. Buy 2 units of crystal
2.  Upgrade home planet
3.  1 Worker on Cap ship, 1 worker on crystal
4.  Build 2 scout frigates, scout
5.  Start Soya when cap ship fac finishes
6.  Start 2 metal extractors
7.  Build 3 light frigates, then a colony ship
8.  Send Soya to enemy main base with embargo
9.  Take nearby asteroid with light frigates (all maps have 1 nearby asteroid)
10.  While taking asteroid, scuttle capital ship factory
11.  Continue harassing with Soya (jump in, embargo, jump to nearby star, recharge mana, jump in, etc.)
12.  Get asteroid operational, while building the 2 military labs.  Send the light frigates to your Soya to confuse opponent
13.  Start LRM production immediately, queue to your Soya
14.  Research pop upgrade, take neutral extractors with colony ship, and continue LRM production
15.  Since they have almost no income (no trade income early, almost all income comes from home planet which has no income due to embargo) your mass LRMs should overrun him and end the game

Build 3:
Economy build, larger 1v1, medium large 2v2
1. Buy 2 units of crystal
2.  Upgrade home planet
3.  1 Worker on Cap ship, 1 worker on crystal
4.  Build 2 scout frigates, scout
5.  Start Mazra or Kol (either works fine) when cap ship fac finishes
6.  Start 2 metal extractors
7.  Build colony ship
8.  Take nearby asteroid (all maps have 1 nearby asteroid)
9.  While taking asteroid, scuttle capital ship factory
10. Build 1 Civil lab at main
11. Finish the asteroid, colonize it, upgrade so you don't bleed cash
12. Mine all asteroids, and add 2nd civil lab
13. Start research on trade, and continue taking any planet within reach
14. Start placing trade ports as income allows, research ice or volcano depending on allegiance to home and mineral quality.
15. Deserts are a priority, you can support a ton of trade ports per desert planet
16. You're doing this with little to no units, because you expect the opponent can't get to you in time.  If they can, you shouldn't be doing this build anyway.
17. With spare slots (or upgrade as you will), add 2 military, start LRM production
18. Tech up, start mixed LRM/Flak production
19. Add static D (Gauss) at outlying colonies, continue building trade ports at inner colonies
20. Once an economic advantage is secured, mass an unholy army of LRM/Flak and charge.

General micro tips:
Flak/defense/sentinel frigates do poor dps, but have incredibly high hp for frigates.  Here are micro tips:

Target weak units first.  LRM on light frigate, etc.

Afterwards, if opponent is massing flak type units, use existing lrms to reduce their capital ship hp, while you can produce flak type units of your own.  The multiple angled shots from flaks are actually a BAD thing.  It REDUCES flak dps since they can't use all their guns at once.  Their effective dps is horrible, but since LRMs don't really kill them, it becomes some horrible attrition fest.  Ignore that, and kill their big ships.

Use Mazra's aoe abilities, or Kol's gauss, to quickly destroy flaks (very quickly).  Flaks cannot damage capital ships.  Not even 10-20, will do significant damage (they barely break your shield regen) --> it ends up being something like 1 dps per flak after damage reduction and shield mitigation :(

If you need, the heavy cruisers pack a good punch.  With Tec, you are strong at two points.  Early game, LRMs are highly efficient killers.  Mid game, your economy is much stronger if you went build #3.  Stay with your strengths.

1 more note, Akkon appears to be bugged.  The aura adds no dps to the units (although increases range), making it worthless.  I'd suggest a buff is needed.
117,615 views 56 replies
Reply #2 Top
How do you destroy your own buildings?
Reply #3 Top
Theres a small orange/black tab button underneath the very central portrait area.

Press it, and that will toggle scuttle on and off.
Reply #4 Top
Thanks!

Great post by the way, nice idea's... The Sova seems a little dirty haha!
Reply #5 Top
Good job, this is as close to a build order as I think you can get with Sins. Theres a LOT more variation in play styles and strategy then say, Starcraft where everyone plays only BGH or Lost Temple.

One question I never see strats try to answer...what happens if you DONT get the first 200 crystal bid?
Reply #6 Top
Good question.

Don't upgrade your home planet. That's 200 crystal right there :)

Forgot to mention it, will edit.
Reply #7 Top
Good question.Don't upgrade your home planet. That's 200 crystal right there Forgot to mention it, will edit.


But if you want to guarantee the first crystal bid then you won't have time to check the price, you just hammer ctrl-F6 as soon as you start the game. This means it's pretty much a lottery who gets it if both players use the hotkey.

Reply #8 Top
no

That's not usually what happens

Peoples' computers have different speeds

So usually one person loads a lot faster than everyone else :)
Reply #9 Top
noThat's not usually what happensPeoples' computers have different speedsSo usually one person loads a lot faster than everyone else


I guess time to upgrade comps again then :)

Reply #10 Top
Great job. Thanks for being one of the few on this board who know what they're talking about.
Reply #11 Top
Woot! Let's reduce another game to memorizing and then executing the "optimal" build order and using cookie-cutter "strategy"!
Reply #12 Top
Woot! Let's reduce another game to memorizing and then executing the "optimal" build order and using cookie-cutter "strategy"!


People can play the game however they want. Why are you being so defensive? Nobody is strapping you to a chair and shoving these strategies down your throat. If you want to play the game in a "non-optimal" way, fine. The tone of your post suggests, however, that not only do you want to play "non-optimally", but that you want everyone else to play the same way that you do. That you actually want to STOP discussion on how to play the game more efficiently. Perhaps you should start a post in the strategy forum entitled "Thrash242's INefficient build orders: TEC." I'm sure we will all be looking forward to it.
Reply #13 Top
Woot! Let's reduce another game to memorizing and then executing the "optimal" build order and using cookie-cutter "strategy"!


Sorry but just about every game is like this, there's only a few viable first moves in chess but that doesn't make it any less strategic or fun.

Reply #14 Top
Woot! Let's reduce another game to memorizing and then executing the "optimal" build order and using cookie-cutter "strategy"!


This is really a really naive statement. Most people tend to develop a system in which they start their strategy. Discussing buildorders gives you an insite into what other people are doing and gives you a fresh perspective and ideas that you would have never thought of. Most people incorperate these into their own to make it that more effective.

When talking about online play, a half a step advantage out the starting gate could change the outcome of the game. At the very least it can give you the edge when fist contact is made and put your opponent on the defensive.

Build orders is a strategy game term....but every online genre has them. Its basically the gameplan. What you to position yourself for first contact. In every game the player has many things to choose from. This is just one of them.

The saying "everyone has a gameplan until they get hit in the face".....buildorders are the gameplan before getting hit in the face.
Reply #15 Top
haven't tried the sova carrier's embargo ability, but otherwise, this build order is exactly the same as mine. I've also found it to be the fastest and most effective
Reply #16 Top
Super, pretty familiar with 1,3. Gonna try the sova trick ^_^

hf gaming, tks.
Reply #17 Top

Hello TEC fans


How many LRMs do you build so that their numbers become effective.

What I want is the LRMs to slice thru the enemy.
Reply #18 Top

HuntingX said

"Deserts are a priority, you can support a ton of trade ports per desert planet"

What does this mean? Just how many trade ports can you put on a desert world. Also, I thought that you need to have a 1 to 1 relationship with trade posts. For example, if I build on trade port on my homeworld. Then if find a desert world and build 2 trade ports, the second trade port at the desert world will not make money. Is that true?

While we are on the subject of trade port. Just how much more money do I make per port?
Reply #19 Top
While we are on the subject of trade port. Just how much more money do I make per port?


With TEC, you get a baseline 1.0 credits/s per trade port. You get an additional 0.1 cred/s for every additional 'chain length'. On top of this, you have research upgrades. By the end of a huge map you will usually be taking in about 2.5 - 3.2 per port. This can easily outstrip- your tax income on large maps, because trade income isn't subject to alligence penalties.
Reply #20 Top
Oh, no. Christ, no. Fuck. Fuckity fuck fuck. NOT build order! Say it ain't so!

Lols I are so great I do the same thing every game and I winz hehe!

I object to a few things here. First of all, the loss of imagination and tactics, and replacement with a set-in-stone order. Secondly, to your advocacy of mindless spam. Bah! I have taken out armies of LRM and Flak with only 2/3 the number of skirmishers and assailants and NO MICRO, and I will continue to do so. Thirdly, to your sheer ARROGANCE in coming in here and STATING that those are 'the' build orders. I mean, who the hell do you think you are, coming in here as a 'master' and 'teaching' us? FUCK you!

I swear to god, I will destroy anyone who just memorizes these build-orders, anytime, any map.
Reply #22 Top
1 more note, Akkon appears to be bugged. The aura adds no dps to the units (although increases range), making it worthless. I'd suggest a buff is needed.


A bug! :SURPRISED:
Reply #23 Top
What about the Akkan? I love that ship. It looks so Battlefleet Gothic. And the colonize ability is clutch. Colony frigates are bullocks. The Akkan lets me cap planets without delay. And I like the aura, range and chance to hit are good I think.
Reply #24 Top
14. Research pop upgrade, take neutral extractors with colony ship, and continue LRM production


Just confirmin, u mean the planet population upgrade from the civic lab right?
Or do u mean fleet logistics?
Reply #25 Top
No, i mean the population upgrade in the asteroid itself, so you don't have negative upkeep.