Ten things many players tend to forget in MP games

I just came around and decided to post what 80% of all 5v5 players forget doing :) Well tbh, i think everyone makes at least one of this mistakes. 

 

1. Giving manual attack orders in cap + LF battles

I have seen even experienced players forgetting it :) Your micro will really increase the chances of winning. Finishing off 2-3 more LF will give u fleet advantage and if u carry on, u will have much more.

 

2. Microing|controlling titan at pirates

Well, say hello to the best player in the world doing this too often. Really, I have seen Grimm losing his titan there for 10-12 times during our games ^)

 

3. Building capships late game

When ur cap reaches level 6-7, there is usually no big difference whether it will get a few more levels or not. The same applies to most titans (to a smaller extent though). Anyways, having 3-4 caps with AM draining and AoE abilities will give u an advantage late game. This applies to all three races! 

 

4. Building starbase eco

This applies to both eco spot players and those who build sb to defend (in this case i speak about tec mostly). Trade upgrade is cheap and might give u an upper head in combat spot. As for eco, and ESPECIALLY tec rebel with tar research, who need to build sb to defend their giant territory, Sb eco is undispensable.

 

5. Getting culture in combat spots

The more u delay building a broadcast centre, the less income u get due to decreased allegiance. Remember that, it might mean the difference between victory and defeat.

 

6. Using mine control on AL drone 

So many times I have seen AL fight vasari and fall due to careful actions of Monster Miner Ruining Operations (TM) :) This sounds noobish, but many good random players still dont use drone mine control

 

7. Checking where u build trade as eco

A few more tradeports on the wrong planet can considerably decrease your trade line length, and, as a consequence, ur income!

 

8. Checking for red button on tec sbs

SB with RB will have increased experience value, check this before attacking!! It is considerably better to check for labs as well, as cunning players may intentionally start building RB when ur fleet starts attacking!

 

9. Grabbing neutral extractors

Whoever u are - eco, agro or suicide - neuts give a HUGE upper hand for a player. Applies to all 3 races. As vasari, it might mean the difference between early victory and defeat.

 

10. Using scouts in eco spot instead of LF

Scouts allow for much faster expansion than LF. U will be able to grab more terrirory, and the lesser amount of trade early will be compensated by: 1) higher potential income 2) higher mineral income 3) longer trade line 4) no need to spend a lot on logistics for first trade 5) bigger terrirory under control.

 

Come on, let me know what u think guys

I might add smth as well

 

Hummer

21,794 views 10 replies
Reply #1 Top

11. Forgetting to change hw as your empire expands.

As for your list, i would say its good although i have a small quibble with number one. Once you get to 40+ ships focus firing can actually hurt your dps because you tend to overkill stuff.

Also, starbase eco is trash because it takes 82.5 minutes to pay for itself and the two levels. You should really only build it for when theres a pesky dead asteroid or gas giant blocking your trade route. I would say the idea that TL is somehow significantly better than rebels at eco is one of the biggest myths in sins MP today.

Reply #2 Top

Hi,

Agree a lot with no 9. Neutral extractors are really powerful. Also:

12. Not bothering to scout after the first 20 or so minutes. Always something better to micro or focus your attention? or cbf microing scouts? No..knowing what your enemy is up to is vital, and quite easy for tec and advent given the early scout upgrades. Tip: when attacking, send a light frigate/lesser ship to each adjacent planet to the one your attacking (dont think "I need scouts for that"). This will let you know when the enemy massing something bad. Micro them to attack construction frigates etc too to be a pain

btw Ragnorak - Where did you get 82.5 minutes from? 

I personally feel starbase eco is one of tec's strongest techs. A competent tec player can use them to get a large credit income per sec, far more than his opponent, while keeping his planets (Relatively) safe through the starbases. This leads to a snowball where the income from starbases gets reinvested and makes an even larger credit income. Meanwhile the opponent cannot keep up because he did not invest the way you did.

Does not always work, and yes it is expensive, but they pay themselves off faster than you would believe. The second tier of starbase tradeports makes tec tec imo

Reply #3 Top

Quoting late_game_master, reply 2
This leads to a snowball where the income from starbases gets reinvested and makes an even larger credit income.

This applies to everything that produces credits/resources in the game, and is not specific to TEC starbase trade ports.

Quoting late_game_master, reply 2
Does not always work, and yes it is expensive, but they pay themselves off faster than you would believe. The second tier of starbase tradeports makes tec tec imo

No if you do the math SB eco is one of the worst eco ways possible, next to colony pods

Reply #4 Top

The reason I mention tec starbase trade ports in particular is because it has a second level of it, and is significantly better than the first level (and regular tradeports). It is the reason tec has so much more income/sec than other factions (when all factions have access to tradeports), and why building starbases for tradeports is worth it as tec.

The rewards from regular trade ports are minor. The rewards from starbase trade ports are massive. 

Reply #5 Top

Quoting RagnorakEviscerator, reply 3
No if you do the math SB eco is one of the worst eco ways possible, next to colony pods

It depends...if you were already going to be building the SB (for whatever reason), the actual payoff time is not nearly as bad since you only would take into account the cost of the trade upgrades, not the SB and constructor...it's rare that you would want to SB (or double SB) most or all of your planets, but it happens from time to time, and with RB the TEC don't get penalized as much for losing 2 combat upgrades in favor of trade upgrades....

Reply #6 Top

Quoting Seleuceia, reply 5


...it's rare that you would want to SB (or double SB) most or all of your planets

now i am not biased at all but I think you should do this any opportunity you get (e.g. opponent is passive etc). you can never have too much income

Reply #7 Top

Good post hummer.

I'd add using (or not using) social/industry upgrades on your planets.

Reply #8 Top

Quoting Seleuceia, reply 5


Quoting RagnorakEviscerator, reply 3No if you do the math SB eco is one of the worst eco ways possible, next to colony pods

It depends...if you were already going to be building the SB (for whatever reason), the actual payoff time is not nearly as bad since you only would take into account the cost of the trade upgrades, not the SB and constructor...it's rare that you would want to SB (or double SB) most or all of your planets, but it happens from time to time, and with RB the TEC don't get penalized as much for losing 2 combat upgrades in favor of trade upgrades....

Dude I did the math stop confusing new players.

Reply #9 Top

 

 

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