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Author Topic: Do's, Don'ts and Other Things For The New Player  (Read 125 times)

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TheDude

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Do's, Don'ts and Other Things For The New Player
« on: July 10, 2018, 10:25:09 PM »

Been posting some ideas here on these forums. Mostly about problems with the game, and keeping or growing the player base. It occurred to me that rather than continuing with what amount to 'complaining' maybe I could help some new players with some kind of guide. Basically a Do's and Don'ts as the game stands now. So you don't waste alot of resources doing meaningless stuff.

So, I will get to writing one. It will be for the fast server exclusively. You learn better on this server from your mistakes, but then again you don't have a years time invested. No big deal if you screw up you can start again soon enough.

This is going to take a bit of time................
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Enneagon

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Re: Do's, Don'ts and Other Things For The New Player
« Reply #1 on: July 14, 2018, 12:29:00 PM »

Such a guide will differ wildly depending on what your intended play style is, and most importantly how much time one is willing to invest. I have had thinking about writing one myself, but I would concentrate on experience of a player willing to field 300 nova, and not shy to abuse the game in all ways possible.
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TheDude

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Re: Do's, Don'ts and Other Things For The New Player
« Reply #2 on: July 14, 2018, 06:48:35 PM »

guide is for noobs, casual player initially. to help start them off.

I am about to post it. Guide has been stripped down from a hard-core guide of mine that I will not be posting. Too much info there ;p


REMEMBER, this is for the new player to guide them so they do not stray into areas with no return on investment.

Max 5 cities. Key is to remain as small as possible, and assumes a larger player base.

Max chassis used is Nemesis. Speed increased to 8 making them better in most aspects than nova against NPC.

Max NPC generation is 10K.

2 missile producing cities if missiles turn out to be viable.

Ballistic weapons use later on with AMG as secondary weapons option (AMG might become an anti-missile weapon)
« Last Edit: July 14, 2018, 07:08:21 PM by TheDude »
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TheDude

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Re: Do's, Don'ts and Other Things For The New Player
« Reply #3 on: July 14, 2018, 06:53:07 PM »

part 1

invalid's speed server guide for the new player
-----------------------------------------------------------

things to consider while using this guide...
--------------------------------------------
1. i originally made this guide for myself. this means most of it was written in the first person.
   my original guide was massive with lots of math calculation and and exact details on certain aspects
   of the game; very in depth. what i am posting here is a very dumbed down version.
2. there are no capital letters in this doc. this was purposely done.
3. there will be spelling errors and other like errors in this guide. if it is important to you as a grammar
   nazi to point these errors out, go kill yourself now.
4. max nenesis and 10K npc is used in this guide. nova has been removed from the original on purpose.
   this guide is for efficiency during a new players initial play (over several games)


initial play
------------
I would recommend playing a game or two just observing before using this guide. This will give you
a better understanding of what is typed here. Some ideas you may not understand prior to being in
game and hands-on.

see mech hero official guide for more help...
http://s1.mechhero.com/Guide.aspx

   
summary of acronyms and other info found in this guide
------------------------------------------------------
ir - infrastructure
spam - never watched montey python? spam spam spam spam spam (substitute grind for spam if you like)
pos - piece of shit
fubar - fucked up beyond all recognition
snafu - situation normal all fucked up
sw - software
hw -hardware
                 
                 
considering the purpose of this game
------------------------------------
ask yourself, what is the end result of this game? what must be accomplished?

contrary to popular belief, it is not to build the biggest army. it is in fact to leave earth on many
spaceships you have built with antimatter and other resources.

now ask yourself, how do you get antimatter?

you must build cities on the moon to get antimatter. so really, it serves more to the purpose of the
game to build cities on the various moons than to spend all those resources on an army, or for that
matter on earth cities. maximum moon cities should therefore be the goal.

however, some earth cities are required based on how many mechs you want to run up to endgame. you can
have up to 30 nemesis in half your cities without having an overall declining cell income as long as you follow
the requirements in the 'npc control' section.

this style of gameplay is for the somewhat casual player. you can use this to play hard-core as well, but
with some limitations.


how this game is set up
-----------------------
mech hero is set up with 2 basic areas. first is the world map, and second is the city map.


first area, the world map...

the world is divided into tiles. the entire map is formed from 4096 8x8 groups of tiles. from center
origin 0,0 (which incidentally should not be a tile location on the map, but a crossing of x and y axis.
there are 32 8x8 groups toward the 'northern' and 'southern' and 'western' and 'eastern' directions
until you run to edge of map. therefore, the entire map consists of a grouping of 64x64 sets of 8x8
tiles. thusly, there is 262144 individual map tiles. each sector, alpha, beta, gamma,
delta, is made of 32x32 or 1024 groups of 8x8 tiles.

if you want to know what tile group you are on, select a single map tile, and you will move to tile
transfer, send, harvest screen. move your mouse to the coordinates and hover. a pop-up will tell you
what grouping you are on. fyi, the grouping labels are skewed and do not match properly as one would
think they do. but none of these numbers matter. you will never use them. see the 'extension' section
for further info.

each 8x8 tile group can only have up to 3 npcs on it at the same time. the largest npc is the average
of all cities cell usage from any player within this grouping. it is not the cell usage from just
that single players one city within the grouping, but the total cell usage of all cities of any player
within that grouping. so if your cell usage is 16k, even though your city within that tile group is
just using 1k, there will likely be a 10,000-16,000 range npc within this grouping in that tileset.

afaik, every 5 minutes the server scans the number of npc's in a tileset and new ones are spawned
without replacing any npc's that were not destroyed on previous server scan.


second area, the city map and left pane...

the left pane is also shown in world view, but mostly used when viewing each city, so it is included
in this section.

each city has its own map consisting of 37 elements.

there is a column to the left with all your cities.

you can select the mech screen in map or city view. while looking at your mechs, you can mouse over
them as above (not in experimental mode, use classic mode, or go to send screen)


extensions
----------
there is a single extension that you need. it marks the 8x8 tileset border and labels each map
tile according to the number of power plants on it.

url...
https://chrome.google.com/webstore/detail/mechhero-map-tools/pijiejbidkobmlenaadmjnafnkhbhalb

firefox can use this script if you install the add-on 'chrome store foxified' first, then go to
the google store to install this, or any other extension you wish.

recently firefox has clamped down on extensions. you will likely have to allow unsigned extensions
for this tool to work. in short, type 'about:config' in the address bar and set
'xpinstall.signatures.required' to false.

edit: i think there is one made specifically for firefox now. you could use that extension instead.


npc control
-----------

this is the trick to having a small account, yet being able to compete with much larger players.

you must control the size of the npc's in your area based on the mechs you are currently running.

do not build power plants so total cell income over-runs what your current army can handle. the
npc's spawn based on the total cell income.

for 1600-2500 npc (or less) total cell income must be more than 1600 and less than 4000.
for 2500-4000 npc (or less) total cell income must be more than 2500 and less than 6400.
for 4000-6400 npc (or less) total cell income must be more than 4000 and less than 10000.

once you get to 10k npc(6400-10000), things change. in order for a 10k npc to show up, cell
income from power plants must be above 16000. at this point, you want to stop upgrading mines.

if you have 5 cities, and two power plants in each city upgraded to lvl14, you will generate up
to a 6.4k npc. once you want to jump to 10k npc, requires upgrading one of these power plants to
lvl16, and the other to lvl17.

this npc generation can only be done if you are the only player in your 8x8 tiles-set and is why
an area selected outside of the main center mass is required. if there are others inside your
city area, they will screw it up. use your heavy mortar to destroy them.


about research and mechs
------------------------
one might think the competitive edge to beat the other guy comes from research. this is not really
the case. there are many weapons/armor/shields/support tech that can be researched. however, none of
these matter since all of them can be taken from npc and debris fields. possibly plr/mtp/x2m may have
to be researched due to the scarcity at round start in debris.

the only research that really matters is what you cannot get anywhere else...mechs. no other research
is needed...except at the start when not enough tech is in debris.


these are the only mech chassis required in game...

1. raptor
  time frame: week0 to week1, endgame
  usage: spamming training npcs, scouting, fake attack
  max chassis usefulness: 6 in starting city only
  practical npc size: 170 trainer, 150-250
  endgame usage: multi-line cannon-fodder
 
2. puma
  time frame: week1 to week2 (or never; jump directly to spidertank), endgame
  usage: spamming training npcs, low end npc exploring, pvp quick attack, fake attack
  max chassis usefulness: 8 in starting city only
  practical npc size: 170 trainer, 150-250, 250-400, 400-640
  endgame usage: multi-line cannon-fodder jumpers with spidertank jumper support

3. spidertank
  time frame: week1 to week3, endgame
  usage: mid level npc exploring, pvp quick attack, city defense, endgame quick ab attack
  max chassis usefulness: 6 per city if you have more than one city
  practical npc size: up to 1600-2500
  endgame usage: back line jumper support for puma cannon-fodder and diversion army
 
4. nemesis
  time frame: week3 to endgame
  usage: top level npc exploring, ab city destruction, exclusive usage after about week4
  max chassis usefulness: 30 per city; use only in half of cities
  practical npc size: up to 6400-10000
  endgame usage: main destructive force with raptor, puma, and spidertank as expendable cannon-fodder
 
  the maximum amount of mechs you should be running using this guide and 5 cities is about 60
  nemesis. you could go a bit higher, say 90, but requires more effort. 240 to 300 nemesis is possible
  but only if using xform 100% credit perk, and running 24 hours a day. see 'how to compete...'
 
  during endgame, all of these mechs would be used if you are running a large army (300-500 mechs).
  however, this is not the way this guide will run; for information purposes only. only a minimum
  army will be built for npc running.
 
  furthermore, it is arguable that if you lose 10million res using fodder raptor/puma/spidertank
  combinations, what is the difference if you lose 10million using fodder nemesis as a front line
  defence? imo, you really only need to research and use nemesis chassis once available. all the
  rest, including other cannon-fodder mechs are wasted time.
 
  the raptor will be required for scouting at least larger artifact npc's.
 
  the puma chassis can be skipped altoghether. you can go right to spidertank quick enough.
 
  the spidertank does have a use in city defense. instead of using turrets in a city that  take
  valuable real estate for other buildings, use a few jumper spidertanks instead. spidertanks can
  alos be used to hit larger npc's than stated. you're on your own in this area.
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TheDude

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Re: Do's, Don'ts and Other Things For The New Player
« Reply #4 on: July 14, 2018, 06:54:19 PM »

Part 2

mech loadouts
-------------

[taken from a completely different file/guide]

lowdam = 0 to 25 percent damage [up to 1000 hull]
middam = 25 to 50 percent damage [up to 2000 hull]
hidam = 50 to 75 percent damage [up to 3000 hull]
ultradam = 75 to 99 percent damage [up to 4999 hull]
[~half hour repair per 1000 points once upgraded]

explanation of [no shields] config:
1. only use ne (nemesis) chassis (other configs for reference and 16k npc only from old guide)
2. behaviour is set as /closest/lowest/keep min/each turn/<50percent hull/
3. min mechs to clear that particular npc range without destruction, with min hull damage
4. repair time upgrade is maxed out asap
5. can be used on 10k npc only
6. cannot be used on a real player!!!

[no shields] configurations using no shields or armours. weapons and transports only!

------------------------------------------------------------------------------------------------
                        
150-250 a   1   ra   pglx1,llx1
                  
150-250 b   1   ra   arx4
                  
150-250 c   1   ra   arx3   sffx2 or cpx1
               
150-250 d   1   ra   plrx2
                  
150-250 e   1   ra   lmgx5
                  
150-250 f   1   ra   pglx1   cpx1
               
150-250 g   1   ra   lrrx2                  

      -100cpux1 plrx3 ltpx2, lodam-middam
      
best      -90cpux2 lmgx7 ltpx2, lodamx3, no loss
          -damage due to npc type f, all others easy and nodam

------------------------------------------------------------------------------------------------
                           
250-400 a   2   ra   arx4
                  
250-400 b   2   ra   llx2   cpx1

250-400 c   1   vu   plrx4
                  
250-400 d   1   vu   lrrx4   sffx1
               
250-400 e   1   ra   arx3   bmpx1
      1   ra   arx3   sffx1
      
      -100cpux3 plrx3 ltpx2, lodamx3-middamx3, loequip loss
      
best      -90cpux4 lmgx7 ltpx2, lodamx4, no loss, loequip loss

------------------------------------------------------------------------------------------------

400-640 a   3   ra   lrrx2
                  
400-640 b   2   ra   lrrx2
      1   ra   llx3
      
400-640 c   1   pu   lrrx4   
      1   ra   pglx1   cpx1
   
400-640 d   1   pu   llx6      
      1   ra   plrx2
      
400-640 e   2   ra   pglx1,llx1      

      -100cpux5 plrx3 ltpx2, lodamx3, loequip loss
      -113cpux5 plrx4 ltpx1, no change
      -113cpux4 lrrx4 ltpx2, no change
      
best      -90cpux6 lmgx7 ltpx2, lodamx4, midequip loss
      
best      -270cstx1 plrx8 ltpx4, lodam to hidam depends on npc
      
------------------------------------------------------------------------------------------------

640-1000 a   1   at   pglx1,ipcx2   sffx1,cpx1
               
640-1000 b*   2   pu   rgx3
                  
640-1000 c   2   pu   llx6   
               
640-1000 d*   2   vu   plrx4
                  
640-1000 e   1   pu   lrrx4      
      2   ra   pglx1   cpx1   

640-1000 f**   2   vu   lrrx4   sffx1
               
640-1000 new   1   at   llx6   bmpx1,sffx3               

   
*      -800cnvx1 plrx23 bmpx2 mlp e22x2 mtpx2, lose bmpx1, nodam

**      -800cnvx1 plrx23 bmpx2 mlp e22x2 mtpx2, no loss, nodam

      -90cpux8 lmgx7 ltpx2, middamx2, lodamx2, midequip loss

best      -270cstx2 plrx8 ltpx4 lodamx2

special      -324cstx1 pcx5 mlp aff ltpx2, nodam
      -338cstx1 pcx5 mlp aff mtp, nodam
         - must have both best shields. can use pft instead of pc
         - ltp not enough, upgrade to 338c and use mtp
         - use this config for clearing smaller npc
      -270cstx1 pftx6 ads cff mtp jj, lose cff or ads, middam
         -should really use stx2 here!
         
         
      note:   mtpx1 just enough to collect all loot

------------------------------------------------------------------------------------------------

1000-1600 a   3   pu   rgx3
                  
1000-1600 b   3   pu   llx6
                  
1000-1600 c   2   pu   llx6      
      3   ra   plrx2
      
1000-1600 d   2   at   pglx1,ipcx2   sffx1,cpx1
               
1000-1600 e*   1   at   lrrx10      
      2   pu   rgx3   
   
1000-1600 f**   3   vu   plrx4   

1000-1600 g***   2   pu   arx2 pglx1 jj
      1   pu   rgx3

*      -800cnvx1 plrx23 bmpx3 sffx3 cff mtpx2, lose bmpx2, middam
      -800cnvx2 plrx23 bmpx3 sffx3 cff mtpx2, no loss, nodam

**      -800cnvx1 plrx23 bmpx3 sffx3 cff mtpx2, lose sffx3 cffx1, middam
      -800cnvx2 plrx23 bmpx3 sffx3 cff mtpx2, no loss, nodam
      
***best      -297cstx4 plrx9 pglx1 mtpx1, middamx1 lodamx1
          -because of this npc, best to have one pgl per st for scoutless running
          but not definitely necessary, just large damage from pgl jj
1
      -338cstx5 lrrx10 mlp cff mtp, middamx4, possible nodam
      
special      -324cstx2 pcx5 mlp aff ltpx2, nodam
      -338cstx2 pcx5 mlp aff mtp, nodam
         - must have both best shields. can use pft instead of pc
         - ltp not enough, upgrade to 338c and use mtp
         - use this config for clearing smaller npc
         - must use stx4 with mtp or stx2 with x2m
      -270cstx2 arx12 mtp jj, lowdam x1

      note:    mtpx4 is sometimes enough for full looting
      
      
[no shields]   
      -500cnex3 plrx15 pglx2 x2m, middamx2

   
      -800cnvx1 plrx28 mtpx2, lowdamx1
best      -800cnvx2 plrx28 mtpx2, [no change from above config] [need x2m for loot]

   loot:45k to 45k res +
      [no equpiment]
   debrisx3 from 10k to 15k res/equip each
      = 30k to 45k = 15 to 22 harvesters

------------------------------------------------------------------------------------------------

1600-2500 a   1   wo   mox5      
      2   pu   rgx2,pftx1   cpx1
   
1600-2500 b*   2   wo   mox5      
      1   pu   rgx2,pftx1   cpx1
   
1600-2500 c   3   at   ipcx2,rgx1   cffx1
               
1600-2500 d   3   at   ipcx2,pglx1   mlpx1
               
1600-2500 e***   2   at   ipcx2   jp   
      2   pu   ipcx1   sffx1   

1600-2500 f**   2   at   lrrx10      
      2   pu   rgx3      


*      -800cnvx2 plrx22 bmpx2 mlp e22x2 mtp, lose bmpx2, lowdamx1
      -800cnvx3 plrx22 bmpx2 mlp e22x2 mtp, lose bmpx2, nodam   

**      -800cnvx2 plrx22 bmpx2 mlp e22x2 mtp, lose bmpx2, nodam   
      -800cnvx3 plrx22 bmpx2 mlp e22x2 mtp, lose bmpx1, nodam
      -800cnvx4 plrx22 bmpx2 mlp e22x2 mtp, noloss, nodam
      

***best      -324cstx6 plrx8 pglx2 mtp, lowdamx4or5
        -need the pglx2 for type e jumper npc
      
      -291cstx6 plrx10 ltpx6, lodamx4or5, possible middamx1or2
      -338cstx5 lrrx10 mlp cff mtp, middamx3, possible nodam
      -270cstx5 arx12 mtp jj, hidamx2, loss mtp possble
      
special      -550nex2 kpx3 dcx2 ads aff
        -no transports. an additional capacity point is needed
        -must use kpx3 and dcx2. swapping for emp will not work!!!
        -use escape hull <50 and keep max behaviour
      
      
[no shields]

      -500cnex3 plrx15 pglx2 x2m, middamx2, hidamx1 possible
      
   
      -800cnvx2 plrx28 mtpx2, lose plrx2/3, lowdamx1 middamx1 [need x2m for loot]
best      -800cnvx3 plrx28 mtpx2, lose plrx2/3, lodamx2/3
      -800cnvx4 plrx28 mtpx2, lose plrx2/3, lodamx2
      -800cnvx5 plrx28 mtpx2, lose plrx2/3, lodamx2
      -800cnvx6 plrx28 mtpx2, lose plrx2/3, lodamx2
         
      note:   be sure and set escape hull<25percent.
         covers all mech groups in this range without scouting

------------------------------------------------------------------------------------------------

2500-4000 a**   2   ne   mox8   sffx2   
      1   st   ipcx3   adsx1
   
2500-4000 b   2   wo   mox5      
      5   pu   rgx2   cff / adsx1
   
2500-4000 c*   2   st   pftx8   mlpx2,jp
      1   st   pftx9   cffx2,jp
   
2500-4000 d   3   wo   lrrx10   sffx3   
      1   st   tgx3   cpx2,mlpx1
   
2500-4000 e   3   st   ipcx3   1 cp,1 sff
               
2500-4000 f   2   wo   plrx10

2500-4000 g   2   at   pglx3   mlpx1,jp
      2   ne   plrx10

*      -800cnvx7 plrx22 bmpx2 mlp e22x2 mtp, lose e22x2/4/6, lowdamx2/4/6
      -800cnvx10 plrx22 bmpx2 mlp e22x2 mtp, lose e22x2/4/6, lowdamx2/4/6
         
      note:   mutliple antijj nv can be used here for better results, but not required

**      -800cnvx10 plrx22 bmpx2 mlp e22x2 mtp, lose bmpx4, mlpx2, middamx2

      note:    do not use an antijj mech on this npc
                 
      -800cnvx2 kpx3 arx15 lrrx7 x2mx2, hidamx2, lose kp possible
      -800cnvx3 kpx3 arx15 lrrx7 x2mx2, middamx2 lodamx1
        note: must set escape never
      
      
special      338cstx15 lrrx9 mox2 mtp, middamx4/5/6,type c more damage
        -most set target a lowest hull  doing st damage
        -used when transitioning to nova but not quite there yet.
        -can only be used with highly upgraded mechs (max cap and high hull upgrades)
   
   
[no shields]

      -550nex3 kpx3 dcx2 ads aff
        -no transports. an additional capacity point is needed
        -must use kpx3 and dcx2. swapping for emp will not work!!!
        -use escape hull <50 and keep max behaviour
        -the dc used for antijj only
       
      -500cnex10 plrx15 pglx2 x2m, middamx2, hidamx1
       
   
      -800cnvx4 plrx28 mtpx2, lose plrx2/3, middamx2 hidamx1, 45min repair
best      -800cnvx5 plrx28 mtpx2, lose plrx2/3, midamx3
      -800cnvx6 plrx28 mtpx2, lose plrx2/3, middamx3
      -800cnvx8 plrx28 mtpx2, lose plrx2/3, middamx2/3
      -800cnvx10 plrx28 mtpx2, lose plrx2/3, [no change from above config]

      note:   be sure and set escape hull<25percent.
         covers all mech groups in this range without scouting
         add a few pft/te to help agains pft st to reduce damage

   loot:65k to 85 res +
      [amgx6][mox2][rgx3][cffx2][ipcx1][pftx5]
   debrisx4 from 25k to 30k res/equip each
      = 100k to 120k = 50 to 60 harvesters

------------------------------------------------------------------------------------------------

4000-6400 a*   4   st   rg2x6   e22x1   
      2   wo   mox5
      
4000-6400 b*   3   ne   mox4,lrrx10      
      3   at   arx7,amgx4   mlpx1,jp
   
4000-6400 c**   1   nv   plrx32      
      4   at   ipcx2   jp   
         
*      -800cnvx6 plrx24 cpx2 bmpx2 mlp mtpx2, lose cpx6, bmpx6, mlpx4,  middamx2/4
      -800cnvx7 plrx24 cpx2 bmpx2 mlp mtpx2, lose cpx4, bmpx4, mlpx2,  middamx2/4
      -800cnvx10 plrx24 cpx2 bmpx2 mlp mtpx2, lose cpx4, bmpx4, mlpx2,  middamx2

      note:    do not use antijj mechs on this npc

**      -800cnvx10 plrx21 bmpx2 mlp e22x2 mtpx2, lose e22x2, middamx1
      
      note:   a single antijj nv can be used here for better results, but not required
      
[special]   -270cstx6 pcx4 arx7
       &800cnvx2 kpx3 arx12 lrrx9 x2mx2, middamx6 (type a really hurts, the rest hardly nodam)
      
       note: use this for minimal cell expense up to 6.4k npc   
       
       

[no shields]

      -500nex12 plrx19 pglx2 mtp
      -600nex12 lrrx22 rg2x2 mtp
best      -600nex12 mox10 rg2x1 mtp
          
      -550nex5 kpx3 dcx2 ads aff
        -no transports. an additional capacity point is needed
        -must use kpx3 and dcx2. swapping for emp will not work!!!
        -use escape hull <50 and keep max behaviour   

       
      -800cnvx5 plrx28 mtpx2, lose plrx2/3, middamx5 (possible hidamx1)
best      -800cnvx6 plrx28 mtpx2, lose plrx2/3, middamx5/6
      -800cnvx8 plrx28 mtpx2, lose plrx2/3, [no change from above config]
      -800cnvx10 plrx28 mtpx2, lose plrx2/3, [no change from above config]
      -800cnvx15 plrx28 mtpx2, lose plrx2/3, [no change from above config]
     
      note:   be sure and set escape hull<25percent.
         covers all mech groups in this range without scouting
   loot 115k res +
      [mlpx3][x2xx1][x2mx2][adsx3][amgx8][tex2][affx2]
   debrisx4 from 55k to 65k res/equip each
      = 220k to 260k = 110 to 130 harvesters

------------------------------------------------------------------------------------------------

6.4k-10k a*   2   nv   plrx32      
      4   st   pftx8   mlpx2,jp
   
6.4k-10k b**   5   bi   rg2x8   cffx3,mlpx1   
      2   ne   3xkp 1xpr   1xaff

*      -800cnvx10 plrx21 bmpx2 mlp e22x2 mtpx2, lose e22x9,  middamx4
      -800cnvx10 plrx21 bmpx2 mlp e22x2 mtpx2, lose e22x9
         w/800cnvx3 pftx38 bmpx2 mlp e22x2 mtpx2, lose e22x7/8,  middamx4   
                  
      note:    cannot get better result, even with more mechs, unless split jj/antijj
         should use antijj nv here, but not required
      
**      -800cnvx10 plrx21 bmpx2 mlp e22x2 mtpx2, lose bmpx8/10/12, mlpx4/6, hidamx4/5
      -800cnvx12 plrx21 bmpx2 mlp e22x2 mtpx2, [no change from above config]
      

       
[no shields]

      -500nex22 plrx19 pglx2 mtp
      -600nex22 lrrx22 rg2x2 mtpx1
best      -600nex22 mox10 rg2x1 mtp
      
      -500nex15 kpx3 rg2x2 mtp

      
best      -800cnvx10 plrx28 mtpx2, lose plrx2/3, middamx6/8/10 to hidamx6/8/10
      -800cnvx15 plrx28 mtpx2, lose plrx2/3, [no change from above config]
      -1000cnvx8 plrx32 x2m, middamx5 to hidamx5
      
      -1000cnvx8 mox19 x2m, no loss, middamx4 to hidamx4
      
      note:    be sure and set escape hull<25percent.
         covers all mech groups in this range without scouting

   loot 90k to 130k res +
   [mlpx3][dcx2][pcx4][tex2][amgx10][x2xx1][empx3][mox2][adsx4][rg2x3][pftx8][affx2][prx8]
   debrisx4 from 100k to 120k res/equip each
      = 400k to 480k = 200 to 240 harvesters
-------------------------------------------------------------------------------------------


      
overall loadout notes
---------------------
once enough ballisitic weapons have been aquired through debris or npc spamming, you want to switch from energy.
ballisitics use alot less energy now the usage hase been reduced.

once the entire army has been switched to lrr/mo or mo/rg2 or mo/amg then all loadouts shown using energy
weapons can also use the new ballistic weapons.

example, plr x15 pgl x2 mtp can be swapped with lrr x17 rg2 x2 mtp or mo x8 rg2 mtp or mo x8 amgx5 mtp

once hulls and capacity are maxed, you can decrease the number of nemesis sent to any npc by 20 percent.

example, you sent ne x22 to a 10K npc. now hull and capacity are maxed. send ne x18 will work just as well.

You might notice there are no missile loadouts, even though in this guide two cities are producing missiles.
I do not yet have enough info to include missiles in attacks. if used, they would only be used against a
real player in multiple waves. I suspect that 60 to 90 nemesis with enough missiles to attack a bigger player
would be very effective. We shall wait and see.
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TheDude

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Re: Do's, Don'ts and Other Things For The New Player
« Reply #5 on: July 14, 2018, 06:55:01 PM »

Part 3

cities
------

 make only 4 or 5 cities max. in all cities, does not matter what kind of mines are used as
 cell control is key here, and power plant income will be minimal. see 'npc control' section.

 00- 3/3/4 -special-   mech/plr/mtp [bunkers x7][mech factory][dual hanger]
 note: this city is destroyed later with raze option and ab weapons from other cities
 
 place these next cities in a cluster away from the center mass (likely around 120 distance away
 around 100,100 or -100,-100 or 100,-100 or -100,100 map location)
 
 01- 1/1/8 -energy-   mech/plr/pgl/mtp [mech factory max][max hangers]
 
 02- 1/1/8 -energy-   mech/plr/pgl/mtp [mech factory max][max hangers]
 
 03- 1/1/8 -energy-   hm/mo/lrr/amg [max hangers]
 
 04- 1/1/8 -energy-   missiles [max hangers]
 
 05- 1/1/8 -energy-   missiles [max hangers] only if requring more missiles
 
 yes, you can destroy  your own cities. once you have hm producing, destroy your first
 city asap.
 
 max hangars are made in every city so you can repair mechs in any city. these hangers can be
 razed to reduce overall ir points as required.

 as a new or casual player, you must remain small to survive. currently, there are not enough
 players on s1fast server to make this relevant. but one day, the base will increase, and
 small size will help greatly.

 
what to build
-------------

total 37 building positions in cities, 10 of which are used by mines.
27 available positions...

standard to all cities:
      [command center lvl20]
      [eng facility lvl8]
      [recycler lvl10]
      [planetary exchange lvl12]
      [science academy lvl3]
      [tech lab lvl17 to lvl 24]

      6 out of 27 building positions used
      21 left for others...

      

standard to starter 3/3/4 city 0 [to be deleted later]:
      [crystal mine x3 lvl121]
      [gas mine x3 lvl12]
      [power mine x4 lvl12]
      
      [crys storage x2 lvl15]
      [gas storage x2 lvl15]
      [cell storage x2 lvl5]
      
      [warehouse x2 lvl12] 57600 total space
      [bunker x5 lvl12] some can be changed to hangers later if needed
      [armory lvl8]
      
      [harvesters] only to pick weapons from debris
      
      [planetary council lvl3] moved to distant city later
      
      [hanger x2 lvl3]
      [mech factory lvl7]
            
      [zero empty slots for endgame building]
      
      not required:   
      [shields]
      [recovery]
      [crystal extractor]
      [gas refinery]
      [power coil]

      
standard to 1/1/8 cities 1 and 2 with [mech] research and [plr][pgl][mtp]:
      [crystal mine x1 lvl0] not used
      [gas mine x1 lvl0] not used
      [power mine x2 lvl13 to lvl17] use only 2!

      [crys storage x2 lvl18]
      [gas storage x2 lvl18]
      [cell storage x3 lvl18]
      
      [warehouse x2 lvl12] 57600 total space
      [armory lvl12] razed to lvl1 later in game

      [hanger x5 lvl3]
      [mech factory lvl7] for nemesis production
      
      
      [artifact lvl1] build only when you find an artifact

      not required:
      [bunkers]
      [shields]
      [recovery]
      [radar]
      [sats]
      [planetary council]
      [crystal extractor]
      [gas refinery]
      [power coil]
      
      
standard to 1/1/8 cities 3 with [heavy mortar] research and [mo][lrr][amg]:
      [crystal mine x1 lvl0] not used
      [gas mine x1 lvl0] not used
      [power mine x2 lvl13 to lvl17] use only 2!

      [crys storage x2 lvl18]
      [gas storage x2 lvl18]
      [cell storage x3 lvl18]
      
      [warehouse x2 lvl12] 57600 total space
      [armory lvl12] must keep to lvl12 for missile production
      
      [hanger x5 lvl3]   
      
      [artifact lvl1] build only when you find an artifact

      not required:
      [bunkers]
      [shields]
      [mech factory]
      [recovery]
      [radar]
      [sats]
      [planetary council]
      [crystal extractor]
      [gas refinery]
      [power coil]
            
standard to 1/1/8 cities 4 and [5] with missile research:
      [crystal mine x1 lvl0] not used
      [gas mine x1 lvl0] not used
      [power mine x2 lvl13 to lvl17] use only 2!

      [crys storage x2 lvl18]
      [gas storage x2 lvl18]
      [cell storage x3 lvl18]
      
      [planetary council] build one in each city for backup
      
      [warehouse x2 lvl12] 57600 total space
      
      [hanger x5 lvl3]   
      
      [artifact lvl1] build only when you find an artifact

      not required:
      [bunkers]
      [shields]
      [mech factory]
      [recovery]
      [radar]
      [sats]
      [planetary council]
      [crystal extractor]
      [gas refinery]
      [power coil]
   
   
recycling
---------
once recycling stations are up and running at lvl10, always recycle everything
except this tech...

...initially to get up and running
plr
pgl
mtp


..for later so you can switch to ballistic weapons
mo
lrr
amg


...for a rainy day when you need massive firepower (for certain portal npcs)
dc
kp


...everything else is recycled! yes, especially powerclaws.

the reason only these weapons/equip/armors are used is a simple one. they are the
most massive with the best damage per weight ratio >>and/or<< they are the
cheapest with the best damage to weight ratio >>and/or<< they are the heaviest
tech in its class <<and/or>> they have the longest range with the best damage per
weight ratio. this means that when a mech is hit, these are the least likely
to be blown off (losing the tech in debris) or you wont care if they are blown
off because they are cheap and easily replaced. tech like powerclaws serve better
use recycled than losing them in battle.

dc, defector cannons are very expensive, but have massive initial damage (first shot).
this weapon is a wildcard. it can be recycled for massive resources, but is better
to stockpile in case you need them later

kp, kinetic projectors are the best weapon in the game. however, since missiles
have had damage doubled, and are easier to make, kp weapons at times can be
ineffective with proper planning.

st jj and pft are kept only for city defence, as no turrets are used in any city.
st jj and pft, along with x2x can be sold cheap for massive cell income as well.
(spidertanks [st] do not have to be used at all, but nice to have ready)

later when you have switched over to a ballistics army, you can also recycle
plr, pgl.

if you have purchased some credits, alway run xform 100% in all cities converting
crys/gas to cells. As much as you can.


how to compete with the bigger players
--------------------------------------
as this guide explains, you can run a small 5 city account using only nemesis while
controlling cell production to allow only max 10k npc to spawn. however, you will need
to share your account with at least one other person (preferably 2 others) that are in
different time zones to continually spam these 10k or less npcs 24hrs a day.

set your account up with sitters for the other 2 friends.

if you cannot or will not work with others (as i prefer), then you will have to buy some
credits so you can transform crys/gas to cells in your lvl10 recycler in all cities
constantly. this is the only limitation.

There are some nice players that may set you up with some credits if you ask them nicely.
(Thanks Lech ;p)

you can buy almost enough credits to run xform 100% for the entire s1fast server game
for $5 or 60 credits (6 credits a week for 10 weeks). $10 is a better deal for 140 credits.
if you plan on returning for many rounds, $20 is even better for 320 credits.

again, you only need the xfrom 100% credit perk to compete with others if you do not
want to share your account with others.


general notes
-------------
0. try not use puma chassis. jump directly to spidertanks.

1. once nemesis chassis has been researched, do not use any other mech!!!!!

2. do not upgrade any mech! it is not worth the time. recycle all non-nemesis mechs
  once nemesis chassis is available in sufficient quantities. Makes recovery station
  useless as well.

3. with exception of support tech (transport/harvester) do not research any tech
  beyond level one. it costs too much in cells generally. as for crys/gas, you will always
  have more than you need, so you need no savings here.

4. do not build shields. they are absolutely useless and cost too many cells to build.

5. max npc for nemesis is 10k. control npc size with power plant sizes as explained.

6. transform crys/gas to cells continuously and forever as long as you can no
  matter if you need the cells or not, even if you are not using transform perk.

7. don't build more than 1500 transports in a city. if you need more space, it is time
  to raze the tech lab and science center to build crys/gas storages.

8. don't build more than 200 harvesters in a city. more only cuts severely into cell
  production. harvesters are only really used to collect better weapons; not for res.

9, on moons, only build on tiles with antimatter x8. do not build anywhere else!!!!!!
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Robert-MH

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Re: Do's, Don'ts and Other Things For The New Player
« Reply #6 on: July 15, 2018, 09:44:02 PM »

Wow! That's very impresive! It could be excelent supportive material for new players. I wonder how to make accessible to newbies. Maybe few pages pdf manual accesible from many places (game footer, guide, end of tutorial, etc.)?
« Last Edit: July 18, 2018, 08:44:26 PM by Robert-MH »
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Nobody

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    • Email
Re: Do's, Don'ts and Other Things For The New Player
« Reply #7 on: July 17, 2018, 12:55:31 AM »

Thank you so much for all this valuable info :)
I will combine this with my strategy on next server
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Enneagon

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  • Posts: 342
Re: Do's, Don'ts and Other Things For The New Player
« Reply #8 on: July 18, 2018, 10:55:59 PM »

Ok, this is extremely specific guide for a strange play style that can easily backfire.

Overall, this reads as trained monkey guide, do this, nothing more and don't think. I will absolutely hate anyone who follows it, just because.

It may work, for what it states, but why anyone would want to be a trained monkey doing one simple thing out of manual for dummies; well, you sometimes have to in life, but in a game? I play games to play, and playing means learning.

Every monkey guide for a game that doesn't have set play through should end with: "...and now, you're set up to start playing, experiment with things and experience the game."

I admit, I have not played this for years, and I know nothing about the new Nemesis, so no comment there.

My main concern with this, you direct a small player to take 118 nodes, but not use those to full extent for most of the time. It can make some of the old nasty predators (even me) mad and attract massive, directed bombing run just out of principle. And infrastructure point limits won't help. Especially if the guy is close to a portal site.

Puma is an excellent early chassis, there is nearly no reason to skip it, while it is definitely possible to research spider tank still under protection time and on pure Training NPC farming, that is rather intense, and might even require Puma. As soon Training NPC bonanza ends, you need some other chassis than Raptor. I only recycle pumas if I'm setting for low activity observer account, for active play I use small number of pumas indefinitely, for NPCs up to 1200 and occasionally few special purposes.

While upgrading mechs chassis is indeed generally counter-productive, I take pride in upgrading my first two raptors (the other four of the starting team of six die as scouts against first 6400 NPC or some other way, but are never recycled either). Also, I see my high experience pumas as reserve spider tanks and can upgrade them for endgame, either as fast replacement for loses among my elite ST force, or as reinforcements for Resonance Generator corps on the moons.

I don't know how the nemesis speed upgrade changed the dynamics of RG2 16k NPC, particularly, is it still doable with small team of PLR ST, but aside of that, only the mighty dreadful KP Nemesis 16k did not have reasonable ST solution (it have ST solutions, but those are massive, exotic and/or impractical), anything else can be hit with small ST team, if you have either dedicated teams or are willing to rearm for some occasions.

Power Claws. Yes, unfortunately those are of limited usage for serious PvP due to lack of good support weapons for the second and third jumper line (there is no equivalent of DC in the ballistic lineup unfortunately), so they are only usable for nasty surprises on limited scale. It is possible to use naked PC ST jumpers together with EMP transport group to hit up to 10k NPC no-scout. They will lose quite a few claws however, and there is even small chance of occasional death, but I liked the added experience from the damage taken, and used this as fast training squad - it can accept spiders out of factory, unlike many other of my more elaborated setups that require upgrades.

You're right, about 200 harvesters per city is also what I recommend as optimal average. More is hard to employ efficiently even if you play with the debris field. An added note here though, one should not ignore cells in the debris, harvesters can bring in million cells per day per debris field sector. Yes, that's rather intense, and is better done if you have dedicated sitter who only manage harvesters while you only manage mechs. Crystal and gas storage will overflow, of course, constantly.

I find your recommendation for five city limit rather strange. I recon, it is based on extensive calculations of the largest size that still is small enough to be safe from the really big 15+ city 300 nova behemoths. That is a flimsy and false safety, you certainly haven't seen what Rowdy Crew did out of boredom.

And then, I have played 3 city shark, and that I would see as the genuine size of a dedicated moon fighter. 8 novas and 12 ST is enough to hit any NPC if you know what you do and can get whatever weapons you fancy from your alliance, and that can be supported easily on very casual basis, even just an hour a day or so might be enough to get full set of technology and nice amount of experience on the mechs well before the endgame, then build MBBs in in all three cities fast and cheap. There is even no need to evacuate from the centre, where you can interact with your alliance and even contribute those same eight novas to collective defence, and receive fast reinforcements whenever necessary.

Shield building is indeed rather superfluous for a small player who try to use infrastructure limitations as false defence mechanism, but can be lifesaver when serious AB warfare is in order. Of course, it works best when you construct it on demand, while the main attack is inbound, else a preliminary hit specifically to remove the shield was our standard practice. Defensive building is an art worth to be learned, bunkers are great, but much too slow to construct.

Well, maybe I should look around what scraps I have left and publish my own notes. But if I do, there would be just exactly one fact about this game I won't propagate.
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TheDude

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Re: Do's, Don'ts and Other Things For The New Player
« Reply #9 on: Yesterday at 06:14:05 AM »

Again, this is a noob guide. Easy to do, easy to send mechs,  quick repair and turnaround for fast NPC spamming, no armours/shields to produce, no weapons to make (after initial army build), no scoutiing required, no reconfig needed, no tedious account of 25+ city maintenance, no wasted endeavors. This allows the noob to get to know the game, and to think about things. Then they can try something else a little harder.

Edit: To add, you don't even need the cell Xform 100% if using nemesis speed and fast repair, as long as you have some sitter friends; even with up to 80 or 90 nemesis ;p

You would have no idea if a player is using this guide, unless they told you themselves. I have run this kind of account, with around 2400 IR, and 5 cities when in 'observe' mode. Easily done. In fact, you can technically run more cities than that, and still be around 2400, with around 80 to 100 nova (or around 180 Nemesis). In order to do it you have to change your entire playstyle and way of thinking from the norm (will never share that info), and obviously run cell Xform 100% all the time. But that is not what this guide is about.

Edit2: Ok, when I say 2400 IR and 5 or more cities this might not make sense mathematically. You have to decide when you are done building and switch to income or NPC or even player attacks. The 'raze' button is your friend. So are transports ;p Big hint. IR can be rebuilt later when needed.

You can use attack limitations in 'shark' mode as you say. I have done it and run 3 to 7 cities with very low IR and 90 to 180 Nemesis easy, again using cell Xform 100% in all cities (depends on how much cell stress I want). But that is not what this guide is about.

You can hide behind attack limitations from big players. Even if 'hammers' make a multi-account to have a 'small' player for this kind of defense, it is still possible, you just have to be willing to use the 'raze' button and be prepared. I have done it many times. I usually play with 25 to 27 cites and around 450 novas. But that is not what this guide is about.

One uses 118 tiles whether they use them or not because you cannot change another type of tile to a 118 tile when/if you decide to go your own way.

You say you have not played for a while, so I will tell you, and this has nothing to do with this thread. Nemesis IMO are now better than nova, if you are not afraid of losing some of them. They can be good enough for even 16K without scouting. But you and everyone else will have to figure that out yourselves ;p
« Last Edit: Yesterday at 06:23:31 AM by TheDude »
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