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[Advanced tutorial] Micro strategy notion UPDATED MARCH 2011
#1
After the basic 4 phase strategy, http://btanks.net/forum/viewtopic.php?f=48&t=3254

Now some micro strategy to improve your game and do better than "basics" (basics still make you better player than 80% pub players)


The idea is to provide some tech to "avoid" the classic "phases/tiers" visions to get better result.

I would classify these tech in different categories:

1/ Personnal tech
Strategy to improve yourself, your ability to play, your personnal skill.

2/ Saving tech:
Strategy to improve your saving/gameplay

3/ Surviving tech :
Strategy to avoid requirement that some phases require "having xxx hp to not feed", "going higher tier"

4/ Teamplay tech
Strategy that may not be really useful alone but provide much more better result trough teamplay

5/ Domination tech
Strategy to get a better domination of terrain/enemies/base. The idea is to sacrify some possibilities to earn "terrain result"
ex : getting cp: or "destroying enemy base/creep"

6/ Siege tech
Strategy to do better siege and win the game.

7/ Defensive tech
Strategy to have better defense of players/creep/base/cp

8/ Adaptivity tech
Strategy to be able to adapt to different situaation quickly and easily.

9/ Duel tech
Strategy to win duel (mostly in lane)

10/ Ultimate tech
Strategy, basically gamble involving high efficacity that provide always a win if the opponent is not able to counter it via good teamplay/build.


Nb: Feel free to add strategy in the topic! ^_^





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#2
Mortar tech

Type: personnal, domination, siege
Item: 2500 gold mortar item

Basic idea: using the mortar to get gold from tower. You have to get the most tower/building possible. To start it, is much more easy to get lane towers. If your team has some mid domination (it means that their opponent are defensive at mid), you cans easily get mid lane tower.
The most important is the timing. The value of toers increase trough time. Using mortar at start is not good idea since the tower provides only 150-200 gold. To compensate the item you would need 6-7 towers.... (and not 12-14 because dont you are stil able to sell the item to get back 1250 fold)
--> The idea is to wait a bit later when towers value is around 350-400 gold. Destroying 3-4 towers is enough to compensate the item.

Utilisation: The mortar has higher range than tower: just send it to enemis tower.

Domination: It is quit simple to see how it is useful for siege but what abotu domination? Ok destroing towers makes your creep go further and annoy enemy tanks. But it is not only that. The point is Mortars really piss people off. They wont let some mortar walking slowly killing their towers, they will try to stop them. In order to do that, if mortars are surrounded by creep, they will use a skill, and then lose at least 30 sec where they can't use it.
The second point is that, you can use the mortar as decoy and go somewhere far from them.
The third point is that against long cooldwon weapon, they may provide you some save ^_^


Utility ratio: It is really easy to compensate this item. After usinng it, you stil can save it... And buy it back later if you need it to siege. The gold loss is not high at all. The only annoying point is.... If i already can get these towers without using mortar, what the point in using and waste 1250 gold? ^_^



I am so good that I don't even need to type -rc because I never die !
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#3
Repair kit tech

Type: Personnal, Saving, Duel, Adaptivity, Surviving
Item: repair kit at 1500 gold or 3000 gold.

Basic idea: for 15 mana, the repair kit makes you recover hp. Cheaper than hull, the repair provide a lower bounty for higher hp, like hull, you can stil keep it when you change tank, you are able to fuse it with hull to get back your slot, it has a possibility to surprises enemies by recovering suddenly your hp and then pretend to be weak. It is a possibility to keep your tank surviving against bigger tank longer.

Utilisation:

The repair kit is a mid term plan item. When you buy it and plan to fuse it, buy the one linked to your hull or the "future hull" you plan to get later.

Duel: fight with enemy as usual but pretend to run away to get hp at cp.... Try to lure your enemy and then use the repair kit. since the opponent ran after you he cannot regen at is cp and then it is too late for him.

Saving: contrary to a second hull, the repair kit is not a "wasted slot", you can fuse it.

Surviving: dont forget that this item has a cooldown, to go to far from your cp. For long term saving, the repair kit is like a "must".

Adaptivity: Buy it when you see that your tank can't handle anymore and that you can't affort a hull. Since you don't want to buy 2times the same hull. Repair is more interesting. Against mass enemies like ghost/airship, the good think is that they can't stun you so you are free to use the repair kit.

Plus: for players specialised in tiers 1 tank like antigrav/medivac, it allows them to keep using their favored tank.



Utility ratio:
The big repair kit is linked to the upgraded gold hull, really expensive but may be ideal for a 5hp tank that does not want to use 5k gold yet bur rather go offensive. 1500 gold as real cost (real cost is the price divided by two since you get 50% gold when sell it), is much more hard to compensate than the "small repair kit". The small at 1500 gold is more interesting since at long term repair-kit loses its utility.
As long term saver, this item is really useful.

Advice: try to use the element of "surprise" at maximum by changing opponent. Most people don't check inventory. When you see the opponent know it, try to change one. Some players uses tiers program to provide shortcut to item.

How to counter it?

---> most likely a repair kit used would use it when its hp is low. The simplest is to keep your stun and use it 0.1 sec before the opponent uses his repair
---> check the cooldown of the item.






I am so good that I don't even need to type -rc because I never die !
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#4
Factory using


Most people are aware of the existence of the factory that you can buy for 2500 gold and troop factory that you get when you upgrad it for 1000 gold.
The problem is that many people use it just to assault base without having to lose too much time to get back to cp in order to heal. It is only a small good thing about it.

Actually, the cost is kinda fair, even cheap for what it provides:
Saving a slot for a factory is nearly never a waste. Here are the reasons and some micro u have to know about it.

1/ During a duel, you can place it fast and then winning it for sure wherever u are. The costs of 500 gold to repack it is compensated by the opponent bounty and the experience your tank get.

2/ Wall blocking: Placing it at the entrance of cp to block enemies access to their cp. If you have a good teamate, 2 factories in front of cp is really deadly if opponent are ground without teleport. Then can get in their cp and u can capture it easily.

3/ Coordinate fac assault: easiest teamplay to execute, you tell ur mate to be prepared, u get fast in enemy cp and you place the factory, All your mates teleport in for 75 gold and then it is an easy capture. Only well organised team can counter it. (good players always check people inventory)

4/ Join cp/base everywhere. U are far from it, people are taking cp, place the factory and then telep to cp. It is really useful if all ur mate are not far from u, they can just go to ur fac to come help.

5/ Advanced coordinate fac assault: You and one of you mate buy a fac. 4 players pretend to assault somewhere, the 5th place a fac in cp, You place ur fac and then you all teleport to the cp. It is the counter a team aware that you plan a coordinate fac assault. If u are ready to sacrify one fac, just put both fac in enemy cp, do a bari in one and then all teleport to the other. Opponents will probably split and u would win. (if they don t let one player in the cp with bari and fac, the cp is captured, this player will have hard time to destroy the bari and the fac before you kill all his mate and telep to him)

-> yes, this assault is reall really mean.

6/ Tech meck with fac: When you use a factory as "simple" heal point near enemy base, it is always good the let one meck not far from it. Some good opponent come to place a bomb on it, just unpack the factory in the meck and run.


How to counter that?

a/ having your own fac
b/ using orbital control
c/ watching people inventory
d/ use guard
e/ buy bari/tower
f/ use mine
g/use rune spam technique (placing a lot of level 3 scout rune skill in all your cp, it is really effective but rarely done)
h/ The initiator (the one placing the fac) uses teleport to reach the cp fast so people get surprise, so use breaker.
i/ AOE skill tank, to provide max damage on area. Of course the best is Titan, using W skill to damage the fac and all around.


I am not on my computer right now but i will provide replay later. I hope u enjoyed this one.


Attached Files
.w3g   shredyfac.w3g (Size: 1.48 MB / Downloads: 418)
I am so good that I don't even need to type -rc because I never die !
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#5
hmmm? how do i use these micros?
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#6
(2011-05-07, 23:51:50)CrazeX Wrote: hmmm? how do i use these micros?

??????
I am so good that I don't even need to type -rc because I never die !
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#7
(2011-05-08, 00:16:08)Althend Wrote:
(2011-05-07, 23:51:50)CrazeX Wrote: hmmm? how do i use these micros?

??????

Where Are the instructions? How do I do these micros
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#8
(2011-05-08, 01:01:19)CrazeX Wrote:
(2011-05-08, 00:16:08)Althend Wrote:
(2011-05-07, 23:51:50)CrazeX Wrote: hmmm? how do i use these micros?

??????

Where Are the instructions? How do I do these micros

It is not script to use. Micro referes to micro gestion units/item/hero
I am so good that I don't even need to type -rc because I never die !
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#9
(2011-05-08, 03:40:08)Althend Wrote:
(2011-05-08, 01:01:19)CrazeX Wrote:
(2011-05-08, 00:16:08)Althend Wrote:
(2011-05-07, 23:51:50)CrazeX Wrote: hmmm? how do i use these micros?

??????

Where Are the instructions? How do I do these micros

It is not script to use. Micro referes to micro gestion units/item/hero

So i think about these things while playing? I dont even know what micro is :/
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#10
(2011-05-08, 04:08:27)CrazeX Wrote:
(2011-05-08, 03:40:08)Althend Wrote:
(2011-05-08, 01:01:19)CrazeX Wrote:
(2011-05-08, 00:16:08)Althend Wrote:
(2011-05-07, 23:51:50)CrazeX Wrote: hmmm? how do i use these micros?

??????

Where Are the instructions? How do I do these micros

It is not script to use. Micro referes to micro gestion units/item/hero

So i think about these things while playing? I dont even know what micro is :/

You don't know what micro is? :S
Micro means controlling a unit and do as many meaningful things as possible with it, such as stay outta range all the time with bombard or turn around when enemy chase you and kill him. Do the right thing at the right time.
Free tinker & free oil for airships!
Why don't you ever see the headline "Psychic Wins Lottery"?
-CUZ THERE AREN'T ANY!!
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#11
macro =! micro
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#12
(2011-05-08, 13:06:18)stibi- Wrote: macro =! micro

i still dont know how to do these micro
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#13
(2011-05-08, 17:15:52)CrazeX Wrote:
(2011-05-08, 13:06:18)stibi- Wrote: macro =! micro

i still dont know how to do these micro

u guys arent telling me how to micro
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#14
think its short for micro-management, if it is, this might be useful in explaining it to you
http://en.wikipedia.org/wiki/Micromanage..._gaming%29
warcraft and starcraft are games heavy in micromanagement
in the case of battletanks you may only be controlling on unit, but you need to manage the defense of your base, control points etc etc. think of micro as a verb or action
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