DaSmurF
29th Sep 04, 8:00 PM
I just spent the last 20 minutes playing skirmish w/ a "harder" difficulty AI. I've been trying to out-play him, but I lost the game everytime before it reached 10 minutes. The reason? The comp build order differs a LOT. Here it is:
1. Build a barrack w/ ur servitor
2. queue in this order: scout, scout, servitor
3. use scouts to get the nearest SP
4. queue FC in barracks
5. Take your two servitors and go to the nearest SP and build listening posts on them.
6. Keep doing so while pumping out marines.
7. Upgrade both your group of scouts to 3 men.
8. You should have about 5 listening posts (differs in maps), 2 full groups of marines (3rd group comming out), two three person group scouts, and a force commander. At this point, the computer would attack you (once the 3rd group of SM reaches his troops) if your weak enough. The comp would use all of the troops I listened above. Killing the commander first isn't as important as killing his men. As long as you damage his commander to the point of about 200 hp left, then you can just use your marines to finish him off (and you'll have a hugh men advantage).
Note: Plasma generator was not included in this. I found this part to be the main difference between my build and the comp's build. No plasma generator = faster requisition. The comp was getting 80 requisition while I was getting 62. I also realized that the rate at which my marines came out was drastically slower.
Not sure how this would work later on in the game, but this build worked pretty well against most players I've tried playing against.
1. Build a barrack w/ ur servitor
2. queue in this order: scout, scout, servitor
3. use scouts to get the nearest SP
4. queue FC in barracks
5. Take your two servitors and go to the nearest SP and build listening posts on them.
6. Keep doing so while pumping out marines.
7. Upgrade both your group of scouts to 3 men.
8. You should have about 5 listening posts (differs in maps), 2 full groups of marines (3rd group comming out), two three person group scouts, and a force commander. At this point, the computer would attack you (once the 3rd group of SM reaches his troops) if your weak enough. The comp would use all of the troops I listened above. Killing the commander first isn't as important as killing his men. As long as you damage his commander to the point of about 200 hp left, then you can just use your marines to finish him off (and you'll have a hugh men advantage).
Note: Plasma generator was not included in this. I found this part to be the main difference between my build and the comp's build. No plasma generator = faster requisition. The comp was getting 80 requisition while I was getting 62. I also realized that the rate at which my marines came out was drastically slower.
Not sure how this would work later on in the game, but this build worked pretty well against most players I've tried playing against.