What a happy little surprise this video was! Well played, nice first game back! Hopefully more videos are in PlanRTS!
@DanRTS Жыл бұрын
Heh I suspect I was very much helped by having a strong team, but I had fun 😊
@FutureGnome Жыл бұрын
It seems industrial annihilation is bringing everyone back, Good to see you back Dan!
@DanRTS Жыл бұрын
And you mate! My inability to put content out was all life related, but I'm loving the concept of Industrial Annihilation!
@justanotherdutchy Жыл бұрын
The legend has returned! Glad you're back :)
@DanRTS Жыл бұрын
Ha legend is lie. As is the cake.
@MercianWanderer Жыл бұрын
Glad to see you back Dan.
@DanRTS Жыл бұрын
Thanks! I'm gonna be playing a lot more :)
@kralthe9832 Жыл бұрын
Looking forward to more!!
@DanRTS Жыл бұрын
Thanks for watching!
@EpicMiniMeatwad Жыл бұрын
Lobs have less metal efficiency per bot than a bot factory. Something like 45 metal per dox vs 55/50. Not that big, but adds up (11% to 22%). Its main advantage I believe is being able to close the distance and insert dox into a backline where units have to turn to retaliate. When you're 1% better at 30 different things, you're 30% better. But there's only so much that can be done on the economy side anyways.
@DanRTS Жыл бұрын
Very useful tip, thanks! I did not know that. Happen to know the difference in factory Vs lob manufacture though?
@EpicMiniMeatwad Жыл бұрын
@@DanRTS 50 per shot. 45 per dox in factory. If you check the production methods between a bot factory and a lob, it will show you the metal cost as you hover over it. It's useful against vehicles like the leveler which take a long time to turn around, since you can insert units behind armies, or behind factories in an enemy base with sparse protection. If you're interested in doing the stuff I did below yourself for your own playstyle, the production screen when you select a factory and hover over a unit shows: Its metal, health, damage, DP/s, and draw stats (per usage, like shooting guns, not per unit, except for radars and air I think). Divide these together and you'll get the ratios between them and what you're most interested in. Like for wall, health / metal at 50 metal 2000 health is 40 health per metal. Put the smaller number at the end if you want something more readable. -- Now, I didn't make a spreadsheet for this, or set up any of these build orders encased in brackets ex: [n Unit] myself (except for land, though that was by feel), but I already have it saved so I will paste it anyways for reference. I did look at a few things I'd probably end up using and calculated their metal-damage efficiency too. I prefer using land, so it's what I looked into the most. On build orders and army composition; Priority building is done by ctrl+clicking a unit in the production tab. It wont build it continuously if you have continuous mode on. These build orders I listed at the bottom in brackets ex: [n Unit] seem to be useful for contesting. There may be better things to build if you're not being contested, or have advantage to press, or even because you don't like them, like having more infernos to destroy factories and structures as they're the most damage-metal efficient or 100% Artemis to annihilate puny space fleets instantly from afar without taking any damage yourself. I don't strongly endorse using the unit ratios in the build orders I have here, they're mostly not mine and I am not that great of a PA player (only 220 hours), you should try out what you like, but from my experience the land unit type is my favorite, as I can fill discrepancies in what I desire there with dedicated factories, and I am familiar with the units. Usually just a decision of more or less infernos if I notice they're getting in and dealing damage and not just tanking damage for the ants. -- Nuke (production): 0.90909.. Metal per DP (33,000DP, 30,000 metal) Land: Inferno has the highest metal-health efficiency out of the land units too. It can tank damage for ants even when it's not doing damage, and I think they may even bait auto-aimed artillery as they separate from your ants. On fabricators and efficiency; Fabricator power is 1:1 with metal draw. 50 metal draw builds a wall in 1 second, because a wall is 50 metal. For land, Land also has the most metal efficient (Metal cost per unit / Metal draw) and energy-fabpower efficient (Power draw / Metal draw) fabricators, getting even better efficiency at advanced fabricators, only beaten by naval. May seem like nothing at first, but if you're doing super-scaling a.k.a. Building fabricators to build more fabricators to take over an empty/uncontested planet, the extra efficiency helps. Normal land fabricators are more expensive up-front, but have the same metal-fabpower efficiency as bot fabricators, and they also get more health and more power efficiency with the possibility of surviving weak picking attempts. I personally like it, it can take two hits before dying instead of one, you might save metal in the long run that way if you're finding you have to rebuild fabricators even when they're protected by units. The most efficient per metal cost is basic naval fabricators, while the most efficient per energy is advanced naval fabricators. You'll want advanced naval fabricators assisted by tons of naval fabricators if you have excess power, and if not, advanced naval fabricators require less energy enough that the metal cost to build more energy for basic fabs is more than the cost to build more adv. naval fabricators. Also technically factories are just fabricators that build units, but they have a lot of health. A fabricator assisting a factory I believe does not add any inefficiency beyond the cost of constructing the fabricators, and their ratios of (Energy draw/Metal draw) and (Metal cost per unit/Metal draw) just as there is a cost to constructing factories. Disclaimer: I did not calculate the Metal cost it'd take to build power plants to run the fabricators. You can get this number by putting the biggest number on the left hand side and dividing the Metal cost of an energy plant by its Energy production. (Energy production/Metal cost) * Energy draw = Plant Metal cost. Just add that new metal cost value to the unit's current metal cost, and you have the full Plant Metal cost + Unit Metal cost. - On skitters and intel; I also like overwhelming amounts of skitters for strong intel (You can overdo it in early game, just start with manual building if you feel it's too much). When I first started playing I'd just build it manually, but I added it to the build order because I found I have to manually build scouts too often. You want a skitter in your armies at least until you get to an enemy, where you can send them off into the distance to avoid obliteration. It only costs 0.5 ants anyways, the advantage it can give is too huge to skimp on them imo. Anything somehow excess there I just send out to look for opportunities, such as enemy metal extractors and my potential metal extractors, or just expanding my vision, and even then I find I just end up priority building skitters anyways when I need them for scouting. Intel is constantly changing, you don't want to be working on outdated information, especially a lack of information, and catching things like your enemy leaving inadequately or undefended MEX or fabricators makes it worth the cost just in the damage you can deal to the enemy alone. You may only need to add the skitter to 2-3 factories max. You don't actually need TOO MANY skitters. They are nice though. (Hold down move order and drag it to evenly disperse selected units in the green line) - [3 ants 2 infernos 1 spinner 1 skitter 2 ants] (150mp Ant, 225mp Inferno 150mp Spinner, 75mp Skitter, 1425 Total Metal). [3 levelers 2 shellers 3 levellers 3 shellers 1 storm] (800mp Leveler, 1200mp Sheller, 750mp Storm, 10750 Metal Total). -- Inferno: 0.5625 Metal per DP/s Vanguard: 1.5 Metal per DP/s (AoE) Leveler: 1.33 Metal per DP/s (AoE) Stryker: 1.83 Metal per DP/s Ant: 3.24 Metal per DP/s Bot: On combat fabricators; The stitch is THE BEST 'fabricator' in the game metal cost/metal draw wise, but it can only auto repair and auto reclaim, and build teleporters/mines. The Advanced unit Mend is actually technically the second best 'fabricator' in the game for metal-fabpower efficiency, if not for the fact it can only build turrets and walls and stuff, as it can't assist in the construction of anything else. So it may be prudent to use Mends for building defenses. Not sure if it is practically, since it auto repairs, which is maybe not the best idea except on things metal-health efficient, like walls (most health efficient structure in the game I think), factories get good health too. But it also auto-reclaims to give you back metal, which may off-set the cost of repairing. It may be worth it though if you're finding yourself with lots of defenses to build or maintain and you can guarantee your mend's survival. Disclaimer: I did not calculate the Metal cost it'd take to build power plants to run the fabricators, but they're generally cheaper than normal fabricators anyways. - [5 dox 2 sparks] (45mp Dox, 105mp Spark, 435 Total Metal). [3 slammers 1 bluehawk 1 GIl-E] (500mp Slammer, 800mp Bluehawk, 800mp Gil-E, 3100 Total Metal) -- Slammer: 1.25 Metal per DP/s Dox: 2.25 Metal per DP/s Spark: 1.3125 Metal per DP/S Boom: 0.075 Metal per DP (600DP). Locusts: 2.6 Metal per DP/s Gil-E: 9.195 Metal per DP/s Bluehawk: 5.333.. Metal per DP/s Orbital: Advanced orbital radar has the highest metal-health efficiency for orbital (better than Helios), if you're dropping units onto defenses you can send it in first and drop units behind it using a control group to send it only a split second later to focus targeting on the radar, usually with a bunch of battleships or SXX platforms to destroy the defenses. - [10 avengers 2 artemis] (300mp Avenger, 2000mp Artemis, 7000 Metal Total) -- Avenger: 7.5 Metal per DP/s Artemis: 33.333.. Metal per DP/s SXX-1304 Laser Platform: 16 Metal per DP/s (AoE) Air: - [1 priority built firefly 2 hummingbird 2 bumblebee 2 hummingbird] (220mp Hummingbird, 320mp Bumblebee, 1200 Total Metal) [2 phoenix 2 kestrel 1 horsefly] (820mp Phoenix, 800mp Kestrel, 1800mp Horsefly, 5040 Total Metal) -- Bumblebee: 0.568 Metal per DP/s Kestrel: 10 Metal per DP/s Horsefly: 5.625 Metal per DP/s Hornet: 8 Metal per DP/s Wyrm: 1.65 Metal per DP/s Naval: - [2 barracudas 1 narwhal 1 Orca] (500mp Barracuda, 450mp Narwhal, 600mp Orca, 2050 Total Metal) [1 priority built typhoon 2 krakens 1 leviathen] (1800mp Kraken, 4800mp Leviathan, 8400 Total Metal)
@EpicMiniMeatwad Жыл бұрын
The tl;dr is at the top. I gave extra information because it doesn't take that long to do so, it was already saved. I added some of my personal thoughts on it too. PAlobby is also a website that contains the information you'd want for anything in the game including the legions mod, if you don't want to do your own calculations or don't have the data. Anything that is missing is probably a compound calculation you can calculate yourself.
@EpicMiniMeatwad Жыл бұрын
And because I realized I didn't add fabricators: Energy Generators (Divide 1 by number to swap lefthandside and righthandside.) Solar Array: 2 EP per MC (0.5 MC per EP) Advanced Energy Plant: 1.875 EP per MC (0.533.. MC per EP) Energy Plant: 1.5 EP per MC (0.666.. MC per EP) Fabrication Efficiency (@0.5 MC per EP) (To convert, subtract TMC by MC, multiply by 2, then divide by (EP per MC).) Lower TMC is better for scaling. Lower MC is better if you already have the energy. Basic Factory: 40 MC per MC, 45 ED per MD, 62.5 TMC per MD Advanced Factory: 106.666.. MC per MD, 33.333.. ED per MD, 123.333.. TMC per MD Naval Factory: 30 MC per MD, 40 ED per MD, 50 TMC per MD Advanced Naval Factory: 80 MC per MD, 29.1666.. ED per MD, 94.58333.. TMC per MD Orbital Launcher: 20 MC per MD, 33.333.. ED per MD, 36.666.. TMC per MD Orbital Factory: 70 MC per MD, 33.333.. ED per MD, 86.666.. TMC per MD Unit Cannon: 151.111.. MC per MD, 50 ED per MD, 176.111.. TMC per MD Fabricator Bot: 18.75 MC per MD, 75 ED per MD, 56.25 TMC per MD Advanced Fabricator Bot: 40 MC per MD, 40 ED per MD, 60 TMC per MD Fabricator Vehicle: 18.1818.. MC per MD, 63.6363.. ED per MD, 50 TMC per MD Advanced Fabricator Vehicle: 33.75 MC per MD, 37.5 ED per MD, 52.5 TMC per MD Fabricator Aircraft: 25 MC per MD, 88.888.. ED per MD, 69.444.. TMC per MD Advanced Fabricator Aircraft: 40.740.. MC per MD, 41.666.. ED per MD, 61.57 TMC per MD Naval Fabricator: 14.2857 MC per MD, 57.142 ED per MD, 42.857 TMC per MD Advanced Naval Fabricator: 30 MC per MD, 31.25 ED per MD, 45.625 TMC per MD Orbital Fabricator: 28.888.. MC per MD, 33.333.. ED per MD, 45.555.. TMC per MD EP means Energy Production. MC means Metal Cost. TMC means Total Metal Cost. (Where you have to cover the metal costs from building more energy production (MC + ED / EP per MC).) MD means Metal Draw. ED means Energy Draw.
@EpicMiniMeatwad Жыл бұрын
This game's economy is also a cool example of regulating hysteresis and preventing under/over-utilization.