Generic T3 Unit Compositions – FAF Tutorial 8 – Supreme Commander Forged Alliance

Generic T3 Unit Compositions - FAF Tutorial 8 - Supreme Commander Forged Alliance



hello and welcome to the t3 lantern mix tutorial I'm going to present all fractions and which yields they should put into their land factor EQ and let's start with the factories there is the HQ and the support factory you can have only one HQ but you can have any number of support factories theoretically you could build more than one HQ but it's not economic so usually you just build one and that allows you to build multiple support factories in terms of both power they are the same in terms of HP and costs they are different but usually HP doesn't matter too much and you want to save costs so you build multiple support factories after having just one HQ in the g3 stage there is also the portal that is technically 83.5 because you cannot just rush it just like you would rush normal t3 units sometimes and for a on the portal would usually build a nano combo tabbed support su presets or Rambo presets depending on how your power balance looks like and generally the Nano preset is less expensive and doesn't consume power and the Rambo preset is more expensive but also better but it also consumes power so if you have it early you should probably build nano presets and if you have it late you should usually build a Rambo presets right away and these support s are going to act as engineers and reclaim units and they help you to secure expansions you keep by building PD and Sam for example so they are part of the t3 or rather 23.5 stage and that's why they are also part of this video so let's start with am your usual aiong unit composition for the t3 stage is harps and three halves one shield because three hearts fit on the one shield and if you have more than three than mashita stop going to protect all so three is the best number and usually you built like two three or four of these groups before you start doing something else because as an eon player is usually hit by the time the LM is gone T to you t to skip and that's how you get three T three quickly right and the hearts are a unit that are very good in the elite III stage but they are not so good anymore in the 23.5 stage and experimental stage so you want to use this stage to build as many hearts as possible and deal as much damage as possible because if you don't manage that then your halfs basically lose value and that's why you don't start with an engineer in this unit q but you get the engineer later and the priority is pretty much multiple groups of hearts and shields then you build some anti-air to keep your ACU safe which is also going to get the shield upgrade and then you build the engineer that is going to go t3 power and sound later but the reason you want to keep the ACU safe is that har brush is commonly countered by Snipes on your su and that's why it's just very important that as soon as you like have a critical number of hearts to deal a lot of damage everyone on the map that you also have a protected IC because otherwise you're going to lose the game some people don't think shields are necessary I personally think they are because they make your harvest safe against the enemy ICU and sometimes like if you have two halves or one heart photo shoot it's in like with good micro it's pretty much the same result right it takes longer for the one heart to kill stuff but it also doesn't die thanks little sheep and you can even operate close to the enemy ICU if you have to shield because that's going to tank one overcharged and your heart can retreat so what I usually do is let I have these groups I load two hearts into transport and thus transport drops down at the enemy base right and my Swift wins T two fighters are going to ensure that the transport doesn't get shot down and it doesn't work the way I'm doing it now you don't send up transport first and then you set the fighters because then the enemy kills will transport and even though you may have air control afterwards you lose the transport right so you make sure that your fighters first though all enemy air units before you send on a transport if that's not possible you may want to rely on stealth like just fly out set the radar range of the enemy and hope for the best right but usually you should kill all air before you do these things okay just a heads up and you can see after the two hearts are in the transport that's as much as much as the transport can carry then you are still going to have one left with a shield and this is the one that can operate on the map pretty much straight and check and whatever right and of course you can build more transport or if you keep your transport and then you can pick up more hearts right but if you want to use them as a as a combat group pretty much it's also okay to like either keep the three together with a shield or you like take two and one with a shield and operate in different areas on the map right especially useful if you have a mini-map or two screens so you can like micromanage them all perhaps are going to kill every t2 unit in the game very easily you'll just need to micro them and depending on whether the enemy uses range D two units are direct fire to you 32 units you may want to stay out of range of their Judas or you may want to engage in touch if it's top lights or Gatling works right so hard micros really important and the le T 3 stage for ian is the most critical stage in the game if you play them because that's where you are going to get the kill and you can snap enemy e to power generators you can pretty much destroy all master structures outside the main base and sometimes you can like kill the upgrading HQ or even build power on it in the base as well so that's really the stage where you will usually ian technically doesn't snipe with air units but Ian's knives with t3 land and that's either sniper BOTS our hearts and sniper pots are going to be your units that you use if the enemy is in a bad as new positioning close to your base and you have t3 before he has and that's usually when you will smack robots and the exact composition and how you handle them I already explained in this sprites tracker video so watch that if you're interested so we discovered the and composition keep in mind that the engineer is last because you usually build the house first and let them have a battlefield impact before building your teeth we power and set for you you have the situation is different uf is a faction that is very t2 centric in the land gameplay and that's why you want to have the engineer first because if you put a personal first then you wouldn't usually like again it up in time to have direct battlefield impact the personal is very slow it is not the best unit to drop because of the fire cycle and generally it is only good if you have like large groups of it and that's why you rather get late Percival's but a lot and the engineer can start building t3 power and Sam's earlier because you are also not going to be as quickly on t3 as the end player so I usually extend your t2 stage before you go for t3 and then you can afford your 83.5 bought the personal a same idea three of them fit under one parachute parachute add survivability against ESU and also against like t1 RT for example which can be quite annoying against personals you have a skybox ER in your mix because you don't have swift whips right since you don't have these Swift ones you cannot protect your land units with t2 fighters and that's why you have t2 flag and you are going to build a once barkeeper combat group to reclaim and build t2 PD and flak possibly some team V and as soon as you can afford the support s use you are going to switch into Rambo preset support Isis and not how a and doesn't build Rambo preset support s use like you can build them if you desperately need more reclaim units on the battlefield as I explained here but generally the AL support s use are not as good combat wise as their peers and that's why you can often skip it and usually you would go like 4 LT 3 and as soon as you realize that T 3 is not doing much anymore you would go for t4 si on like build a GC instead of like lingering around on the D 3.5 stage just likely uef does right with a personals and the superlatives and these supporters use can build Ravagers fields and whatnot right and you keep the map module you once get that's the idea this is how it looks like when you queue it up so three Percival's one shield one skybox runs marquee on the infinite and dimension your first right and the section your builds the t3 are for cybron the situation is kind of similar to a on except that cyber need larger combat groups because they do nodes are weaker so loyalists are super good in large numbers since they have this EMP the stuff that stuns enemy units when they die and the EMP is extremely strong and usually a loyalists become super good when you have swarms of them so you can always like get close to the enemy ICO and like start self-destructing loyalists one after the other and this is how like the enemy units or an experimental DSU or whatever are pretty much constantly stunned and cannot fire back and the rest of your loyal lists are going to deliver deadly damage so this is the idea of these units and sometimes you don't even have to Samson distract them it is just enough to get close and like rely on the death weapon when they die naturally you could say and you're going to build for loyalists and one banger the anti-air you can build stealth but this is kind of optional because stealth is usually a weapon for siren that adds ghost HP and it works in conjunction with range so when your units are able to shoot at the enemy but the enemy is not able to shoot back because your units have higher range and there is stealth on them then the stealth is working out but since loyalists are short-range unit they are going to be in the vision of enemy units at all times otherwise they cannot shoot and that's why the stealth is not important for the combat itself the stealth is not going to add ghost HP to your loyalists but the stealth is still going to hide them on the map so if you are going for some ambush attack or something you want to have a stuff fury with your loyalists but that is not important for the combat except remember that's why it's optional and if you T to skip as a siren then you should usually like multiple groups of loyalists first before building your first engineer when if you get late III then you can consider getting an engineer first to afford all the production that's going to come and get t3 power early if you teach you skip then your AC you should be getting the tech setup usually because that's going to add extra survivability and you have a second source of t3 build power which you can use to build shields and t3 anti-air Simon has a very good support su and this is the Rambo preset you should be getting this usually this has a good heal rate of 400 HP per second so it only takes like half a minute or so to restore its entire HP and these are weak against beam experimental but if you have water on the map and they are super good because they can hide in the river heal and get back into the combat and of course they are useful for the recliner TT that's a burn otherwise lacks engineers together with with stealth can also get some real time on the map but usually the most reliable source of late-game reclaim is going to be the support is you do you build breaks well the brick is not a bad unit it is comparable to the first of all maybe a bit weaker but since your entire army doesn't rely on the brick so much but it is usually a niche weapon that you use for traps so you would put as a receiver and the brick inside thus transport and drop it on the enemy side of the map and hope to snipe either the T to power generators while the enemy is still on the t2 stage or you go for the upgrading HQ usually so Rick drops can be quite good they also have onboard stealth which doesn't make it necessary to have air control at all times when you use them but I still recommend to like mainly stick to loyalists and bricks aren't necessarily a part of your your main army like I see some people build but usually you get better results if you for our spiders right because it's a very cheap experimental that can have got direct battlefield impact which the brick usually can't so we covered cybron I guess I forgot to mention that for the you EF t3 transport is a lake in unit that allows you to drop a large numbers of different units like six per transport to the enemy side of the map and you should really treat it as this right you cannot svf player go for like t to skip it get t3 air at the same time and hope to like drop Percival's on the enemy side of the map and destroy stuff that doesn't work for multiple reasons t3 air is too expensive to get it early the percival doesn't have the fire cycle to defend itself when it's on the enemy side of the map surround the units and maybe the dps is not even good enough to kill the t2 trends sorry T to power generator for the enemy because like it has high health alpha damage and not so much DPS so it's one very strong shot and that can usually physically be blocked by like any unit that moves in between the t2 power generator and your gun or you may even block it with like buildings right so somebody places a factory the person was going to hit the factory instead of what's behind it that's why they are not the best like stealth kind of snipe whatever unit right and rather something you put in your main combat group but they are very good with it if you have lots of them so let's move on to Seraphim Seraphim is a bit tricky because Seraphim has a very bad main tank this is the boom also called slipper and it looks like a slipper right it's a bad unit pretty much if you fight with these against Harvey's like you have group of harpies with the shield and the group of slippers of the ship then your slippers are going to to win even though they are a bad unit that's because like they have this extra range and if the Harvey gets close and the second gun activates and so on so the Harvey is probably going to lose against the slippers thanks to this extended gun range they got in one of the last patches and they used to be like way worse in the past and they got buffed a bit but they are still of that unit hearts are not usually used once the game is escalating into the G 3.5 or T 4 stage so losing two slippers is not bad for hearts but the slippers pretty much lose against any other T 3 unit in the game except the Titan the Titan is not going to be built and like the Loyalists EMP hurts these guys the Percival's and the bricks hurt these guys so not a good unit overall and that's why you need some extra RT in the mix right the irony for seraphim has the same dps as the slipper force a few more or less right let me double check so this has 100 okay 250 dps in the long range it has just 100 DPS yes all the long-range weapon of these guys deals as much damage as the rd over time right and the RT has high area of attack damage is a very good weapon so you should always build RDS Seraphin and i recommend you to go for like a dolly engineer part you messed up an early engineer because you're not going to get like super fast t3 srf you since your t2 bottles very good right in the past three t2 bots various good as one slipper but now it's probably around for it but is still a very good ratio considering this is a t2 unit and the society for you so you should go for the engineer first that's going to build t3 power and sam and then you build your for slippers and one shield you both four instead of three because the seraphim shields are larger and you can fit four slippers under each shield so first up is one shield multiple times maybe two times right you may want to add some anti air because the seraphim on TR is quite good against groups of units so it can take up multiple t3 sorry t2 gumshoes at the same time for example and it pretty much like as soon as you have t3 anti-air for surfing you don't need to build t2 flak anymore for other factions you would usually build t2 flak even if you are on the t3 stage because the t2 flock has the area the TV blacklegs but for surfing the situation is different the Seraphim anti-air weapon has good area damage so you can keep building these if you are in duty free stage and can completely forget about the t2 flag so you may want to look like two groups of these maybe one or two an tier and then you want to go one group of party and again for since for fit under one shield and the idea of course stays out of range and this one has to deploy to fire it cannot move and fire only be a on arty can do that but it's a very good army with high area damage and together with a shield and some slippers it's going to be safe and it can damage enemy units from the distance if you want to go for the sniper BOTS if you're getting attacked the enemy has a t2s you maybe and you want to stop them then you can make sniper BOTS and the Seraphim sniper bots are better than the e/m sniper BOTS they have a second mode does not promote pretty much that fires even stronger shots but less frequently and you should probably use this at all times instead of the primary mode especially if you go for like high alpha damage right if you have multiple sniper BOTS you would probably use them in the sniper mode first kill lots of HP of the enemies you then switch them to the other mode and follow the ACU just like in the sprite striker tutorial and of course here you also build for sniper balls right one sniper got one sheet three sniper bots on infinite to make sure that you are not going to like waste any shield space since again for units for serving fit under one seraphim50 sheet what I forgot here is some flak so you will add that and it can be t2 flak because cyber bots are usually being like targeted by t1 bombers and you won't need t3 flag to kill t1 bombers t2 flak is fine for that purpose yeah that's pretty much it Serafim is going to use the advanced combo to preset support su not the Rambo preset because the Rambo preset has short range the Hamilton preset has long range and the long range is usually going to perform better against D 3.5 units enemy support AC us and experimental and that's why you're going to use this instead of a shield preset well the Rambo preset that is actually it and it counts with overcharge and this overcharge is super deadly so Serafim may want to use support as use instead of experimental since their chicken butt is quite bad right I think it's going to be buffed in an upcoming upcoming patch but it's still better to use support bases at least for now and always use the advanced common not the Rambo so I guess that's all you got to know maybe this yeah even if you are on the t3 stage or t3 front passage you sometimes still keep some factories on Rt span and you sometimes like outsource your shield and flag production here on the t3 HQ to the support factory on T – right and this can build the the sparkies as well right so this would be an option so not always a good idea to a self-destruct your t1 and t2 factories since they still have some use in the late stage RT is good against like a limited number of t3e land units like slippers personals and bricks are hurt by this a lot especially Percival's I guess and the composition here can be outsourced as I said so I hope now you know what to build in the t3 stage and good luck I found applying your knowledge

8 thoughts on “Generic T3 Unit Compositions – FAF Tutorial 8 – Supreme Commander Forged Alliance

  • July 30, 2019 at 11:57 pm
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    cybran ACU named Symbiont Poop … why am I not surprised 😀

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  • July 30, 2019 at 11:57 pm
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    i actually do think the stealth is imprortant, As you point out, it adds ghost hp whenever your units are firing but the enemies units are not (if you have more range). But if you have less range, and your enemy can't see your units to shoot at them, doesn't that add a fictional hp advantage aswell?

    Reply
  • July 30, 2019 at 11:57 pm
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    How do you instakill your units? When i press ctrl + k i have to wait 5 seconds. Can i change the timer somewhere in the options? Or i have to download some mod?

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  • July 30, 2019 at 11:57 pm
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    Interesting. Thank you. I heard about the problems with Othuums and Titans from other casters as well, but your recommendation against Bricks and Ythothas (or how they are spelled) astonished me, as I always had the impression that those are quite strong and attractive units.

    Reply
  • July 30, 2019 at 11:57 pm
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    Great video, learned a lot from it

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  • July 30, 2019 at 11:57 pm
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    you are pretty good, I would love to see you play some matches 😀

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  • July 30, 2019 at 11:57 pm
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    Where/how can i get keybindings like yours for buildings etc. btw nice videos you helped a lot

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  • July 30, 2019 at 11:57 pm
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    god damn you are putting in some work nice job

    Reply

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