ForumsGame Walkthroughscolony, guide too success..maybe

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dieath
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dieath
230 posts
Nomad

These are basically all the things i know about colony

Why should my advice be trusted? ive played 134 games and am rank 5, so give them some thought and improve them if possible.

Bugs

-Cheating in earthquake and dogfight: since u cant make air units in earthquake or ground in dogfight, heres how you get around that(if u use this i consider u a cheater unless someone did it before u making u resort too it). What you need too do is memorys the hotkeys for every single unit, in a dogfight if u know the hotkey for a marine u can make one if you press it, its that simple.How too counter this glitch? there is no way.

-Exploding units: my most hated and the most anoying glitch ever, when u have a massive3 army(about 20 units) and u attack an enemy who has alot less, instead of a fight his units will just explode. Two armys of same size will instead self distruct 1 unit from each side.How too counter this glitch? always attack with a small army before it becomes too massive on both ends and the glitch occurs.

-Units randomly exploding: if ur units are in the middle of the field blockading the enemy(see blockade under strategy section) And they randomly start too explode, what happens is a video glitch, on ur screen ur units are no where neer the base but on everyone elses they are being fired at by the base. how too counter? move ur units all the way back and try it again usually helps.


Strategy's

-Blockade: Note, i coined this strategy. The blockade is as simple as this, make an army and place them at the center of the field, close enough too where the enemys troops spawn. What this does is kill any troops they try too make and prevents them from making a large army. if u do this right its an auto win.

Earthquake

- at this moment heres things you shouldnt do, dont make a blockade unless u have medics(this is not a contradiction of what i said about the bug, if ur tanks r close enough too the enemy they wont explode, only take dmg so medics will heal any dmg from a blockade)dont make a bank(hover tanks dont cost money) and dont make gladiators(why? hover tanks massacre them).What i do? 3 armory's making manpower and sometimes energy with an armory making hover tanks.


Dogfight

Blockade works nicely here, its gutsy but heres how u can make a blockade, make a forge(first thing u do) then instantly make a small army?(people make banks first usually so u have time too attack) and if done right they will not be able too make troops while ur partner gets his economic buildings up.

- heres what i do if i have time, Get an armory a generator(tier 2) Then build two forges, when needed auto build two scouts at a time.

-Lastly DO NOT EVER EVER EVER EVER build a black queen, they are the most useless thing u can have in dogfight and u will definatly loose if u do this, why? because black queens dont destroy groups of air units all at once like they do with ground units. and they will be pawned by scouts.

If you have knowledge about other tactics and stuff about colony please post it.

Hint: rank 1 is not the highest rank, its the lowest, i dont know if rank 5 is highes but i know u get it at a 77% win, i only have 82% so i cant say if theres a rank 6

  • 119 Replies
thisisnotanalt
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thisisnotanalt
9,821 posts
Farmer

No, the roman wall usually soaks up just enough time for my line of 40 or so chronites to demolish the enemy. >

The best thing about the strat is that teching to the setup takes virtually no time. Just go armory, outpost, bank, treasury, hospital

And if I have time to add in medics, then even the meat wall will go for much longer >

thisisnotanalt
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thisisnotanalt
9,821 posts
Farmer

The wall is much better if medics are added into the mix, because then they can sustain much longer than autoromans can. But in most situations, autoromans work fine.

lalala12
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lalala12
2,165 posts
Nomad

Buuuut....

5 chronite will decimate a roman wall D:

Autoromans though wn't be decimated...that much

thisisnotanalt
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thisisnotanalt
9,821 posts
Farmer

5 chronites don't have a fast enough fire rate to overcome a wall supported by medics - also, with so many units out, influence rises quickly, allowing the scramble rescue team option to be used frequently for hospital - a good 15 or 16 medics could be put out to back up the roman wall very quickly.

Autoromans work much better if there aren't medics - but if there's medic support, the wall is a much better option.

lalala12
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lalala12
2,165 posts
Nomad

If they fire in a volley, the medics won't heal them in time...

Sorta like when I had ~20 medics and 5 romans killed them all =/

The romans fired fast enough, and did enough damage, that the medics just healed air.

thisisnotanalt
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thisisnotanalt
9,821 posts
Farmer

I'm pretty sure chronites don't 1-hit romans, and the splash only goes so far. If they go in a volley, some romans would die, but most o them would pull through and get healed.

lalala12
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lalala12
2,165 posts
Nomad

I had my entire roman wall decimated by 5 chronites...

They all vaporized in symphony.

Chronites in volley = everything hits at same time

Medics = 0.5 sec or so before healing begins

Thus, the romans get annhilated instantly, the medics go poof after that.

thisisnotanalt
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thisisnotanalt
9,821 posts
Farmer

Really? Huh. I should take note of that D:

Well, if the chronites aren't synchronized, then a medicked wall still works better. Also, the medics are god reinforcements for the chronites.

lalala12
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lalala12
2,165 posts
Nomad

Yeah, but the medics keep moving too fast D:

We needz double click feature, NAO...so we don't stop our entire tank army to try to back the medics...

*plays starcraft demo* =/

At least there's still multiplayer in it....right?

*Is pondering how to shoot down the queen using only marines...*

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Massive chronites can be defeated simply by a hover meat wall + meds, and a good sniper microing.

Lifemaster
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Lifemaster
186 posts
Shepherd

Alright y'all, I'm about to lay down the strategies. Don't like em? Too bad. Played more games than me? Don't care. Here goes:

#1: Which type to be (capitalist, fascist, communist). 99% of the time, the answer is capitalist. Here's why:
Beginning of most games you want to start with resources. I've found that anyone who makes a small army first does terribly...because I always destroy the pathetic army and they're left with nothing. So, starting with resources, you want to amass them as fast and much as possible, quickly upgrade your units and rape your opponents. Now here are the specific strategies.

Missiles-the easy to do, partner with anyone you want strategy.
I personally use $ missiles. My strat: Capitalist, create bank, get 50$, make 2nd bank, get 60$, make armory and start producing $, get 50$, make treasury, get 50$, make 2nd treasury, get 80$, make spec ops, get 300$, switch armory from $ to energy. This process takes me roughly 2 minutes, it can be done incredibly fast if you use hotkeys (1234,qwer). Your ally should be trying to keep them at bay, or just massing an army designed to destroy bases. Why? Because you'll demolish their army with missiles. IF THEY ARE GOOD, this may not work, and you will need to reconsider. Here is the best anti-missile strategy:
One of your opponents creates mass sakata's and spreads them out over a good distance so that missile splash damage is not very effective. Meanwhile, they build hovers, bq's, phantoms, glads, or other advanced units behind the wall of sakata's. Against this, you must use your units wisely. Perhaps use snipers or A25 Prides to take out sakata's, and then use missiles once their army is vulnerable (you shouldn't start firing missiles unless you have about 1000$ stored up for one of these fights.)

Ok, that's the somewhat nooby strategy. Now for the more fun and more challenging strategy. Myself and my brother decided to break it down to a science. He made a chart describing exactly how many resources are made per second for each building, for each (capitalist, fascist, communist) and found out how many resources each unit took to make per second. In each of these cases, the better units required far too many resources as fascist, because of the fast production rate. Capitalists were the only people who could sustain productions well. So, now we get to which units to make:
1st player Order of Operations:
Create Bank
Create Armory (produce $)
Make the bank a Treasury
Create Generator
Make Generator a Solar Panel
Create Forge
Upgrade Forge
Switch Armory to Energy Production
Create 6 or so Sakata's and have them hold ground in front of your ally's units. (this is to protect against missiles) And have a few sakata's behind the line, to replace it should they mass missiles anyway. After you have made enough sakata's to last you the rest of the game (as a wall and as anti-air) upgrade forge to final level.
Create Gladiators, keeping them behind your sakata line. Your troop flow should be continuous. As capitalists, you gain 1$ per second naturally, your treasury gives you 2$ per second. Gladiators require 2.67 $ per second to produce. Check. Capitalists produce .4 energy per second, Solar Panel generates 2 energy per second, armory produces 1.13 energy per second, but needs to be switched on and off with man power. Gladiator's require 2.67 energy per second. Check. Gladiator's require .67 man power per second. Capitalists create .6 manpower per second, and your occasional armory man powers will boost that above .67. Check. You should now have a continuous flow of gladiators behind your sakata's, and if you notice them building up air, send sakata's, once they attack, back em up. Once you have 10 gladiators, you and your ally should attack, and it's GG.

2nd Player Order of Operations:
Wait for 60$
Make Armory and produce $ (1.13 $/s)
Make Armory and produce $ (1.13 $/s)
Make Hospital and produce Manpower (1.33 mp/s)
Make Outpost
Upgrade Outpost to Barracks
Upgrade Barracks to Arsenal
Switch one Armory to produce energy
Begin making a Black Queen: They require 2 $/s 3.33 mp/s and 1.67 e/s
You should be producing 2.13 $/s 1.93 mp/s and 1.53 e/s. As you can see, this is not a sustainable unit, you have to switch your $ armory to manpower to nearly make enough manpower. However, Continuous flow is not required. Just make as many as you feel necessary (about 5 should be good) and if you notice your opponent making lots of ground units, send the bq's forward, fire missiles, and retreat. (your ally will also advance with sakata's and gladiators, just in case, and retreat with you as well.) After making as many black queens as you desire, switch focus to Hover Tanks. These are literally impossible to sustain. They require 10 mp/s and 3.33 e/s. Switch your $ armory to manpower, and you might destroy one armory and replace it with a solar panel. This should provide for 3.06 mp/s and 2.4 e/s. With this you should be producing one hover tank every 9 seconds. (takes 3 seconds to produce) so make one, wait 6 seconds, make one etc.

If you've read all that, and comprehend it, I recommend you find a reliable partner and try it out. It's incredibly fun and satisfying, and since I've started using the strategy, I've had a nearly perfect win record. (You might ask "what are those times you lost?" Myself and my brother were still getting used to it, and had not began to use hover tanks or gladiators. Opponent made Hovers and sakata's and we didn't have any anti-hover tanks.)

Hope this helps you guys. Please don't respond with garbage.

Lifemaster rank 5 (back when that was highest...just started to play again and am 8 for 8 games.)
My bro:
Larkster rank 5 (again, back when that was highest :-))

See you out there!

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

We definitely need a good strategy to counter hovers + Sakatas...

sprinter101
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sprinter101
365 posts
Nomad

Queens work well because their range is better than sakatas.

And fascists are the best, no offense but they're better
because their buildings build way faster, and so do their units.

lalala12
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lalala12
2,165 posts
Nomad

Massed snipers+chronites anyone?

Seems to be the best vs that, and a large roman wall.

sprinter101
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sprinter101
365 posts
Nomad

On safe skies i can make both sakatas and hovers, without hacking it pwns when both people do it.

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