Micro vs. Macro
This is largely for Transfusion_1. I can't seem to open the other post about this past post #5, so here goes.
I recieved a message from Transfusion_1 asking for tips on Micro and Macro, so here goes.
Just to put this out there, there is a "spectrum" of how people fall in sins for how they play. At the far left you have the people who out micro their opponents. JJ and Tyr come to my mind for being these guys. If you are good at Microing, then you're also good at rushing. That's how it is. Out microing your opponents means you pay slightly less attention to your economy and decide to strategically take out your opponents targets in order of greatest loss for him.
To be clear, great micro players knock what they're doing with macro. Don't want to imply they don't. But these guys excel at micro.
Great Examples of Micro Player: Tyr222, JohnJames
Tip 1. NEVER Fight your opponent within his own repair bay. Skirt around the planet (if your fleet is bigger than his mind you) and make him come to you. Seiging his planet will probably force him to do this. Don't risk losing your cap though. Sometimes just flying in and taking out the repair bays is the best option.
Tip 2. Take out the enemy starting cap if you get the chance. When Vasari, if the opportunity presents itself to nail your opponents cap with your own Nanite Bomb from your Space Egg, do. Vasari excel at taking out gigantic single targets because of phase missiles.
Tip 3. Move Illuminators closer to opponents to make use of the side beams.
Tip 4. If you have testicles try not to use repulse. Currently it's cheap and uncounterable in the hands of a competent player. Yes, I said uncounterable. With the current way the ability is set up, it is. I've checked. The ability is supposed to be channelling and run for 30 seconds eating up 180 antimatter. EXCEPT you can break it after 5 seconds and still have the full effect of the ability and you can....drum roll......FIRE IT AGAIN. FOR THE LAST TIME, STRIKECRAFT GET 50% MULTIPLIERS ON HEAVY ARMOR AND DON'T WORK ON A TARGET WITH 2400 COMBINED HP/SHIELDS PER UNIT.
Tip 5. Move as a group. Sending your ships piecemield to your opponent is a bad idea. Just feeding his cap experience at that point.
Tip 6. Make ships target that which they do the most damage to. May sound a little counterintuitive, but fighters will go after bombers by default. If your opponent has 1 squad, that's what your 30 squads of fighters will go after. You have to manually tell them to target long range frigates. This is just one example. There are others.
There are more. Micro isn't my forte. I'm not bad at it, but this isn't how I like to fight. Fighting to outmicro your opponent to me is risk/reward. The risk is much higher, but so is the reward. A successful rush knocks out an opponent completely. A failed rush can come back to burn you and possibly knock you out.
Macro players prefer to outproduce their opponents. This generaly means gobbling up more planets faster than your enemy, directly setting up a better eco early. How much they invest in their econ is directly determined by how close the enemy is and how fast he's getting a fleet. The idea here is to get just enough of an econ edge over your opponent and THEN fleeting up. He got three planets and is attacking me? I got four and and am defending against him.
There's no such thing as an all ecompassing macro strategy, but there are general guidelines you can follow.
Tip 1. If playing normal start, buy the level 4 upgrade for the homeplanet. A long time ago I proved it takes 26.1 minutes for buying this upgrade to pay itself off. No game is over in 26.1 min besides point blank.
Tip 2. Buying the Colony Cap (Akkan Included) as ur first cap will directly improve your expansion rate. It's one of the few advantages of the Akkan over the Marza.
Tip 3. When Advent, get a culture station at some point. You should have 4-5 planets before you actually buy this, but it's a good investment.
Tip 4. When Vasari, get the Lvl 2 Resource upgrades
Tip 5. When TEC, you have Terran Pop, Cheaper Mines/Factories, and More metal techs at tier 1. These are all worth buying at some point.
Tip 6. Buying planet health can (emphasis on CAN, not WILL) be an adequate defence if you want to fly elsewhere to get planets IF you think you'll be attacked before you get back.
Tip 7. No sims in space. You can only go eco so much. Eventually, you must start producing, because a rushing opponent will have a larger fleet than you, but you can have two frig factories and quickly make a fleet bigger than his.