ForumsGamesColony Tips & Tricks

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L0rdDrag0
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L0rdDrag0
280 posts
Peasant

Heya guys!

I wanted to make this thread because i know that many of the Colony players out there would like some help with their game!( Me included)

So i would like it if some noobs would give their problems and some pros could help them out!

  • 38 Replies
massmurrder
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massmurrder
143 posts
Nomad

the noobs must play campigain -_-

L0rdDrag0
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L0rdDrag0
280 posts
Peasant

the noobs must play campigain -_-



What do you mean?
DracoTheDragon
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DracoTheDragon
102 posts
Nomad

ok.... there is a lot of things you need to do and experience is only way to learn this

1. figure out what unit is good against what and how to counter common units.
2. Micro your units and put them to their fullest. For example, make them fall back while they reload and attack while they are loaded. MICRO IS WHAT DISTINGUISHES GOOD PLAYERS AND PROS
3. Control the center.
4. Learn reasonable quantities of units. EX. 2 tanks, 1 pride, 2 spec forces teams, 5 romans, etc. are reasonable NON examples- 1 groditz, 20 marines, 5 anti air sakatas, 3 sphinxes,
5. Watch your opponent and respond accordingly. Ex- if no buildings have been built for a while by your opponent, expect a spec ops rush by pinning or saving for missle
6. Grow off of your partner.
7. Know common build patterns- ex. dual build, influence break, heavy pin
8. Never give up until the base is down
9. Notice weakness overlap- Ex snipers and sphinx have a weakness overlap of romans
10. Learn which units work well together- Ex. use a mod sakata covered by romans
11. Communicate with your partner if a critical mistake is made
12. do not be afraid to get pinned
13. do not struggle
14. Learn common tactics such as divisive fire, "invincible" units, micro pierce, etc.
15. Learn more than 1 government
16. if you cant win a ground fight, try winning through air and vise versa
17. Prevent issues, dont solve issues
18. Stress your opponent. Put them under a lot of pressure. Ex. romans, invincible unit fight,
19. Use hotkeys if you use a touchpad
20. Watch pros play. Im pretty sure zing13, MiamiBigAl, tdh, and other players would let you watch their matches

i probably left a few things out. However, hands down the most important trick in this game is Micro and Knowledge. That is the number one thing that sets the best players from the good players. Nothing else can change the tide of the game as significantly as those 2 factors

Lifemaster
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Lifemaster
186 posts
Shepherd

So one of the things that I did when Colony first came out was to make a chart that showed pretty much all the hard factual info of each and every unit/building/government.

Using this chart I was able to figure out which government could sustain which units to build for infinity, and which buildings would be required to do such.

Once I had chosen a government and a strategy, it was time to make the process as smooth and fast as possible. Time yourself, see how long it takes to get to where you need to be using one build or another. Back then, the Hover Rush was the big thing for posters. Now, it's more about the early units and field control because of how important pinning + influence are now.

I would reiterate what Draco said above. Micro. Is. Everything. Memorize what every building and unit has as a hotkey, that way you don't waste time when upgrading a bank or changing your armory to a different resource. Instead of "cancel" "make this resource" Just press shift-1,2, or 3. Or in the case of upgrading the bank, just press 2. However this micro is just for saving time, time that should be spent focusing on the field and CONTROLLING units with the 1,2,3,4 keys. Line up units in straight lines, it allows you to have them all fire simultaneously and actually gets better resutls. Use charge and hold to get shots off on targets that are just out of reach, if you use attack, your units will scatter somewhat and will walk closer to the target than they need to in order to fire. When using a bunch of units against the same type of units (tanks vs tanks for example) ALWAYS hold before they get in range and retreat immediately after you fire, you can usually get 2 shots off to their 1 if you do this even moderately well. As you come to know how long it takes to reload for each unit, you can even get 3 shots off before they get 1.

Place your units wisely. Forming a pin is usually a good thing to do, but don't be brash. If you don't have nearly enough units to make a pin yet, only keep 1-3 small units BARELY on their side of the screen so you gain the 3 influence, but don't risk getting destroyed and countered. Of course, once you do have enough units to get the pin, GET IT.

Above pretty much any other advice that I can give...ADAPT to your opponent. I'm not saying you should change from posting to forging or anything when you can't afford to, but learn how to implement counter-strategies into your own build. If you're going to have an outpost, look to see what unit producing buildings they have, if both have a forge, don't make more than a few tanks to kill romans and help with field control. If you see posts on the other side, don't waste manpower on making 10 marines, there ain't no need for the anti-air.

Bottom line, **** around. Test things out for yourself. Any top pro that has ever been in Colony did these things, spent hours to see how long x and y will take, or how many of x unit are needed to destroy y units.

Also, I would recommend that if you're going to play 2v2, find someone who has a similar disposition to you, and try to work together to become better and make a strategy that works well with each other. Two good players can become great players far quicker than one good player can become a great player.

Once you have a good strat + team etc. do some challenging fights! Play some good players! If you lose, PLAY THEM AGAIN UNTIL YOU WIN OR THEY DON'T WANT TO CONTINUE. There is no shame in losing matches, the shame is in turning away from what is making you a better player. Observe why you are losing and make a change to your strategy to make sure that doesn't happen again.

Aight, that should do it. If anyone has specific questions, shoot.

massmurrder
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massmurrder
143 posts
Nomad

lol life u said
**** around o_0

massmurrder
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massmurrder
143 posts
Nomad

but yea thats all is right well to be honest if i said that it means i will be good explainer
but truly i am not xD
but the most 2 important thing is
1-try your plans if you have a good one
2-you and your partner must get creative like have a plan that fits on you two

Lifemaster
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Lifemaster
186 posts
Shepherd

lol life u said
**** around o_0


It was actually dlck around, not fvck around, if that's what you were thinking.
massmurrder
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massmurrder
143 posts
Nomad

and i didnt say fuc also lol i thought u ment bltch around XD

omarzocco
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omarzocco
280 posts
Nomad

Well could u guys comment to me the best strategy plz I really need it I'm starting off at colony plz tell me the bets

L0rdDrag0
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L0rdDrag0
280 posts
Peasant

Thank you everyone for giving out this info!

It really means ALOT to me!

Lifemaster
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Lifemaster
186 posts
Shepherd

Well could u guys comment to me the best strategy plz I really need it I'm starting off at colony plz tell me the bets


For obvious reasons, there is no such thing as a best build in this game, otherwise there'd be no reason for anyone to play anything else but that build. However, there are a lot of builds that are highly viable to use against any number of teams. And let's face it, if you have a strat that beats 100% of all monarchy players, that's great, but you need one that can also beat the capi's and fascists.

Here are a few build recommendations (which will include BUILD ORDER and UNIT PRODUCTION)

-The bank post.
This strategy is widely recognized and used in Colony. If you hadn't already guessed, it starts off with a bank and then goes on to a post, from which point you can make either marines or tanks, depending on what your opponent does. As a general rule, you should always make 1 marine first, due to the fact that they run faster than tanks and can begin raking in influence. If you see them making a post, make tanks. If you see forge, make 1-2 tanks and then a bunch of marines. Things to know are that if they're a slow forger, 4 marine shots kills 1 scout. That means that if you're going to pin a forger using tier 1 units, you need 2-3 tanks (for romans) and AT LEAST 4 if not more marines with roughly 3 medics to prevent your units from dying. I recommend having 10 marines, because you never know when one or two will die.

This strategy also goes straight to snipers if your opponent also uses a post strategy. Use marines as sniper fodder to eat the shots and then get shots off of your own.

The general build to this is as follows:
Bank
Outpost
- Marines/Tanks, depending on game to GAIN FIELD CONTROL
Hospital
Upgrade Bank to Treasury
Upgrade Hospital to War Sanctum
Spec Ops building

This setup is intended to leave you with a stream of endless tanks, saints being produced over time, and missiles that will accumulate usability via the treasury.


Mind you, I probably should have mentioned this before, this is a 1v1 strategy, although it isn't bad in 2v2 as long as your partner isn't horribad.

For 2v2s, I'd recommend using higher tech strat against noobs/random colony players. Most players aren't nearly as competitive to get that starting pin, so you can tech a bit and overcome with advanced units. Here's the post build I would recommend.

Bank
Armory (Depending on opponent, if he builds post or forge at this point in game, use armory to make $, otherwise, only keep the $ on for 2 cycles (18 seconds) and then switch it to manpower)
Outpost
-Marine(s) for influence/field control
(This is the point where you would swap your Armory to Manpower)
Generator
Upgrade Outpost to Barracks
(if you haven't already, swap Armory to Manpower!)
Upgrade Barracks to War Sanctum
Based on what is on the field, produce Hover tanks (if your ally has anti-air) or a black queen if your ally is bad and hasn't made anything. After your black queen is out, then make hovers. Use charge + hold with black queen to get as many units as desired in the missile shot. This is the way to kill medics who are behind the lines!
Once at $100, you should sell your bank and build a hospital, then upgrade it to a war sanctum and produce Manpower + medics with influence. Keep medics at max healing range behind your hover tanks (LINED UP STRAIGHT) and charge and hold while controlling both the tanks and medics.

This strategy works best when your partner plays forge strategy, rushes to get anti-air sakatas (2-4) and then spams romans without rally point on. This allows for a killer combination. It is prone to rushes, however, particularly pros who will end the game if they see you building a BQ, which will entirely counter the rush.

The build order for the forger is (as capitalist!)

Bank
Armory ($)
Forge
-Roman(s)/Scout(s) depending on field situation to gain control
Upgrade Forge
(Swap Armory to Energy)
Build 2 a-a sakatas
Build Generator
Upgrade Generator
Build romans. If poster has hovers already, start sending the romans as a spam, if poster isn't at hovers yet, pool the romans together and advance once poster is ready, but remember to take off the rally point after this charge, and do NOT advance the large group first if they have a bq or missile availability.
Once you have $100, sell the bank and build another generator.
Upgrad the 2nd Generator to Solar Grid and you can build infinite romans. At this point all you have to do is micro the sakata's appropriately to support your partner's hover tanks.


That should do for now. Let me know if you want other strats for specific things, such as "rush fascist 1v1 strat," or, "Monarchy 2v2 strat"
DracoTheDragon
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DracoTheDragon
102 posts
Nomad

For obvious reasons, there is no such thing as a best build in this game, otherwise there'd be no reason for anyone to play anything else but that build


im pretty sure people use harder builds for fun.

unless things dramatically changed while i was gone then there really isnt a best build. you already mentioned tdh build for 1vs1, then mba build follows for 2vs2

1vs1-tdh build-typical order
-bank
-post(variations after this)
-hosp
-specops
-war sanc

common variations- forge(fun), spec ops(anti dual build), armory(anti capi rush), barracks(anti-tdh).

tdh build completely relies on the fact that you can foreshadow your opponents move properly counter appropriately at the right time. this isn't difficult with experience. Other than that, keep game plans and tactics in mind.

2vs2-Mba2-NOTE: i might of written this wrong

player 1
-bank
-Forge(variates after this)

Player 2
-post(variates after this)

i cant give you any exact numbers or info with this build because i dont use it often, however the main goal of this build is to simply dominate and end the game fast. Capitalists will be able to hold until fascists get air units. Capitalists counter all ground with fast snipers. Fascists eliminate all air threat. It sounds crude i know, but last i checked, no build except itself can beat this if its executed properly.
L0rdDrag0
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L0rdDrag0
280 posts
Peasant

Thank you for what you have given us on builds! But what i would really want is a legitimately good forge 1v1 build please!

kevin8ye
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kevin8ye
572 posts
Nomad

There already is a HUGE colony walkthrough that's pinned in the Game Walkthrough Forum

DracoTheDragon
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DracoTheDragon
102 posts
Nomad

There already is a HUGE colony walkthrough that's pinned in the Game Walkthrough Forum


nearly all those builds and strategies are outdated. Not to mention flame wars and stuff. Might as well make it easy for them right?

But what i would really want is a legitimately good forge 1v1 build please!


Fascist
-Bank
-Forge(variate)
-Generator or -Post
-spec ops
-demolish bank
-hospital

that is an anti tdh build. If both builds are played perfectly, this build will lose. However this anti build has one of the highest chances to win IF the tdh user messes up. basically your gameplan is to use fascists speedy building to get fast romans and scouts to control the 2nd influence point. From there you are going to camp until you can get a spec ops and spawn a pride and reinforce it with medics. While this occurs, your opponent is going to send marines and tanks, you have to micro accordingly, sacing your romans to kill their marines and using your scouts to destroy their tanks.
**Your counter goal is to keep the center and keep their tank count low**
If they do push you back, counter with post 3rd and spawn tanks and scouts. from there get a gen or hosp and go for their corresponding influence units.(NOTE: if you take this route, more than likely the game is over for you unless they mess up critically!!)

A simpler build, which is also easier to counter is the monarchy forge variations

-bank
-forge(variate)
-Spec ops or Armory

idea is to use decent field control followed by an influence counter to give you an early lead in the game. However if your opponent is good, they will beat you. Go armory if your facing a post rush user(for mod phantom). Go spec ops against a forge user or fast techer(for spec force rush quick finish). If your facing a tdh build user, your best shot is spamming a lot of romans at the start, strategically slowing your opponent by sacing them one at a time. Get an armory, push them back with mod phantom and scouts. Get a spec ops. Use prides to push back tanks again. Upgrade forge and get an anti air sakata for saints and go for slow death with far snipers.

http://www.youtube.com/watch?v=mMZkaIZh5-8

this was back in the early stages of the build i created. As you notice in the end, the spec forces were useless. Thats when you use far snipers instead and that will lead you to victory. NOTE: if he used spec forces instead of saint, the game will be over much more quickly
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