Ah, the more layered doors yes, but you know why I don't choose Armourdillo? because the pro's trash talk me for using it. But in this type of match, I agree, that commander could have been used.
What could be done better from someone with 2 hours of Forts experience(aka none) Don't rely on sandbags so much. You have so much metal, you constantly lose your weapons and turbines because you cheap out on sandbags, just use proper armor instead of sandbags for turbine and weapons defense, you can still cover the roof up with them and stuff. Put down gunner platforms in front of your base at the start of the game when you're waiting for your tech to build, it will help prevent you from getting caught off guard by missiles/howies and encourage the enemy to use snipers, which you're intentionally using small doors to counter, any second they spend on a sniper is a second they aren't pummeling you with heavy weapons. Consider using Armaddillo. His defensive buffs will help you spam more metal, use repair stations effectively, and decrease the amount of time you spend fixing up your base and give you more time to fire back. Try to have a couple of doubledoor flak platforms on your base. If you can, put them away from critical structures like buildings and your main defense for your core, so that the enemy has to fire at them and won't hit anything important if they miss. Having one dangle from the front bottom of your base could help divert enemy fire and provide AA. Don't place down a workshop at the start of the game, you literally never use it, just put down an armory and use the resources to snowball faster. Try to see if you can rush turbines and put down portals early, before you even place your weapons. You get shot at so many times that it's probably actually worth it for you to have a proper return-to-sender defense with gunner platforms in front before you get your weapons. Alternatively, consider using Moonshine or whatever the shield-door commander was called. For both laser and AA. Against cannons, I guess just doorsnipe them lol. Have a return to sender where you just let the attacks pass through your base. The idea of letting the enemy attacks go to waste is good, but the issue is it usually takes away your turbines, so it's really not working out how it should. Also, another small thing: You don't have to do the small doors. You are literally (meant to be) up against newbies, who you can gamble won't doorsnipe you well. The APM you use building and repairing small doors is almost guaranteedly spent better elsewhere.
Hi, Forts player here, got 200 hours on the game and i could refine some of your advice: 1: While he does have a lot of metal and mines, sandbags are a cheap and effective way to add more protection (the top of his front defense, for example) and cost nothing to repair. if he had spammed metal, he would've ran his supplies dry repairing and replacing metal. 2: While having double door flak is a good idea, it is quite costly (200 for flak, 300 for a 3 unit long door x 2 of them equaling to 800 metal or more, not putting into account the bracing needed to make those) a good alternative is to used entrenched gunners, you can see these used by pros on tournaments sometimes, they cant be sniped but can fire at a certain angle. 3: He does uses the workshop SOMETIMES (buzzsaws) but going for armory may be better since the workshop is used to rush heavy weapons, which he is not doing considering he is going for eco heavy fort (upgrade center) 4: going for portals may be a good idea, but the enemy can just use EMP's and smoke launchers, along with the high energy upkeep. Delaying weapon placement gives the enemy more time to gain the advantage. 5: Moonshine may be good, but using energy doors is pretty expensive. Not only do they cost the same as doors, but they have that energy drain, and you have to place a lot of them. The EMP effect might be a good idea, however 6: I think a energy shield might be better, as it will reflect bullets and lasers, but also causes cannons to explode upon contact of the energy shield, but i think just blocking it with wood and spamming sandbags may be even more effective. 7: Small doors are cheaper, costing 200 metal ish per door, and if they hit the wood below the door, its just less repair costs. A problem he does have whenever he makes the small doors is he doesnt expand the wood, leaving only 4 wood struts protecting his weapons. Not good.
@@guacamolejones6168 You do have some good points, but I'll add onto it even more 1) The issue is that he's relying on them, he loses several weapons and turbines, to the point where it'd be better to have a couple layers of metal than to just rely on sandbags. They can still be used, but having them as the main defense clearly isn't working out. Point 2 is just straight up right, I'd forgotten about gunner trenches, he should just be careful about top player sniping them when building it, and point 3 is an agreement(?) 4) Yep they need to be accompanied by good AA, and ideally he would have the machinegunners on control groups to be used when smoke launchers fire(assuming that works, which in hindsight probably doesn't) or have an Armadillo repair bay to banish the smoke. 5) Yeah I forgot to mention that he should go for a higher energy build if he wants to employ that, with the portals too. The idea is that since he's getting shot at so much these defenses will eventually pay themselves off, especially with the portals which will allow him to get good damage out of the investment, essentially giving him free cannons on top of the defense. 6) I suppose that is true, my newbie brain just appliedd the "unbreakable" solution instantly. ReturnTsenders might still be better if the energy shield gets destroyed enough, and though I'm not sure wouldn't sandbag/woodspam defenses mess with his stability? His base is already struggling with weight, it may be too much, or it may counterbalance the heavy front, I'm not sure. 7) That is very true actually. I think depending on how much work needs to be done the APM advantage may be worth it as he wouldn't have to replace as many struts to repair, but otherwise he just needs to add more wood or armor up the bottom parts instead of trying to patch them up with sandbags.
@@Internet_No_Body 1: Yeah i was agreeing on point 3, sorry bad wording haha 2: your first point is valid, and i think he should get armordillo with how much eco he has, very good idea 3: for your 4th point, they could use firebeams as a screen for emps (but their newbies so i doubt they would know) all of your other points are correct and pretty good, keep up the good work
@@blackscreen6799 Well, I guess you now know how to theoratically defend against 6 newbies in Forts, congragulations! Good luck getting to use this info lol
dawg I don't know how you think this would go, no hate or anything but this is literally not possible unless you bring six people who just bought the game. But then you would just be doing target practice which is barely entertaining anyway.
Cannon shell:(goes through portal) Bruski: AYE
man you need to place like 8 doors before weapons, also armodillo is the best choice when you have so much mines
Ah, the more layered doors yes, but you know why I don't choose Armourdillo? because the pro's trash talk me for using it. But in this type of match, I agree, that commander could have been used.
"oh gosh 2 nukes!" 6:52
"oh I gotchu" (magnet beam)
Failed 5 so let's do 6 lol
in first attempt there were cheaters, unless you're a noob to see this
And you gotta be a noob to realize that noob don't build particle accelerators
Yes, but it was my idea to do this event leading up to the extra addition of the 1v7 challenge for ep 300.
What could be done better from someone with 2 hours of Forts experience(aka none)
Don't rely on sandbags so much. You have so much metal, you constantly lose your weapons and turbines because you cheap out on sandbags, just use proper armor instead of sandbags for turbine and weapons defense, you can still cover the roof up with them and stuff.
Put down gunner platforms in front of your base at the start of the game when you're waiting for your tech to build, it will help prevent you from getting caught off guard by missiles/howies and encourage the enemy to use snipers, which you're intentionally using small doors to counter, any second they spend on a sniper is a second they aren't pummeling you with heavy weapons.
Consider using Armaddillo. His defensive buffs will help you spam more metal, use repair stations effectively, and decrease the amount of time you spend fixing up your base and give you more time to fire back.
Try to have a couple of doubledoor flak platforms on your base. If you can, put them away from critical structures like buildings and your main defense for your core, so that the enemy has to fire at them and won't hit anything important if they miss. Having one dangle from the front bottom of your base could help divert enemy fire and provide AA.
Don't place down a workshop at the start of the game, you literally never use it, just put down an armory and use the resources to snowball faster.
Try to see if you can rush turbines and put down portals early, before you even place your weapons. You get shot at so many times that it's probably actually worth it for you to have a proper return-to-sender defense with gunner platforms in front before you get your weapons.
Alternatively, consider using Moonshine or whatever the shield-door commander was called. For both laser and AA. Against cannons, I guess just doorsnipe them lol.
Have a return to sender where you just let the attacks pass through your base. The idea of letting the enemy attacks go to waste is good, but the issue is it usually takes away your turbines, so it's really not working out how it should.
Also, another small thing: You don't have to do the small doors. You are literally (meant to be) up against newbies, who you can gamble won't doorsnipe you well. The APM you use building and repairing small doors is almost guaranteedly spent better elsewhere.
Hi, Forts player here, got 200 hours on the game and i could refine some of your advice:
1: While he does have a lot of metal and mines, sandbags are a cheap and effective way to add more protection (the top of his front defense, for example) and cost nothing to repair. if he had spammed metal, he would've ran his supplies dry repairing and replacing metal.
2: While having double door flak is a good idea, it is quite costly (200 for flak, 300 for a 3 unit long door x 2 of them equaling to 800 metal or more, not putting into account the bracing needed to make those) a good alternative is to used entrenched gunners, you can see these used by pros on tournaments sometimes, they cant be sniped but can fire at a certain angle.
3: He does uses the workshop SOMETIMES (buzzsaws) but going for armory may be better since the workshop is used to rush heavy weapons, which he is not doing considering he is going for eco heavy fort (upgrade center)
4: going for portals may be a good idea, but the enemy can just use EMP's and smoke launchers, along with the high energy upkeep. Delaying weapon placement gives the enemy more time to gain the advantage.
5: Moonshine may be good, but using energy doors is pretty expensive. Not only do they cost the same as doors, but they have that energy drain, and you have to place a lot of them. The EMP effect might be a good idea, however
6: I think a energy shield might be better, as it will reflect bullets and lasers, but also causes cannons to explode upon contact of the energy shield, but i think just blocking it with wood and spamming sandbags may be even more effective.
7: Small doors are cheaper, costing 200 metal ish per door, and if they hit the wood below the door, its just less repair costs. A problem he does have whenever he makes the small doors is he doesnt expand the wood, leaving only 4 wood struts protecting his weapons. Not good.
@@guacamolejones6168 You do have some good points, but I'll add onto it even more
1) The issue is that he's relying on them, he loses several weapons and turbines, to the point where it'd be better to have a couple layers of metal than to just rely on sandbags. They can still be used, but having them as the main defense clearly isn't working out.
Point 2 is just straight up right, I'd forgotten about gunner trenches, he should just be careful about top player sniping them when building it, and point 3 is an agreement(?)
4) Yep they need to be accompanied by good AA, and ideally he would have the machinegunners on control groups to be used when smoke launchers fire(assuming that works, which in hindsight probably doesn't) or have an Armadillo repair bay to banish the smoke.
5) Yeah I forgot to mention that he should go for a higher energy build if he wants to employ that, with the portals too. The idea is that since he's getting shot at so much these defenses will eventually pay themselves off, especially with the portals which will allow him to get good damage out of the investment, essentially giving him free cannons on top of the defense.
6) I suppose that is true, my newbie brain just appliedd the "unbreakable" solution instantly. ReturnTsenders might still be better if the energy shield gets destroyed enough, and though I'm not sure wouldn't sandbag/woodspam defenses mess with his stability? His base is already struggling with weight, it may be too much, or it may counterbalance the heavy front, I'm not sure.
7) That is very true actually. I think depending on how much work needs to be done the APM advantage may be worth it as he wouldn't have to replace as many struts to repair, but otherwise he just needs to add more wood or armor up the bottom parts instead of trying to patch them up with sandbags.
@@Internet_No_Body 1: Yeah i was agreeing on point 3, sorry bad wording haha
2: your first point is valid, and i think he should get armordillo with how much eco he has, very good idea
3: for your 4th point, they could use firebeams as a screen for emps (but their newbies so i doubt they would know)
all of your other points are correct and pretty good, keep up the good work
I actually read this all for 10 mins…
@@blackscreen6799 Well, I guess you now know how to theoratically defend against 6 newbies in Forts, congragulations!
Good luck getting to use this info lol
The only way this map is successful is less mines or building space for opponents or more protection for main base
A proper big base, yes your correct. But I don't agree that the opponents should get less space.
what's the map you use?
Ep 300 next!!
dawg I don't know how you think this would go, no hate or anything but this is literally not possible unless you bring six people who just bought the game. But then you would just be doing target practice which is barely entertaining anyway.
It was just meant to be a fun and unique idea for entertainment. I'm aware it's not for everyone.
yeees
E