<PAGENAME>Gameplay
<H>Units and User Interface

<h>Attack-Move
Attack-Move hotkey is "F". Attack command ( hotkey "A" ) is to focus firing at unit or firing at the ground. Fight command ( hotkey "F" ) is similar to Attack-Move command from other RTS games.

<h>Attack
Give Attack Orders rarely. Nearly all mobile units can fire while moving. This means that instead of giving Attack commands you should focus on the movements of your units. Micromanagement is mostly done with Move commands.

<h>Right Mouse button + Drag
Hold Right Mouse button + Drag - give Move orders. A normal Right Mouse button click will give a move order. But click Right Mouse button + Drag will give a line-move order which positions your units along the line. This is a much more powerful powerful way of giving move orders.

<H>Economy

<h>Queue Construction
Shift queuing units and structures does not reserve the resources as it does in other RTS games. Queues have no downsides.

<h>Resources are Spent Continuously
Constructors and factories work by constantly draining resources to add the the progress of a project. If you are trying to drain more than your income each project will take longer.

<h>Metal and Energy costs are equal
The cost value of a unit is both its Metal and Energy cost. As a rule of thumb to try have slightly more energy income than metal income. Both resources are equally required for production; energy is also required for some unit abilities.

<h>Reclaim
The wreckage of dead units can be reclaimed to get metal. This is an important part of the economy. Map features such as rocks and trees can also often be reclaimed.

<H>Expanding and Raiding

<h>Constantly Expand
Expansion is about taking control of an area and then building Metal Extractors on metal spots. This should be done gradually throughout the game in multiple directions at once.

<h>Constantly Raid
Raiding is similarly gradual. Raid the enemy Metal Extractors, not the base.

<H>Advices

<h>Get all the Metal you can
Metal is needed to get just about anything done in the game, and you want as much of it as you can get. Build Metal Extractors and "Reclaim" wreckage from the battlefield, and do your best to keep your enemy from doing the same.

<image>extract.metal



<h>Don't make lots of Defences in one place
The enemy will simply go around to where the defences aren't ( like where your allies are ), and to fortify all possible attack points simply isn't economically feasible. Place moderate defences where necessary ( on the hills ), and use mobile units for the rest of your defensive needs ( or better yet, use them to be the one doing the attacking ).

<image>defence.in.one.place



<h>Don't send your Units in one by one
They'll just die one by one. You want to concentrate your forces wherever possible.

<image>one.by.one



<h>Don't make lots of storages
You want to spend your metal and energy as fast as you can, not stockpiling them. Storages should only be made under very specific circumstances, usually in "Free For All" battles.

<H>Weapons

<h>Plasma Cannon
Plasma shells are a standard weapon for many units. Plasma Cannons are mostly fairly accurate with the exception of high trajectory plasma artillery. They all deform terrain and have varying Area of Effect ( AoE ) damage. Plasma shells move relatively slowly and are affected by gravity which gives them a balistic trajectory significantly increasing their range downhill while decreasing range uphill. The trajectory also means they can often shoot over friendly units. Their slow projectile speed means most plasma weapons are good against large, slow-moving, or stationary targets, but generally are not as good against fast moving targets or airborne units.

<image>weapon.plasma



<h>Lasers
Laser are accurate weapons that require a direct path between the weapon and target. They have no Area of Effect with the exceptions. Laser thickness is a good indicator of how much damage it does. They have spherical range and thus have their maximum 2D range against units at the same height. Lasers instantly hit which makes the constant fire lasers good against fast ground units and air, burst fire lasers can still hit fast units but are not good against them. If the target of a burst laser dies the laser can continue on and deal the remaining damage to units behind the target.

<image>weapon.lasers



<h>Missiles
Missiles are projectiles that track their targets. All missiles will attack air, and most missiles will attack ground, except the missiles of dedicated Anti-Air units. Missile range is not affected by terrain giving them a cylindrical target shape. This is useful as with a large enough height difference missiles will outrange lasers that they would not normally outrange.

<image>weapon.missile



<h>Rockets
Rockets are projectiles that do not track, but continue along their trajectory until impact. Rocket range, like missile, is not affected by terrain. Some rockets require a direct line to fire which makes them more likely to hit enemies other than their target if they miss. Rockets are slow so almost never hit air and are poor at hitting fast units.

<image>weapon.rocket



<h>Fire
Fire is a penetrating weapon with cylindrical range. It will do damage to all units in it's firing line. Units hit by fire weapons also catch on fire and will continue to take damage for some time. This is useful for disabling cloak and repair. It can hit fast units and aircraft.

<image>weapon.fire



<h>EMP - Electromagnetic Pulse
Unlike most other weapons, EMP does not directly damage the enemy. It has spherical range. Instead, EMP damage fills up its own EMP bar on the enemy the size of a unit's EMP bar is it's current health so damaged units are easier to emp. When 100 percents EMP damage is reached ( EMP damage exceeds current health ), the unit is completely disabled, and cannot move or return fire. EMP damage heals automatically and the unit will be re-enabled once the EMP bar drops below 100 percents again.

<image>weapon.emp



<h>Lightning
Lightning is direct-fire. It has spherical range. Lightning is always blue. Lighting is accurate but can miss fast moving small units such as aircraft or fleas.

<image>weapon.lightning
