Units:
Arbalest | Ballista | Behemoth | Chimera | Gear-Doc | Gryphon | Hydra | Leviathan | Manticore | Mantlet | Orbus | Pegasus | Red-Eye | Trebuchet | Triage | Volte
This tip came to me from SOLA don't use a manta with arbs use a red eye with tachyon sweep no need to fly over poc and your position is less likely to be revealed and you can detect around you at the same time with radar sweep. This is a great tip trust me use it if you can :)
This tactic should be used only by either, tacters, or eduers. The Split. Reccomended power source solar/sd/cell. Solar allows your squad to booster off.
Hunters are the main bane of arbs, and having a bunch of, 6 or more arbs in one spot, though easier to manage, can be crippling if you were found. Timing your entry right, split your arb team into 2. Or 3 even if you have about 9 or more arbs. Keep them apart so that both teams can target the pocs, or intended mass ground units meeting points as well as each other. With a red eye or manta tagged along you can in effect take down cloaked hunters. With clever management you can even have your arbs squad equip 2 different ranged weopons.
This way even if the enemy did the classic 'leave one unit alive/hostage' on one of your arb squad you are still, in effect fighting fit.
In addition to the earlier description, i think a Manta/Onir,equiped with super detector, must be included in the arbs squad. Try not to expose where ur detector coming from as it will somehow tell the nme where ur position is.
If you are a clout and can get mk8 arbalests. Make them phasic. You can do this by equiping phasic armor + TL 81 weapon. The tl 81 gold weapon is actually quite strong and can damage high armor units.
High damage gold arbs will save many a battle. The biggest problem with people using arbs is that they use them statically. Arbs are slow moving, plan on taking time to walk to a good arbing position or select your entry portal based on its ability to arb pocs quickly. Also time your entry so that you are not at that position too early or you may be dead before you can do any damage to the enemy poccers.
Arbing positions: Chose positions where you can arb more than 1 poc at end game if the province has more than 1 poc. Arbing just 1 poc makes your arbs useless if no one goes there. Each additional poc you can arb from your location increases your chances of getting enemy kills. 2pocs 2x the kills 3 pocs 3x etc..
It's main role is to bombard the PoC should it come under enemy heavy poccers. Arbalests are good as they can cause huge splash damage in a short amount of time.
Arbalest work best as phasic. Why you may ask?? With phasic, you can have a short range or a long range weapon, and move without walking and wasting time. Arbalest walk extremely slow, that's why, you should really get a Roc if you can swing it.
Before deploy arbalests you must first aim his using Ctrl + Right click mouse button. Immediately press "A" once your Arbalest is in position. This takes abit of time to master but once its mastered, you will respond very quickly to any immediate action and quickly dispose of it.
It's advisable that you get the highest possible sensor there is for Arbalest so that you can are a wide area.
Arbalests have two type sensors TACS and RTS. TACS sensors usually have wider range and required less weight, space and complexity than RTS. But while equipped by RTS sensors your arbalests can damage cloaked/cammo enemy units near visible enemy units. For example if you defend PoC and enemy uncloak/uncammo his units one by one RTS equiped arbalests damage all enemy units in sensor range, TACS equiped units damage uncloaked units only.
Another important thing: don't aim your arbalests uphill. Your arbalests will lose alot of his damage.
One of the best units for clearing enemy air really fast. Expect them to hunt you down fast.
Tips: Ball next to pocs not over them if possible as it is very difficult for your team to see anything on a poc while you are balling it.
The longer the ballista range the better, it gives you a larger sweep of the map you can cover. The wider the area of the map you can cover the better your chances at getting kills. Use the minimap look for targets, aim for where vults will be hiding before end game.
One of the best units to have when you are mobbed on a poc. Good blockers and decent killers. They have fairly high CD's so stagger your fire if you can. Do so by selecting a few of your units and move them until your other units fire, then hit S. They are one of the best poc sitters capable of blocking a poc for those few critical seconds at End Game. If you want lots of kills with this unit, use the enemy portal to reinforce. You will be right in the middle of them and with your high survivability and damage you will get a ton of kills before you die. Moths do not move very fast, you have to be where they spawn or where they want to go (ie the poc).
Because of their high survivability Moths make great poccers.
The most heavilly armored V unit around, the chimera is capable of blocking a poc as it can defend vs both air and ground attacks. It is a good early to mid game unit.
Note: its ballistic weapons are useless against most Leviathans.
This is probably one of the more redundant units in the game. Everything it can do a medic can do and a medic moves a lot faster and can warp. It is also easier to target when cloaked than a medic. The only advantage it has over medics is the ability to camo. Camo revs/Aboms/Quorgs can fight if need be unlike the gear-doc. Its only purpose is to repair/heal.
NEVER drive gryphs towards units, always try to keep at the limit of your range with ghast and imp i find keeping on the move and when ready to fire press the s key to stop you then move off immediately is the best system, usual rules if you got high ground use it, it is a major advantage with gryphs.
Fast mobile units with low Hp and Armour but good damage.
When using gryphons you must remember that most of the time you are easier to kill then a peg.. Never stay still for to long always keep moving hit/run/hit/run. Or with right sensor and Missile weapon you can have 24 range and rap from far away.
Never use less then H weapons on them. Throw MG (machine gun) do more damage. Missile is better. Because of your lack of HP. It ways less and allowed you to hit and run and put out sometimes more damage then MG grypohns before dieing.
Also when using Missiles get at least the first H sensor you can after armour and that. The more range the better. I find my self setting on a cliff right at or close to my max range snipering a poc or on Victory fights more then Hit and Run killing when there are other hunters in the fight.
Havok add on: I would like to point out also that while the machine guns may do a little more damage, they are closer range and are less effective on heavily armored units.
Probably not endgame worthy, however they do help immensely in those tight victory maps. You can easily get high health and high armour, with that you add in a nice engine and voila you have youreself a decent heavy poccer. Add in a light V-weopon to take out those pesky light armoured units.
Hydras are possibly some of the best fpers in the game...eduers can even get decent hydras.
Fast easilly armored, and packing one heck of a Anti-Air punch the Hydra is a good unit to use. V-Hydras were awsome until Nexon decided to gut them as they were overpowered.
Since the nerfing the Hydra is a good Ground to Air unit. Its V capabilites are average to poor. It can have a lot of armor and hp making it an excellent poccer against a poc defended only with air units.
Panik:
For imps/flameshees the best approach is to put, say, 6 levs on the poc and have the remaining units out of flame range, while moving onto the poc with the 6 levs (assuming they haven't had the sense to block yet) make sure neutron is on while in range (so you don't take any unnecessary damage) then when on poc turn one neutron off, wait until the lev reaches about 1/6 HP, deactivate neutron on another lev on poc by selecting with left click, turn neutron back on for the damaged lev and move it away (conserving firepower incase you need to kill the imps thus stopping the repoc), move one of the remaining levs (the ones not poccing) into the hole and repeat until the poc is done, at which point you can either alt-Q around the poc and kill whatever was killing you or you can just sit 20m away and use range.
For pigs it's simpler but easier to fuck up since pigs do an insane ammount of damage, the fundamental tactic to this is reaction speed. First get all your levs on poc, moving them on 1 by 1 gives the pigs clear and easy targets.
When you have your set on poc hold down backspace to select all THEN hold down shift and left-click on one of your levs, preferably one on the edge, this will deselect it from the set. You then hit "N" to neutron the remaining levs, as the pigs get on top of you change the lev that's poccing (by selecting a shielded lev first and unshielding it then shielding the previous poccing one). It'll buy you a couple of seconds of confusion before the pigs realise they're trying to kill an invulnerable target. From here you basically keep repeating the same thing, my advice would be to avoid using levs sitting on the edges of the poc as primary poccers, because typically most people can't pig very accurately but will usually turn at the edge of a poc out of habit, so if they turn over an unshielded lev it'll be under them for 2 x the time meaning 2 x the damage, using the levs in the middle and switching the pigs flight-path is key, most piggers have great difficulty switching from left-to-right bombing patterns to an up-down arrangement. So if you move your shield tactic in a helix pattern it tends to be most effective.
This is mostly relying on the poc being unsat and pigs being your only stopping power, it's also relying on you having the poc already started when the pigs begin bombing since neutron *barely* lasts a full poc on a 4-5 poc vicmap. Realistically if the poc is being blocked and you're being pigged then you'd have to rely on the pig user being a shitty player to have any hope of getting the poc.
Just another tip on levs: When neutroning units 1 by 1 to minimize damage from single-shot sets the opposing player will usually go for the next nearest lev, only very smart players (which aren't common) will aim for a lev in the middle/on the opposite side of the set. So with some foresight and good fingerspeed you can predict enemy fire, this can be useful when poccing on pigs and being shot at by things like wights too.
ClariTy:
Another trick i find useful against pig with levi is to do the whole all neutron, but one thing, but instead of just un-neutroning another and lettin the first one die, re-neutron the first one after you un-neutron the second. Most people expect you to let the levi die and will continue for a short while pigging it and wondering why it's not dying, buying you a few seconds. The seconds would have been spent them pigging it to death anyway, and sometimes that extra hp left at the end gets you the poc.
Another small thing, when shooting get to know how long it takes before you shoot again. It sounds stupid, but the amount of times i've seen people shoot a neutron levi, then their units turn to face another levi (because they target it), and i've been able to neutron that one before they hit it is quite silly. Don't target another levi straight after you shoot, wait until around 0.5 s before you shoot then they have no way of knowing which one you target. (This is advice for clouters too, if you see the unit turn but it hasnt fired yet you normally can tell which one they'll shoot at)
ScubaSteve:
In a pig vs levi scenario (unblocked poc), you can put all levs on poc if you want (like in paniks suggestion), OR you can put 4 levis on the poc. Okay, the purpose here is to save energy, unless you're poccing a victory map at 1:29, you're going to want some energy remaining on other levis so that you can potentially do a neutron block, or move around with boost, or have energy to attack.
Leviathan is one of the funniest eduer's unit. I began use them recently but i really like it :)
Why? Depending on units info it is a not armored weak unit (~ 6 KH / 50 Armor, with no space), above low speed (~2.x), but long range (> 20) and medium damage (~200-430/1.8) weapons.
Ballistic shield (65 TL) make it really good. First of all ballistic shield protect your units against arbs/trebs/vults and not required energy (you don't need ON your neutron shield). It's really funny. So many ppl fire on levi 30 and more seconds... In this time these enemy can't fire your allies...
Second. A lot of units have ballistic weapon. Cloaked spirits for example. I hate thease enemy units with low (oridinary) damage but small size, above medium speed and long range weapons. Forget about them! No more damage from spirits! You wouldn't have any problems with ballistic daevas also.
Heavy behemonts? No problems too. Half of behemots in the game have ballistic weapon. And they are so slow. When you use booster (i use it continiously and havn't problems with batteries) you always can move out from behemots and kill them using your long range weapon.
But one of the funniest things is duel against podas/kristiks/mlortas. I was surprised but... these units have ballistic melee weapon! It's really nice to kill these strong units in close combat! (Quorgs also do ballictic damage) When you block poc and these units attack you forget about neutron shield ? you defend your poc w/o it.
But this protection is not a full: this shield multiply your base armor by 6 against that particular weapon type, therefore Quorgs for example still do damage for your levis. And note: low MK leviathans have low protection from ballistic damage.
Neutron shield is another good thing. You see enemy sappers? On booster + shield and go to them! They will try to run away! And there are no more ground mines where your levis went.
You hear enemy nukers sound? Just press 'N' and look at blank enemy nuke. So many ppl try nuke levis :)
Levis also are used as poc blockers. They have big size and block poc easy.
Dangerous levi's enemies are ghasts. Use Alt-Q formation and on/off neutron shield on one unit when you was attacked by them.
Some tips: 1. Use ballistic shield 2. Use 17k/18k (50/105 tl) not rechargeable batteries 3. Don't ignore sensors 4. You can use neutron block approximitly 20 sec, not longer :( 5. Using podas/kristiks/mlortas don't attack levis :)
Orbus with shield is an awsome support unit for phasic units. The biggest problem is that most people do not realize that the shield works both ways. Shields block friendly fire as well as enemy fire. Ground units cannot fire into or out of a shield. If you have a shield on a poc you cannot fire out of it. If you cover arbs with a shield they do 0 damage. You can cover ballista's with a shield and they will do damage.
I think pegasus is a good cloaked GA unit for eduers (high GA weapon TL 91/111 is very good).
This unit can move very fast from one corner of map to another and kill all not armored air units.
Pegasus is a weak to kill heavy armored pigs/condors/phoenixes/momos/eagles, but as midgame GA hunter pegasus can easy kill hawks, albatroses, vultures, ozzys and so on. When you fight with pelicans try to use your long range GA weapon.
Clocked pegs are also good for stall.
Best tactic for pegasus is a move/stop. Enemy can't easy aim on these very fast clocked units.
A highly underated unit for end game. It is useless at end game at stopping heavy poccers. However as an anti-air unit they do well. Their primary advantage is cloak.
TIP: Try to get as close to the center of the map as possible using Trebs. If you can target 2-3 pocs or portals with them you will do very well with trebs. Trebs get most of their kills end game with enemy air.
TIP: Do not set your trebs if you have them in early in the battle, the noise during loading will give your away. Only set them to ball or arb when you have a target. Know your range! The sweep of a treb is a lot shorter than a ballista so the best spots for a Treb is not in a corner but nearer the center of the map.
A good unit to phase clearers to a well protected poc. It is capable of high armor and hp, which allows it to take some damage before dying - usually enough time to phase the clearers in. If you are looking to phase to multiple pocs, this is not the unit for you because the phaser uses a lot of energy.
Note: if phasing, DO NOT have the healing ability as that will take away from armor and hp, which are more important in these cases.
One of the more annoying units on the field, the volte is a fast moving unit best used to EMP enemy units. While it can be equipped with weapons, they are weak. Voltes are useful as a power source when used in conjunction with sappers, jammers or nukers. An old favorite is a volte in the center of a poc circled by Leviathans. Voltes are especially useful in the crater as a power source since none are available.