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XTA Guide – XTA Basics

Thursday, January 28th, 2010 by Forboding Angel

In the guide I’ll be explaining lots of basic points about XTA and I’ll also be giving a few tips. If you’re new to XTA, this is a good place to start as it will show you how XTA is different to the other OTA mods. Please note that this is for players new to XTA, if you already play XTA a lot, this guide probably won’t be much help to but you may learn a few things that you might of missed in the past. If you wish to give any points yourself, feel free to leave a comment below this guide.

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Light Laser Tower

  • Light Laser Towers (LLTs) have a much different role in XTA than other mod

They are more expensive at 250+ metal each

  • They should NOT be spammed except for specific circumstances
  • A well placed LLT is a strategic position is effective against Tech 1
  • However multiple LLTs is usually a bad idea as units will defeat an LLT with equal metal cost
  • If possible always place Dragons Teeth (DT) around LLTs to block Missiles and Rockets.
  • It is easy to defeat a lonely LLT, so try keep units with one, or your Commander to repair.

Commander

XTA is built around the Commanders and Commander Pushing is common.

Unlike BA, there are differences between Core and Arm Commanders:

  • Arm is faster, while Core has longer range D gun (260 as oppose to 240)

At morphing, they are also different:

  • Core gets a heavier laser, closer range = more damage at level 2
  • Arm gets a paralyzer laser at level 2
  • Core gets a plasma shot at level 4
  • Arm gets three raven rockets at level 4

The Commanders have shorter range than BA Commanders with D-Gun and Laser.

Commanders will die from a D-Gun and cannot survive D-Gunning another one.

It costs 200 Energy to cloak a stationary Commander, and 1000 a moving one.

The D-Gun also has a wider impact.

Commanders can make all Tech 1 and Tech 2 labs, like all constructors but not tech 3.

Do NOT go Tech 2 at the start, always start Tech 1.

Commanders do NOT leave a wreckage.

Morphing

Commanders can be morphed in XTA (toggled on/off in host options). Commanders can be morphed 4 times. First level gives:

  • +3 metal, +75 Energy (starts at +2 and +50)
  • 2,000 metal + Energy storage (starts at 1,000)
  • Build speed increases by 25, gets full Tech 1 radar as well as increased LoS
  • Range increases by 20, more powerful primary laser and +250 extra health
  • When cloaked and moving Commander uses only 700 energy, not 1,000
  • Level 2 requires 0.25 experience and gives improvement on level 1
  • Level 3 requires 0.10 experience (will go to 0.09 if excess after level 2)
  • Level 3 gives improvement on level 2 as well as self repair option
  • Level 4 requires 0.25 experience and gives improvement on level 3
  • Commander will be paralyzed during morphing!

Vehicles or Kbots?

In XTA both types are useful depending on the situation.

It is best to go Kbots on hilly areas and Vehicles on flat areas.

Flash are not as powerful and a wide spread of units is best.

Vehicle Constructors are better builders but cost more.

Both AA shoots ground.

“Scouts” in XTA are very strong and can survive a lot of damage, as well dealing a great amount.

“Scouts” are more like light assault units rather than scouts.

Nanos

XTA nanos have short range.

XTA nanos are very powerful builders, so don’t make too much for your economy.

They are best used to assist labs or help make big structures, not basic economy.

They chain explode, so place them at your own risk!

Anti Air

Unlike BA, Vehicle and Kbot AA, tech 1 and 2 shoots ground and air.

All stationary AA shoots ground.

AA ships also shoot ground (and sea).

There is only one Tech 1 and Tech 2 stationary Land AA for both factions.

There is only one Tech 1 and Tech 2 stationary Sea AA for both factions.

There is no tech 2 Kbot AA, but there is Tech 2 Vehicle AA.

Fighters are the best form of AA.

Difference in Techs

Tech 1

XTA is very similar to OTA with Tech 1 units (Less units than BA).

Toaster/Ambusher is Tech 1, Guardian/Punisher is Tech 2.

Dragons Teeth blocks Rockets and majority of Missiles (terrain dependent).

All Tech 1 Constructors can make all Tech 1, Tech 1.5 and Tech 2 labs.

Sub Pen and Shipyard are both sea Tech 1.

Level one Metal Makers do not chain explode.

Popups do not have “High Trajectory” function.

Tech 1.5

Hovercraft and Sea Planes are Tech 1.5

Labs cost roughly 1,700 metal.

The Constructors can make Mohos and Anti Nukes.

Hover Platform can be built on Land and Sea.

Do not go Tech 1.5 at start without a good economy!

Tech 2

Tech 2 is very different in XTA, and is usually made early in the game.

Once Tech 2 is out, Tech 1 units will suffer heavily in head on combat.

Resurrection Kbots are Tech 2 and can make structures.

Mohos cost 300 Energy to run not 25!

Zippers/Freakers are in Tech 1 and 2 labs.

Fleas have 700 HP and are less a scout unit more Skirmish.

Guardians/Punishers do not have “High Trajectory” function.

There are no Plasma Shields.

Tech 3

All Core Tech  2 cons can make the Krogoth Gantry.

Arm has no Tech 3.

Krogoth is only Tech 3 unit (30,000+ metal).

Resources

There is no Advanced Solar.

Cloakable Fusions give 800 Energy

  • Arm takes 125 Energy to Cloak
  • Core takes 150 Energy to Cloak
  • Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)
  • Core takes 550 Energy to Stealth (725 for Cloak and Stealth)

Heavy Fusions give 3500 Energy.

Arm have Mobile Fusions (260 E) in Advanced Vehicle Lab.

Core have Mini Fusions (300 E) built by all Tech 2 Constructors.

NEVER start with a Heavy Fusion.

Moho Metal Extractors cost 300 Energy per second to maintain.

There is no gradual reclaim.

Metal storages give 10,000 storage extra.

Energy Storages give 30,000 extra storage.

No Tech 2 Storages (there are Tech 1 underwater ones).

Micro

XTA is more about Micro as oppose to Macro.

Controlling a select amount of units can win games.

Units have more Health and are harder to kill, as well as all units having auto-repair.

Wasting units by not microing WILL cost games.

Commanders are widely micro’d.

Author: Babbles

One Response to “XTA Guide – XTA Basics”

  1. 1-23v says:

    “Commanders will die from a D-Gun and cannot survive D-Gunning another one.”

    False. Given the right circumstances, coms can d gun other coms.
    Upgraded coms have more hp and arm coms can actually some times run out of an enemy com’s blast radius after discharging a d gun. Some transport load combination’s can also allow you do dodge a com-blast.

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