Starter Asset Guide
Welcome to the Starter Asset Guide!
In Terrain Control and Team Solaris Arena, a players initial rank gives them 43,000 C-Bills. At the beginning of a game, the donation timer prevents players from easily going beyond 43k for their first asset. Besides BA and APC, Clan and IS each have unique starting choices. One's best choice of starter asset depends on what role is needed on the battlefield. What role performs best often depends on what stage of the game it is. Just as a guideline, for starter assets at the beginning of the game, brawlers and skirmishers tend to work best, starter assets that tend to work better later in the game are fire-support, backcappers, and supporters. A well-coordinated team can help make fire-support assets more valuable and less risky in the early game, but frequently fire-support assets find themselves too far from combat to be helpful or very ineffective at short range.
"Role" describes what the asset is usually good at, mostly based on it's weapons. All starters are good choices for backcapping, the starters mentioned here as "backcappers" are those that perform the role particularly well. "Tier" indicates how well the asset generates C-Bills and Points when it deals damage. "Supporter" indicates that the asset supports its allies using electronics.
|All stats are current as of release 0.14.10|
How to Upgrade
If one's goal is to eventually upgrade their asset, there are a number of strategies.
- Sell - After earning enough C-Bills from dealing damage, capturing objectives, or supporting the team, sell the asset and buy a new one.
- Underbuying - Spending less on a starter asset can help give one a head start on an upgrade.
- Delay Upgrade - The longer one delays upgrading their asset, the more they can take advantage of extra C-Bills from tier.
- Rank Up - After earning enough points and then dying, buy a new asset.
- Get a Donation - Ask for donations from teammates in order to buy a new asset.
- Avoid Killing Enemies with an Overheat - If an enemy dies to heat, no one will get credit for destroying them.
- Capture a Base Before Buying - On smaller maps at the beginning of the game, a BA can run and reach the first forward factory before their allies. Doing so grants the BA player extra C-Bills before their first purchase.
APCs are typically a poor choice for a starter. Most early game assets are fast enough to return to base to get ammo whenever they need it, so an APC isn't necessary. The APC's extra spawn point often isn't needed either as early game ticket bleed is slower and allied Hephaestuses and Goblins offer their own spawn points. After purchasing an APC, the player won't have enough remaining C-Bills to afford a second asset meaning the player will have to fight as a BA. Without much armor to share with allies during team fights or enough speed to keep up with allies, APCs and BA often weaken a team in the early game. The slow speed also makes it difficult for BA to chase or finish off retreating enemies. BA tend to work better on smaller maps with more difficult terrain, such as TC_Bogs or TC_ThunderRift.