#Supreme Isthmus Strategy Thread (Land Positions)
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I'll start this off by adding some sim city you can do against pincers as geo. Shielding your geo and nanos with walls and your t2 lab. The downside is that you are vunerable to bombers later on, though you can use a transport to spread your nanos away from your geo
Better to place the t2 fact further inland , so navy ships cant reach it, and anything being built is not under fire by incoming land units( or dgunned for that matter)
Typical setup if u feel enemy pond is a threat is 3 premptive LLTS in a row towards the sea in front of the geo, with a least a wall space. This also prevent possible enemy com walks into yr geo when yr com is exploded.
An Anti Air turret is needed if there are players who might just com-drop you, and you have no fighter cover.
If enemy units do come in from the shoreline, use your 2 con turrets to repair the point defence being shot at, and right click on the lowest hp pincer/hover within range. Use your available constructors to repair the turret or reclaim the unit itself (think starcraft SCV defense). Resbots bring back to rez or reclaim the aftermath and profit.
Also consider 1 to 5 pawns as defense. If u see incoming units as a certainty, build some more pawns pre-emptively before reclaiming your t1 bot factory.
this setup is weak vs com drop but maybe that will get patched out soon
you are just quickly making 2-3 cons and reclaiming tho
if you have destroyer there by 7 min you are pretty screwed anyways
pulling rez is a good idea
I rather the lab die than the geo, geo explosion will kill nanos and no E
If my front is weak I often have to make 2-4 grunt/pawns before geothermal to prevent a leak
Llts don't count comwalk/drop reliably. Maybe if rngesus is with you
You need a few ticks to reveal com. I believe units that are taking dmg cannot cloak?
I have a pretty solid arm opener on geo where I go bots opening and do normal bo , after geo is finished and converters I go hoverlab into 15 seekers and 1 hover con.
15 seekers go to geo sea to delete his whole base , raid carries over to pond and enemy geo
Immediately after finishing the t1 hover con we drop t2 arm veh lab and there normal strategies
Pros: you can delete 2 players
Cons: you delay your mid t2 strike timming on like 1 minute and 20 seconds aprox
Tip with seekers is to set target shurikens and clump them , as they fight shurikens super good
(Clump them when you see enemy shuris )
Yeah if geo sea player doesnt' play perfectly with getting up and rebuilding wall, they will need pond help to not get wiped
Gridlok does the same thing but with cor and 10 hovers into tzar.
Arm veh is surprisingly strong on pond imo, usually I have a slightly greedy opening, keep scaling while I go for a pincer raid/stout runby
For true cheeses, occasionally I drop com on small island near sucide front spot and walk, or go seaplane with beaver
Go t2 right afetr getting t2 mexes, if front is holding rush a fus, at this point I usually go Mausers to clean up T1/deal with hound and some ambassador micro
Interesting tech, hold-fire mercury/screamer is rising in popularity vs bombers and nuke bombers
i believe it's 4 shots to take out a nuke bomber, 2 for an arm t2 bomber, and 3 for cor t3 bomber
Screamer Strat Effectiveness ://// https://www.youtube.com/watch?v=sjL3DGvqsmY
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Sure feels like t3 right xd
Still havent tried screamer hold, feels like you can waste shots on more frontline maps
Like during the game not during the actual bombing run
This doc seems gigavaluable
What if tzar rush + pond rushes a juno instead of walking to front to build jammers?
normally pond goes to build jammers to ensure front doesn't get rolled but you don't need that if the tzar lives
generall having 60 ticks is better than having a juno tho...
unless they are omega porced preventing ticks from running in
I would like to say a big part of strategy is reading your opponents patterns and tendencies. The fun part is everyone is different, players improve and keep on getting better, and we refine strategies to counter and poke at individuals/opponent's weaknesses.
So the TLDR, spectate more gameplay and learn to predict what your opponent might do. Take some appropiate risks in making plays (in the absence of perfect info) and plan ahead.
geo has
t1 bombing --> buy t2 --> w/e
buy t2 --> starlight push
buy t2 --> t2 arm air
optional early units--> t2 bot play (tumbleweed plat + butler)
seems like tumbleweed are the best option to affect the seas for geo, they don't contribute to sea reclaim
In my experience, hover attack is premium on geo. Very often resets geosea player, helping win our sea player, snowballing the game into win direction. Only problem is that you arent assisting front directly (but kinda indirectly by deleting geosea eco)
Most wins for me come from this strat
hover tzar is good vs tzar imo
it depends if the enemy geo sea com walks to the beach i think
not a bad build although goons are super flimsy
you need good micro to make it worth teh cost
I go hovers if i pick arm, because seekers have more HP (and 4more speed i think). And send them accross water to geosea beach. For front with arm, i think Recluse are S tier
sniper beat them, tzar beat them (heavy trans pickup vs spybot)
hounds are favoured against recluse with strong micro but recluse have higher dps for afk shooting
I think the strenght of recluses is they can hit faster than other stuff
made out of botlab and cheap
you want them to fight the t1 stuff
Build:
4 mex 2 solar bot lab 5 rez (give 4th one to long beach) 2 con 2 rez
geo, 2 con turrets + pull 3 rez to eat lab 95% and fully eat 2 solars, 1 rez to eat rocks
6 converters
blow com
suck with con turret
3 hounds 1 radar bot 2 hounds 1 jammer 1 t2 con, build amexes with payment, build 2nd t2 con when have funds. Don't reclaim t2 bot lab.
B...
refined 5 hound build
3 hounds at 5:45, 4+radar bot at 6:08
you assume no payment for the con/rez for your geo builds?
i'm using 5 spawned rez bots to eat the bot rez
basically gives the metal cost back
in practice if 2nd front is bots you probably want to spread out your rez bots differently so the trees don't run out at in opportune times
e.g. 2 front, 2 inland, 2 sea player side
yeah I was just wandering if its more normal to get payed or not
yes i'm assuming payment
the geo position is very metal starved, it cannot function if it gives out t2 con or con rez
at least until it finishes it's 4 amexes
although you might tap 1-2 mex before quickly transporting to the front player to let them cap their 4.3
can you pls tell me what the abbreviation is to spawn myself the rezbots
I only manage to spawn the rezsubs xD
skuttle is hard to stop
you need eco have 2 pinpointers and pitbull or stealth detection
with change it's actually pretty strong. 1100m converted yolo button
u dont need pinpointers. If you are expecting somethign fishy. Just have a perimeter camera along the coast facing geo. ticks/ 3 pawns guarding at the coast. Once u see the dot on radar, just hug it. Even more elite would be light mines. I believe 1 light mine if encountered by the skuttle will kill it or at least help reduce its hp substantially. And of cos llts or 1-2 beamers to kill the actual thing.
the thing is it only shows on radar once it leaves the water
and mines can be juno'd away at that timing (15 min)
if you only have radar you have like 2-3 seconds to react or you are dead
If u can spare the time, commander can walk to the coast waters and build a radar/sonar. Also helps to spot against any imcoming incursions via sea.
I think going 1 mex into lab -> frigate + staker is best way to beat kcorp build. You will need 4-5 winds from eco before you can afford frigate tho. But it should out dps the torp launcher so he can't make lab on beach. Only options thereafter is to either eco up or pivot into pond making lab for geosea, but you can block with followup destroyer.
It's extremely risky though since you lose a lot of metal. If it's not against kcorp build you will be very behind, so it's a blind gambit
Although once you see scout you can cancel the destroyer and go directly into con to get the bottom sea mex. You will be behind but you can pivot ur Com to getting the island and will be ahead in 7ish minutes so long as u don't give up wrecks
Also, if u have cove core geosea it's pretty safe for pond to build winds directly into amphib lab and salamander. It can be scouted but still l hard to fully dislodge. And salamanders will hit geo at t2 timing. If you see Com self d on geo, go deep. If they haven't self d they likely are anticipating the salamdwr. You can still sneak them in somewhere on the map usually, killing front -> pond is also good route if geo builds defenses
Salamder probably need m cost increase imo
As you know, amphib lab is pretty expensive esp in energy costs. U need a naval con from a naval yard to get. The other alternative is armada into pincers which i would say is cheaper and more effective. Winds and only 1 lab needed.
For long beach, would appreciate a standard build order in text. Is buying res/con the most optimal, 3 winds for 1 heavy and scout. How to cap the 4th land mex in a timely manner. How to fight island shennaigans. Ship units to get typically. Best way to defend against an enemy sub and position of torpedo launchers.
Instead of tidals, build wind on the shoreline with yr commander.
So many variations.
Another 1 mex build xD
If you scout opponent doing this first scout maybe you just don't lab
Yes but then the beach can scout and know you've pivoted so they just stop unit production entirely
Yeah I mean it's great
Maybe two great players go through 4 different variations with their scouting and end up not fighting each other lmao
Chess op
Forgoing metal to get something on the map is good sometimes. I know yall hate me not taking mexes but the reason is timing is giga important
When I pond boost my team has 0 e stalling and yes I lose 300ish metal but they have their BP up, their infrastructure up, all faster than their opponents
They are set up for success
300metal is worth 0 estall on team early imo
Armada pincers die so giga easy to ticks it's not even comparable
Also the scout timings make it easier to prep for imo
Pincers and garpikes are like 30% the speed of salamanders
you already went 1 mex opener tho. all beach has to do get their 5th mex then fuck off and do something else
the difference in metal produced is inconcievable
no lab 5 mex vs 1 mex lab frigate first
Well the alternative is a contested sea which can cost many thousands if not tens of thousands of metal
That's why it's a gambit
But if geosea can find something better to invest in with that metal lead that's good gameplay. But suicide spot will suffer
At least in the short term
New banisher is good but not OP on SI (it could be OP on maps where it can easily swap between lanes)
gauntlet can stall it forever, rattle rush counters it, starlight can counter it too tho you have to be careful
weakness is that it has a huge bp cost and relatively low dps. And high E cost means that making it delays your ageo
it has low skill floor but high skill cieling to micro radar bot and constantly skirmish prioritizing valuable targets
cor t2 veh has pretty good range bombardment (negotiator) and raw splash (tzar), and skirmishing (banisher). It lacks scouting and sea impact. salamander raid is powerful tho.
seems like a fairly aggressive lab, as the t2 con is exceptionally expensive meaning that handing out t2's ecoing is slower. No sea impacting unit and no scouting means a long game is undesirable unless you faction switch
although the negotiator , tzar, and banisher are pretty good on the defense too
cmv negotiator is better than catapult. you can get 6 for the price of 1 catapult and they come out faster
anyways I'm glad that t2 cor veh's are a playable option now. they have some very high micro units.
U probably might know this, but it is essential to have a gremlin spotter with yr 1st Starlight, to counter banisher rush. Else Banisher can hit and run safely, while yr right click target select loses sight, making yr SL very vulnerable.
Again not all cases might the single gremlin make a difference, but in tight games, absolutely important.
You need the SL to continually engage at max range to fully utilize its setpiece potential.
hm, I never thought of rushing a gremlin for vision
cool tech
in banisher vs banisher fight I always queue a 2nd radar bot after the 2nd banisher
if you lose radar bot banishers are pretty useless vs enemy t2
Cor Veh is a legitimate geo start now. Even though the later game is kind of akward against starlight, and you don't have access to OP plats, the early game is strong.
Part of why this is favoured is map meta is front heavy
Because you have no stealth scout, it HEAVILY encourages you to gain information through aggression
salamanders, tiger drops, t1 bombing, front pushes, etc.
common t1 lab pairings are: t1 bot lab for rez and grunts, and t1 air lab for trans, air scout, shruiken, and bombers
As a start yes definetly (lurve those quakers), but I would always want to transition to armada tech if possible, or cortex bot lab as it is so much more flexible and game winning potential.
cortex bot land is a good transition because of the mobile bp (lets you play porc game mid)
but it's not easy to fully utilize
post ageo arm t2 veh is strong and flexible and easy to play
In the current meta with early T2 arty from geo, I wonder if adding 1 early sniper from eco would be good. I've mostly seen that as a defensive countermeasure when front is weak, but rarely as an aggressive way to push front very early. I see no good response against that if not throwing in a counter-sniper.
Is there anything obvious that I'm missing? Perhaps slowing down giving T2 to sea players is worse than I think?
it's good but the problem is how to afford a sniper early
the typical eco build skimps on e to get out t2 con faster, and then you are busy building t2 mexes
i was thinking of doing rush fatboy from eco after 3 amexes
Ha, fair, eco goes for "just as much E as I need" before they start covering the whole map with windmills. That build makes sniper hard to push out 🤔 Fatboy might be interesting to slowly push with arty behind. It needs heavy transport too.
How early would that hit front?
I tried 4 mex is was pretty slow I will try 3 mex
The question is how to best utilize that commitment
A fat boy with quakers is a massive presence that should be able to straight win mid if team participates
I think destroyer from pond is good enough that even post no coop it will be strong - in fact - if u make ur own lab just for the destroyer its still worth it, especailly after seacon u can transition into sala
also if they go spicy geo u can transition into like 4 seaplane bombers and just skadoole geo too with surprise
u can also make mid life insane annoying with seacon + flame turrets along the coast
(u can safely build since u are behind range of destroyer to chill)
What's the full plan? Pond goes for shipyard, take payment from geo sea, make a destroyer to help front, then gives shipyard?
i mean u dont even need to be that fancy u can literally just make ur own shipyard and reclaim it after destroyer seacon and herring
it requires 0 involvement from geosea player but you can give them the lab but lots of people cry about that because theyre weiners
Haha fair. It seems more efficient to just give the lab for metal payment, but I guess reclaiming is still good.
Do you have a number in mind for how much energy/s you need in order to make a core destroyer with com boosting?
problem is normal people expect pond to make wind for front but that is horrible, eco should be making those for front tbh
if u dont have to make wind for front u can easily do off like 5-6 wind
i usually make a few tidal in the cove tho
Nice! I know what to try my next game 😏
What is the time for geo sea to start pushing out units?
I gave it a quick try but if I need to boost it feels the destoryer is out a little too late
Ok I tried something, it's not terrible even after boosting. I need 1 solar + 4-5 winds and E storage. Lab can be sold by min 3 which is a decent timing for geo sea player to buy it -- reclaiming ofc is a valid alternative too
I usually ask eco to help boost one of the players so I get lab finished by 2:15
Then u can reclaim the trees right there to make 1-2 tidal until u get the destroyer out
I tried it a couple of times, it's not bad. It has an impact on front and should help sea player too since you protect the mex in the mid. It relies on having a decent sea player.
My problem is capping the 4th mex. I usually sell/eat lab into bots, but that feels late
yeah glass is right eco should be making it for front since if pond is making a real play their delay is more relevant than eco's delay (even if it slows t2 timing)
this assumes the pond knows what they are ***ing doing, since you do hurt eco +air. it feels bad to boost 8 winds as high os ngl.
Fat boy with t2 walls is basically unbreakable early
Chrono what do u think beats destroyer opening on pond?
Tzar rush, rattle rush is decent. Pond seaplanes is pretty good if the player is good
Upgrade to starlight is decent
Tonight I tried the pond boost+ destroyer+ sala follow up. Its OP. I also had eco do the boost
Yeah I think so too
I have a new idea for it that might be better tho
U start 2 players on geo and u take that 1 mex into shipyard then u destroyer rush, u should have enough metal for 1 destroyer then u kill suicide early
Eco would need to boost front and then u send a con from geo to get pond mexes
Its better to have a destroyer on beach side to kill suicide than it is to kill second front
Ur geo player eventually takes the geo mex back so they dont really lose much besides giving u a con
It works out since they dont need to send a con to walk to 4th mex anyways
been thinking about this variation where u give 2mex and geo to the second front player
shipyard costs 102e/s making destroyer so u need to do 2 tidal - > shipyard - > 2 tidal otherwise u will estall, but it gets destroyer to front at 3:30. U can follow up with a herring - there is never a metal stall moment and com would be faster if u ignore the reclaim but i got the reclaim just to see if it made a meaningful difference. t2 is delayed but i are on front with destroyer so fast or able to counter their pond destroyer fast enough that ur front doesnt immedaitely die - but ur front is also getting 2 extra mex and geo so they will be in a prime position to t2 after front stabilize
at no moment do u metal stall so theres no point to getting the 3rd mex at geo, it just takes up extra time that is not really that important
not 3 mex O.o my man allergic to money
if you have 7 metal income isn't that mega stalled with a ship con?
well u dont really have anything to build with hte ship con so i dunno if its even worth making
unless its goal is to just reclaim lab not sure
maybe u reclaim lab to rebuild it with com closer to front
yeah don't make it
the only things that matter really is the herring and the destroyer
BO in shipyard is destroyer - > herring - > con
also note i built winds where the rocks were, i coulda not built the winds and just used the metal to get the con out faster
cons give e so it might be worth it honestly
i will try armada to see if timing is meaningfully different
their tidals cost less e
armada is actually way faster i estalled a bit trying 1 tidal - > shipyard I bet if I 2 tidal before shipyard its about 20 second faster
yeah so armada is about 20 sec faster, i wonder if I can supply the M for the destroyer off just 1 mex
My geo opening into sea build beat that 😄
The early ones beat that too easy the adapted newer build without blowing com but bringing him front surprisingly is harder or I just had lower skilled beach players. Or I'm just bad at sea 😄
I just tested it in live game although mixed lobby, it works very well, i think with more competent players it would be even more strong and it works good vs pond sea
If the goal is early map control go armada yeah.
Best early expansion and control.
It falls down to the more sustained damages from riptides and opressors' better aoe in later game cost for cost.
But if that early map control secures both shipyards locations, i guess there wont even be a later sea game.
A couple skaters would lock off island from air transport, either a torp launcher + destroyer or sub+ destroyer can finish locking it up from comm walk, so beach sea doesnt even need hvy trans.
With two armada seas you can prolly have the beach sea spot lock up the island and the small beach next to it while geo spot can control cove and harass front freely.
With good front synergy i think that can be devastating.
I'd love to try duoing that beach sea like this. With proper mid harassment i think that'd make up for the lack of early geo mausers if you can leak through suicide front.
for that u need good front, beach teamplayeur, and eco that is flexible and can cover the geos prev. role maybe not the front t2 rush but the t2 cons to other 2-3 players
also im pretty sure u cannot lock off island that fast, unless the wind is bad and u have a rush skater opener or smth
From beach sea i open 3 mexes 1 solar 2 windz, shipyard with 2 skaters queued and use comm for tidals.
Need 3 to 4 tidals for cons but first skaters can be made from 2 tidals so you can expect a fast timing.
2.30 on island is doable without sacrificing too much
Then 1st con can rush that island set up 2 torps to block off comm. Or you can chose a sub + destroyer. In the case of an allied geo going sea i'd get one less con and do 1 sub then one roy since i should be able to go all in on just that spot without having to fear backstab from cove
The reason i fail is mostly getting late due to leaks on land mexes
So my torps are delayed.
I think geo going sea exactly fixes this opening's weaknesses.
On that note i was thinking of a pond+geo sea coop-ish start. Where pond starts 1 mex into tidals boost then shipyard on cove while geo sea starts its usual bot start. Except instead of reclaiming bot lab for shipyard, he shares comm and bot lab to pond, who shares shipyard and comm in exchange. Goal being to negate the travel distance towards making shipyard.
The bot lab would be a little too far away for pond. Why not just selling the sealab after a destroyer + scout? Geo sea can still do the usual things (eat the botlab and bring con turret to boost the sea lab) and pond can build a new bot/veh lab.
I guess it depends what will pond do with that lab. If its just to get a few cons out for ecoing and switch to vehs a little later i dont think its bad for it being on geo sea start pos. If its meant to provide units for mid early then yeah, better claim and pay pond.
dont experiment with coop builds you will get kickbanned.
also, no point since coop will be removed in due time
I would have put it under the "soft" coop as it involves exchange rather than pooling. But i guess that's controversial yeah. ^^
I can't wait to see supreme being played without boost
exchange is pooling. since you pool to make stuff for both of you faster
I have a new build for early destroyer on pond
start suicide - > get the 2 mex from suicide player - > [boost them 3 tidal(since boost is enabled] if boost is disabled u only need 2 tidal before shipyard] then shipyard - > start seacon - > finish 2 more tidal while boosting lab everytime u have e - > get the cove mexes - > by this point u will have used almost all the metal u can now give the mexes back to suicide [or in later coopproof games they can reclaim the mexes], then you walk come to take the rest of pond while u build herring and destroyer.
In this example I built herring before destroyer, huge weakness of this build is tidals are close together so you can get single bombered pretty hard so i recommend herring first
then ur eco boosts second front so u dont have to worry about it
although in no boost lobby this build is way better
I tried to test it in live game but all live games have max 50 os gates rip
ill have to wait for tonight when op lobby online
seems good yeh
Since i'm trying to get my own 0 or 1 mex opening on suicide front that would actually prolly benefit me aswell, having someone get my mexes.
having someone pick up ur mexes is a bit too coopy - this build u walk the com back to get the mexes but ig u could get a con from the suicide player but its way less fast for them and i dont recommend
Well if you consider losing that cove means having 3/4th of your mexes raided every time. I'd even leave those to pond if that can defend me. Altogether haha
who anticipates losing?
thats some soyboy energy
a sub rush is extremely unlikely - i have a destroyer so ill eventually just hunt down the sub and kill it and it will be large metal donation. good players wouldnt do it knowing that
I don't like losing.
Truth is my build sucks and i currently have an 800-1k m stored by 3-4 minutes without enough bp to use those. Due to early reclaim on front rocks and early comwalk.
So if instead of stacking, this ensures security for my 2x mexes on front, id pay up.
But that's basically the same as funelling. Only partial
So i just gotta learn better openings.
Giving someone their mexes 4 min is less warping then early wind boost. Stuff like geo sea giving 3 mexes to pond sea early is a ton tho
im assuming in the future youll still be able to rezzer reclaim allied mexes and rebuild ur own mex
so if u just walk com its more coop proof safe
Yeh you will if coc doesn't ban u for it
but i mean its intentionally part of build i dont mind it
getting an early con will likely be not part of the game in teh near future
I think t2 con sharing without any time delay is too op
Not sure about reclaiming allied units remaining allowed. Was discussed/ or rather there are some mo to disable it i think?
T1 con sharing has problems like mex leaving and faction sharing (getting legion 2x without suffering the 0.8 mex)
well his com will be there so he can still dgun the mexes either way
Not that anything has been decided but i dont think it out of the equation yet
Can just self d mexes when asked
that too
Down the road we plan to allow reclaiming allied stuff but the money always goes to the original creator
So you can do subtle assist like help someone reclaim their lab
I think someone suggested suicide shares rez to geo spot for early as f t2 at some point.
Didnt get a xhance to play with someone decent enough to try.
Last 2 attempts i had either an air geo rushing atomic bomber or a cortex veh plant into negociators. 3 of them...
The t2 con timings when optimized are pretty crazy even for solo
Is that the plan ?
I had prepared some mines of code for that purpose locally.
A lot of team maps (no commie) devolve around rushing t2 con timing so much because the t2 con can tap multiple base amexes and ageo
Wrecks are not owned except the commander wreck
Also had prepared a max wreck repairability script to avoid reclaim-rez infinite loop
Which goes to original owner if it is reclaimed by an ally
Just commander?
Makes sense since its the only one that can be generated from a self d
Because it's hard to track other wrecks for player, only the com is it very obvious. I mean in game not technically.
Its not
Literally just GetFeatureTeam()
Besides gaia, they all have a teamID
Unless i missed something ^^
Oh for players sorry
Have you confirmed that that feature id returns the original owner and not something like Gaia?
Cool
The issue is mostly you cant trace back to a unit id
So things like tracing to a dead unit's stats upon that needs hacky tools (ie restore exp)
But if its just a team id that is needed it doesnt seem like an issue
Features created by engine's createwreck hold unit's team id, and the subwreck (heap) inherits previous wreck's team id
So you're covered if you want to generalize. And that would encourage blindly reclaiming enven more whatever you see because allies will still benefit even when you "steal" their wrecks.
So i think it would be an improvement in the way that it encourages reclaiming even more imo ^^
Especially if m sharing is out of the equation.
imo the engine should keep track of unitid with wrecks so u can have more robust statistics to label how much wrecks a player is leaving and how much they are getting back vs wrecks being left by enemy that you are consuming etc would be better overall
Without knowing a unitID you can still track player by tracking teamID. Both on leaving wrecks and reclaiming.
UnitID would be mostly interesting if you need restoring a state (stockpile, command queues, experience level and bonuses) with 100% accuracy.
Right now i believe the method (checking for created wreck at position of a UnitDestroyed(unitID) event) sometimes gives imperfect results in restoring experience.
That kind of statistic can be collected.
On feature created, add wreckvalue to the owner team.
On allowfeaturebuildstep (step<0), add reclaimvalue to the reclaiming team and split in enemy metal, allied metal, owned metal depending on feature owner team.
That should give accurate stats