All right, this second post has a lot of misconceptions about weapon timings so i'm just going to make my own guide and clear up some things s/he said.
The first weapon in the game, this tree is really good against cyborgs. I take this tree in practically every low oil game because of how good it is at killing the pesky cyborg spams that players like Zepherian enjoy using. I usually produce them at mg viper wheels, twin mg viper half tracks, heavy mg viper/cora/python halftracks, assault gun scorpion/python. Twin assault gun isn't the best because at that point in the game lasers and twin assault cannons are better than them and you are about to get seraph. Basically, it's range holds it back so it isn't the greatest at its time.
FinalCheetah wrote:twin MG python half tracks
You will get heavy machine guns a long time before you get python.
FinalCheetah wrote:The twin version, although extremely heavy, can cut through medium cannon tanks like they were nothing.
At the time you get twin assault guns (perfectly at 24:28) your opponent should have already gotten heavy cannon (perfectly at 17:29) and twin assault cannon (perfectly at 19:19) which deal with twin assault guns well.Cannons
Cannons are really good early game with the light cannon being able to be researched a whole minute before mini rockets. This may not seem like much but if you have 6 cannon tanks to your opponent's 3 mini rocket tanks you will win easily. They benefit from hills because they have less range than rockets, more hp, and great burst However, you have to be careful and plan around your power spikes and play well because rockets always out range cannons except at hyper velocity cannon (this is the only cannon weapon that can out range at their respective research timings. Also, cannon borg spam is really effective. In low oil when I use cannons I usually make a few light cannon viper h-t at the beginning then switch to a mix of cannon cyborgs and twin/heavy mg. This mix is really effective against rockets with mg. However, cannons don't really become super strong until rail guns when they decimate everything. They are pretty good if you use them well in between, but rockets have an advantage with their range. I normally skip medium cannon and heavy cannon to research straight for hyper velocity cannon(for the range) and assault cannons for their effectiveness against cyborgs. At hyper velocity cannon you have a power spike and can win trades with your opponent if you attack them because of your range. Be careful though, because they aren't unbeatable. You need to play with your range advantage well. Another advantage of cannons is the super cyborgs that are really good and spam-able. Flamers
These are really good in the early game because they shred through mg tanks with ease. You have to play really well though because they have short range to take your opponent by surprise. I recommend using them on hilly maps so you can run down hills really fast to surprise your enemy. I don't normally use them at all because they are super hard.Rockets
Rockets are really good at taking out tanks. However, they are really bad at taking out cyborgs and have low hp. For this reason you absolutely have to use machine guns with them. I normally rush cyborgs and position mg cyborgs to be a shield for your rockets to fire from behind. This is really effective if you can position them correctly or else your opponent will run straight at your weak rocket tanks and kill them, leaving just your weak mg cyborgs to fend for themselves. This strategy is also hard, but in my opinion, easier than flamers if your opponent is adept. I don't use mini rocket array because of the low tank damage and long reload time. When you have a lot of cyborgs coming at your face you need a high rate of fire. Next, my mix will be rocket cyborgs (lancers/tank killer super cyborgs) with assault gun tanks. Also, lasers are good with rockets to compliment the ranged anti-tank with ranged anti-cyborg. Rockets will be good all game until they get killed by rail. However, once you get scourge with seraph you have all the chances in the world to win. The range on the scourge and seraph is unbeatable and it does so much damage. If you have these, you must push before your opponent gets rail.Mortars
Useless in low oil 1v1s because you will be always attacking with tanks. However, if you are left alone long enough and the map is big - giving you time, incendiary mortars are extremely effective. Because of the investment of power and time away from your core weapons, this is risky but has a high payoff. In much the same case are vtols because no one will take the time/power to research anti-aircraft guns.
FinalCheetah wrote:Ripple Rockets
Nearly FOUR times the range of mortars and with a huuuuge reload time. Their range is enough to cover the entire map with good sensor coverage. On defensive maps, this is worth aiming for if using a rocket build and in some ways, can be the big payoff. You will require CB Towers to actually get this as an option, which means dipping into mortar tech, but it's worth it. Just remember two things, they are TERRIBLE against cyborgs and hover, in fact, they can't even hit them properly. Against anything else, they will destroy. The icing on the cake is you can even get them 17 minutes into a game.
Ok, I can't help but laugh at this. The time/power investment is so large and their damage is so low that there is no way you could pull this off in a competitive game. If you are on a large map and want ranged artillery to back you up, research howitzers because they are a TON more effective than ripples. Repair
Researching repair tower is critical to the early game tank fights. You must set your tanks to back at low hp or they will get killed really fast and getting repair tower repairs these tanks and basically gives you more tanks to use. This is SOOO helpful because more tanks = won games.
FinalCheetah wrote:Tank/Cyborg Armour: Note: Don't confuse with tank bodies. Armour upgrades are ESSENTIAL given the weapon tech ramp.
FinalCheetah wrote:Hover Propulsion: Using HVC rush or Lancer rush? Get it. No exceptions. Consider assault gun hovers too, but only against cyborgs. Engine upgrades are extremely useful to go along with this, they affect hovers far more than they do tanks. 3 Engine upgrades are usually enough unless your opponent is devoting himself towards speed.
noooooooooooooooooooooooooooooo. Never get hover in low oil 1v1s because they are extreamly weak for a low movement speed buff. Always use half-tracks.
FinalCheetah wrote:Factory Upgrade: After you get the first one, get another. It's cheap. Why? Because it unlocks rate of fire upgrades, that pretty much everyone seems to forget.
This is actually 100% correct, it may not seem important but unlocks a ton of stuff.
FinalCheetah wrote:Sensor Upgrades: Not the reinforced Sensor Tower. This upgrade lurks on the final pages and is unlocked by research upgrades. For some reason this affects sensor upgrades for your units too, not just the towers. Having superior line of sight, means you'll be faster to react to threats.
Sensor upgrades are good only if you are going for laser because that is required research for it. Otherwise.. your weapon upgrades and armor are more important.