Online strategy help please. ^^

Hi all, I'm sorta new to this game. (I played the 1.05 from a pirated iso, but I bought it today because I realy appriciate the game, and wanted to show that by buying the game.) I want go online but since of the 1.1 patch i don't realy know what the new tactics are. Could some of you please post some tips for online play and the "major" changes from 1.05?

 

Greets,

Alfdaur

8,187 views 14 replies
Reply #1 Top

Hi Alfdaur, as soon as things settle down a bit I'll update one of the strategy posts up for 1.1.  Meantime, a couple of tips, assuming that you have the basics of a good start down:

Regardless of race, learn to play and love carriers.  If you tech to carriers right out of the gate then your scouting reveals that you don't need them no problem, but right now they are the most versatile units in the game for both offense and defense. 

Make sure you have the capability to counter carriers.  Flak no longer cuts it, unless you want at least half of your ships to be flak.  LRM are no good either - too slow.  Instead, use your fighters in combo with light frigates to keep the skies clear while you kill the carriers themselves with your quick frigates.  You should have 2-3 light frigates for every enemy carrier.  Look at all those caps we ignored in 1.5.  Alot of them have useful anti-strikecraft abilities. 

Don't spam.  Regardless of what ships you've churned out in the past, focus on creating mixed fleets that are flexible and effective against many ship types. 

Hope this helps.

Reply #2 Top

Spamm carriers.

 

cant go wrong.

Reply #3 Top

Quoting Cpt_Siddy, reply 2
Spamm carriers.

 

cant go wrong.
End of Cpt_Siddy's quote

 

I wouldent do that if ire you too many carriers is just too much to handle and easy to counter do what Ke5trel said have a mixxed fleet rather than a massed up one of one unit.also since you are not used to 1.1 you might wanna go to the change log and see what they changed like repulsion for instance its takes anitmatter and now is interuptalbe(you can cancel it). Not much else you can do about strategies till everyone get an idea on how the new gameplay is like.

 

A few things aobut the races IF you played 1.5

RA is alot different ill wouldent recommend it and ilums have a decreased damamge i think 5 front weapon and 2.5 sides other than that your gonna have to wait my friend i dought any2 will get a guide anytime soon

Reply #4 Top

how you countter carriers that run and run?

Reply #5 Top

lots of stuff disables engiens long enough to kill a carrier, rinse and repeat:)

Reply #6 Top

Thanks for the feedback guys. I'll be looking forward to you strategy post ke5strel. But as i've thougt, fighters are the hot item these days. I've done a multiplayer game with a other player against 2 computers. I was realy suprised for the three fighters at the advent drone ship. When i thought of it, you only need carriers (fighters and bombers) and LF. Atleast, against AI that is. I did build some LrF but didn't need them at the end, i rushed one AI at his base and there won the battle, the other AI was no match for my fleet afterwards. Won in 1:40 hour.

Reply #7 Top

Quoting Kruppe, reply 5
lots of stuff disables engiens long enough to kill a carrier, rinse and repeat:)
End of Kruppe's quote

only viable unit for this is subverter.

By the time you tech to them, the carriers will roll over your worlds like locust swamr and kill all your shit.

 

for every carrir you kill, you lose 3x more in recources.

 

Yeah, a sound plan!

 

you people, you dont realise why carrier rocks now.

 

Before, when you delt enought damage to kill one carrier, it died. It took some effort but was doable.

Now you need to dead damage to kill 2-3carriers, and the upgrades do stack nicely on carrier hulls.

So now if yu deal enought damage to kill one 1.05 carrier, you only wound 1.1 carrier, that can run away and exit graw well.

They also heal the rate 2-3 carrier instead of 1. So while you shoot at target that is x1, it heals as it was x2-3.

 

You also forget that carrier can engade your forces ALL THE TIME. From anywhere from the graw well, and you can engade hardly one carrier, if carriers are running all in diferent directions. And even when carrier dies, the figter squadron dont die imideatly, so carrier firepowe dont diminish in proportion the carriers  you kill.

 

Only solution to carrier problem is to bring equal number or more carriers.

So going on early carrier swarm and then going on raiding offensive usualy screws players that play defensive/techs. You cant stop the fighters before they chew up something expensive and then carriers run away to re-arm FREE FIGHTRS.

Reply #8 Top

Only solution to carrier problem is to bring equal number or more carriers.
End of quote

Ok Capt, so what do you think is a reasonable fighter/bomber ratio if you spam carriers to tackle:

1. Other carrier spam

2. Other mixed fleets

And just curious, how does carrier spam strat stack up against the marza? seems like a good whack against a whole bunch of carriers to me..

Reply #9 Top

Only solution to carrier problem is to bring equal number or more carriers.

So going on early carrier swarm and then going on raiding offensive usualy screws players that play defensive/techs. You cant stop the fighters before they chew up something expensive and then carriers run away to re-arm FREE FIGHTRS.
End of quote

Well you like Marzas, keep scouting and you hould know what well he is jumping to and as 99% of ppl dont bother with moving to much can even figure out what side of a phaselane he will apear at, move your fleet so he jumps in ontop of your own fleet and instagib him. another fun capplay is

Halycon Carrier

Telekinetic Push
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 10
Affects: enemy strikecraft
Range: self
Area radius: 4200
Max targets: infinite
Duration: 15
Effect(s):
Pushes strikecraft away from self
Damage: 20 / 30 / 40
Max speed reduction: 25% / 50% / 75%
Thrust reduction: 25% / 50% / 75%

get 2-3 of them up and LOL at strikecraft.

Reply #10 Top

Quoting Kruppe, reply 9

Only solution to carrier problem is to bring equal number or more carriers.

So going on early carrier swarm and then going on raiding offensive usualy screws players that play defensive/techs. You cant stop the fighters before they chew up something expensive and then carriers run away to re-arm FREE FIGHTRS.
Well you like Marzas, keep scouting and you hould know what well he is jumping to and as 99% of ppl dont bother with moving to much can even figure out what side of a phaselane he will apear at, move your fleet so he jumps in ontop of your own fleet and instagib him. another fun capplay is

Halycon CarrierTelekinetic PushLevel available: 1 / 3 / 5Antimatter cost: 90Cooldown time: 10Affects: enemy strikecraft Range: self Area radius: 4200 Max targets: infiniteDuration: 15Effect(s): Pushes strikecraft away from self Damage: 20 / 30 / 40 Max speed reduction: 25% / 50% / 75% Thrust reduction: 25% / 50% / 75%

get 2-3 of them up and LOL at strikecraft.
End of Kruppe's quote

Halycons become viable via intense micro.Also you still going to need to fly into the halycons, if i chose not to to, you cant do a squat.

 

The marza rape is viable for any fleet that exit the phase line at the top of few happy marzas. God help you if you got nothing that interrupts with you and the marzas are lvl 6...

Reply #11 Top

Halycons become viable via intense micro.Also you still going to need to fly into the halycons, if i chose not to to, you cant do a squat.
End of quote

 

Attack his worlds to force combat.

Reply #12 Top

Quoting Kruppe, reply 11

Halycons become viable via intense micro.Also you still going to need to fly into the halycons, if i chose not to to, you cant do a squat.
 

Attack his worlds to force combat.
End of Kruppe's quote

 

This causes the chicen egg dilemma.

Reply #13 Top

Ha guys Cpt_Siddy is accautly right i thought flaks and defence vessels were acacualty good  like b4 but dammmmmmm carriers are too much for enimeys to handle esspesialy jav spamers i just saw a guy with 15 carriers complety obliterate a guy with 60 javs

Reply #14 Top

Ha guys Cpt_Siddy is accautly right i thought flaks and defence vessels were acacualty good like b4 but dammmmmmm carriers are too much for enimeys to handle esspesialy jav spamers i just saw a guy with 15 carriers complety obliterate a guy with 60 javs
End of quote

 

Though i agree at some lvl that carriers need a nerf (-50-75% speed when it launches it's strikecraft  imo) the simple reply is STOP spamming lrm's. 3 lgt frigs + 2 flak = 1 carrier as advent and if you don't noob up and engage his fleet at opposit sides of a gravwell it is a very doable fight.

also, you get a flakburst for about 8strikecraft squards, again, doable. Or raid a world in the hope he shifts atention for 30sec, jump in 15 flakfrigs wait 15sec jump in the rest of your fleet  it should arive just after all/most of his strikecraft dies.

Carriers only become a powerhouse in large fleet engagements, where they kill ships in a single pass. split your fleet and punish him for making 1-2 powerfleet/s

 

there are counters, but ofc there will be a most powerfull unit. It goes for both games and real life. The main offensive power of our fleets needs to come from shomewhere and as such imo carriers are fine, But aslong as battles are otherwise so static in this game their manuverebillity could prolly be toned down some.