dbrainstorm dbrainstorm

A (Huge) Improvement to my Last Military Strategy Guide.

A (Huge) Improvement to my Last Military Strategy Guide.

  Since my last guide was a complete work of slop, I'm going to try again.  I've learned from the (harsh) criticism from many others, and I think I'm ready.  Hope this one isn't a complete dud like the last one.

1. Each of the three races has advantages and disadvantages that are easy to find early when you start playing.  The TEC has ships that are inexpensive,fairly strong, and they don't take up too much space. They've also got the best Heavy Cruisers that anyone could ask for.  Despite this, their frigates' armor, sheilds, and hull points are sort of pitiful.  Not the best empire for those who fear being blown to bits in an instant, as this empire can make your fear all the more real.

  The Vasari have ships with very strong hulls, and one of their capital ships can increase your fleet size.  However, their ships are almost twice as expensive, and they take up more fleet space, in my opinion, than is needed.  I mean, their light frigates take up 6 fleet capacity!  However, their main strength is in that of their missile-wielding ships.  With research, the Vasari's ships' phase missiles can bypass shields, making them all the more useful.

The Advent are true power hitters, having frigates that do considerably more damage than frigates than other empires.  Since their main power is also in their shields, they stay on the feild longer because of something called "shield mitigation", which is the best thing about shields.  However, the Advent's Illuminator vessels are sort of expensive, and you need 3 military lab structures to research them.

2.  There is sort of a combat triangle to these empires.  The TEC's huge numbers can obliterate over-expensive Vasari fleets.  Vasari missiles can go right through the shields of the Advent, crippling them greatly.  Finally, the Advent's hugely superior PsiTech can obliterate the weak hulls of the TEC's ships.  Use these strengths and weaknesses to your advantage.

3.  A balanced team is a superior team.  Don't spam Javelis frigates when your opponent may have heavy cruisers waiting for you at the planet next door.  Trust me, take it from someone who knows firsthand.

4.  However, OCCASIONAL spamming may be needed to take down a spammed fleet.  This tactic is something I call "stratespamming".  This form of spamming is when you make more of one ship than all other ships, but you still keep your fleet balanced.  Say that your opponent is spamming light frigates.  You may wanna make some more long-range frigates than usual, but not too many more, as your opponent may have another kind of ship waiting to take down that kind of ship.  A balanced fleet will take that strategy down in no time.

5.  It may be wise to put one kind of ship into one fleet, and another kind of ship into another fleet.  For instance, you can have a bomber fleet to take down planets, a long-range fleet for ridding a fleet of light frigates, and a fleet of light frigates to defend against various cruisers.  This tactic plays to your strengths and their weaknesses.

6.  Like I said before, focus your fire.  You don't want to end up with just one frigate auto-attacking a capital ship (though I'm sure the AI is smarter than that).  This allows you to take down each ship one at a time quickly, so that that's one less attacker, one less attacker, and so on.  This allows your fleet to survive more battles.

7.  NO SPAMMING!  I know I said that before, but I just had to emphasize the point.:)

8.  If you wanna use a bunch of timed explosives on a structure, go ahead.  Just don't over-spam the scout frigates, it's a total waste of money if you do.

9.  If you ask me, tactical structures are under-rated.  I don't know why, but when people build them (if they build them at all), they build only two or three.  Do you realize how much power those things have?  They may not be able to move, and they may have a short range, but that's why their TACTICAL structures.  You've gotta use them in ways people wouldn't expect.  For instance, say your opponent brings a fleet with about 70+ frigates, and you've only got 50 frigates.  Theirs a build up of cannons stacked close together.  You can lure your opponent right into these cannons and watch the fireworks.  Suddenly, you're not outnumbered anymore.  You have just basically one that battle.  This tactic is more effective when you do research to increase these turrets' range.

10.  ABSOLUTELY NO SPAMMING!!!!!!!!!!!!!!!  Yes, I know.  Third time.  But some people just don't get it, so I thought maybe that the third time's a charm.:)

11.  Civilian research is the best way to keep your fleet running.  Long-distance jumps, wormholes, refineries, trade ports, artic and volcanic colonization.  All these are ways to make sure your fleet can keep being built upon. 

12.  If you think just building your fleet costs enough, you may wanna hold off on research until you're happy with the size of your fleet.  Which do you think is better, one ship with a 10% damage bonus, or two ships without research.  Do the math yourself, typing this post is enough work.:lol:

Well, I hope you like this post better than my last one.  Thanks for reading.

 

20,794 views 33 replies
Reply #26 Top

I've also figured out another one of the Vasari's major weaknesses. Most of their weapons systems are pretty weak. Take the Kanrak assailant for example. Other long ranger frigates have at least two weapons. The Kanrak, however, only has one torpedo launcher. It's almost not worth the wait to research their sheild bypassing weaponry.
End of quote

Come see what my 30% shield bypass assailants (with the 20% upgrade) do to your cap then!!! :D

Reply #27 Top

Come see what my 30% shield bypass assailants (with the 20% upgrade) do to your cap then!!!
End of quote

I guess i meant a couple of the vasari's cap ships.  I know of one of their cap ships that really does no better than acting like 3 frigates with a huge armor, hull, and shield bonus.  I know it's pretty cool to have all that armor, but the weapons just stink.  still, its ship replication ability is cool. 

another thing, im about to create a post that shows actual strategies. this post was just a guide for newbies to know how to start off correctly.  wish me luck.

Reply #29 Top

I know of one of their cap ships that really does no better than acting like 3 frigates with a huge armor, hull, and shield bonus. I know it's pretty cool to have all that armor, but the weapons just stink. still, its ship replication ability is cool.
End of quote

That would be the skirantra carrier - it is not supposed to be heaby with weapons (but it DOES have phase missiles as one of them weapons). What it DOES have is SC AND an AoE repair ability. By the time the replicate forces ability comes online, you will have 3-4 SC squads at least... Add in the microphasing aura ability which can help your SC survive vs enenmy SC and I will take it over 3 frigates anyday...

Reply #30 Top

 

Oi... This is gonna be a long post...

 

Quoting Hack78, reply 7
A few points/tips I would like to make (rather then pick holes etc...)

TEC hull/armor is the strongest once you get the upgrades. These upgrades help everything - ships, strucutures and ships...

AFAIK, shield mitigation still applied even if the shields are down (that is one that I am not 100% sure on...) The Vassari phase missile tech gives the missile a chance (up to 30% for full research) of skipping this so they do full damage against the hull, not a % due to shield mitigation. Nasty for paper thin advent hulls, not such as issue for TEC hulls with high armor...

scouts are great for 1) scouting, 2) clearing mines (Entrenchment) and 3) killing LRMs (you can build them without any kind of weapons lab)

Lets also talk about SC. Fighters own LRMs and bombers. They also kill other fighters. Bombers kill starbases, capitals and HCs. Flak kill fighters well, but not so good against bombers. So you need some of each in your fleet. Beware someone with 15-20+ bombers as caps will go down quick and a sb won't be too far behind unless you have the fighter coverage to clear them out before they get multiple passes in...

LF are great for killing carriers (they can catch them, and do good damage against them). They suck against LRMs. Get the AM upgrade to impact on building SC and disrupting support cruisers abilities.

Spamming tactical strucutures works against a dumb AI. They are less likely to work against humans. If someone doesn't want to fight me, I just sit the other side of their planet and kill it until they come fight. If I am Vassari in Entrenchment, I build a starbase and beef it up and then let it go visit them. Fleets are mobile, tactical structures are not. Therefore repair and SC are better for light defence of a system then turrets. If you need heavy defence, you need a starbase and/or a fleet. If they add a bonus (such as the advent turrets), then it is worth having a few to apply the bonus to the area you are trying to defend (Ent specific tip)

HCs chew through anything in their path - try and sit your other units behind them to heal them/shoot past them.

Try not to send carriers into a fight - better you can retreat them and allow them to build more SC for free then getting them blown up in the middle of a furball

If you see you cap health getting towards 50% either heal it with support or run it away. 15-20 LRMs can take 2000 HP off a cap before it jumps if you are not near a phase lane... I will gladly lose 5-6 LRMs to kill a cap, esp if mine survives as I can rebuild those ships way easier then you can rebuild your cap... And mine is getting exp, yours will be lvl 1... Note that healing a cap via hoshikos will not be enough to overcome a sizeable LRM/bomber force as they will do more DPS per second then you can heal.

TEC repair structures are by far the best in the game - try and sit under repair cover whereever possible as TEC. Vassari repair ships are the best as long as you know how to use them. They can put back all the hull you lost to a bomber run if you have enough of them, enough AM and they are close enough...
End of Hack78's quote

 

TEC is not the strongest.  TEC has economy.  If you are looking for late-game power, that would be the Advent.  The last thing you want to face is an angry advent with sixteen research labs.  Advent tank.  Until their third lab, they have nothing, but once you get up into the 5-8 range, all their combat abilities start coming out and they will kill you if they get to this point (unless you are really good)...

Shield Miti is always applied, regardless of shield health

Yep, Scouts are one of the few things that can kill illums effectively.

Tactical Structures, especially the Vasari phase missile turret, can deal heavy damage to a fleet.  Sure, they can't stop you single handedly, but they are there to knock out part of your fleet while the defender's fleet arrives.  Sure SB's are better, but if you combine a Vasari starbase with some phase turrets, and the enemy will have a REALLY hard time punching through you.

And if I remember correctly, Fighters chew through HC's...  Kodiaks act as a meat shield while dealing good damage.  Destra's deal massive damage, and Enforcers can soak up damage and keep going.

Or, you could just send them to the back of your fleet...  Unless the have MB, you can just have a tight formation and you will inhibit their ability to attack the carriers.  Also, you may be referencing the Advent "battleball," but I don't think that there are furballs in space unless you play one very strange mod...

True.  Bombers can also smash a cap.  Take twenty-thirty bombers and they can take out a cap in slightly more than two passes (if the cap is at 8+, otherwise it will die in less than two...)

TEC has the best repair in the game. [Period]  If you play as TEC, make sure to build repair platforms.  They can save you.

 

Quoting dbrainstorm, reply 24
I've also figured out another one of the Vasari's major weaknesses.  Most of their weapons systems are pretty weak.  Take the Kanrak assailant for example.  Other long ranger frigates have at least two weapons.  The Kanrak, however, only has one torpedo launcher.  It's almost not worth the wait to research their sheild bypassing weaponry.

I've also figured out that flak frigates and their equivalents are kinda under-rated.  Although they don't do so well against LFs, they're devastating against long range frigates.  With 4 cannons (6 for advent) and each one doing more damage than LRF weaponry, and the fact that they have heavy-class armour, they're the perfect solution for an LRF spam (with the same amount of these as other frigates, of course) when you don't feel like waiting all that time to build so many HC's.

I've also figured out another huge strength for the Advent.  Their frigates typically have more weapons systems than frigates from other factions.  For instance, their Illuminator Vessels have not 2, but 3 beams (which is why they're so expensive).  And, the Advent's Defence Vessels have not 4, but 6 beam cannons! (That'll teach your opponent to be so smug with their huge LRF spam
End of dbrainstorm's quote

 

When you look at the code, the damage is listed per volley per bank (on the infocard, it is total DPS).  A Javelin LRM has two banks.  Ok good.  A Kanrack Assailant has one.  Big whoop.  The Kanrack is far better in every way.  Its range is greater by about 40%, it has better health, and it has phase missiles.  Phase missiles are awesome.

 

As for illums, their frontal cannon only deals 50% of their actual damage.  The side guns deal 25%.  Sorry to debunk your theory (okay, I'm not really sorry, but its nice to say.)

 

Why would Defense Vessels do anything to LRMs?  They take out SC...

Quoting dbrainstorm, reply 2


I guess i meant a couple of the vasari's cap ships.  I know of one of their cap ships that really does no better than acting like 3 frigates with a huge armor, hull, and shield bonus.  I know it's pretty cool to have all that armor, but the weapons just stink.  still, its ship replication ability is cool.
End of dbrainstorm's quote
As was said, that was the Skirantra.  It may not have much direct combat ability, but it does have phase missiles.  That should never be underestimated.  Throw that in with its ability to replicate forces which can have a nice effect on the battle.  This can be used on Enforcers to give you a very nice meat shield.  Then you have the best repair ability in the game.  It has repair cloud.  This is my favorite healing ability due to its ability to heal your entire fleet a massive amount of health.  And don't forget microphasing aura, as that dramatically increases you SC's ability to attack and defend.

 

Reply #31 Top

Fighters chew through HC's
End of quote

Bombers kill HCs, not fighters.

The Kanrack is far better in every way. Its range is greater by about 40%, it has better health, and it has phase missiles. Phase missiles are awesome.
End of quote

The kanrak is less cost effective then the LRM and it has a shorter range. The javelis is the longest ranged LRM not the kanrak.

Why would Defense Vessels do anything to LRMs? They take out SC...
End of quote

Flak is actually pretty decent against long range assualt frigates.

Reply #32 Top

I didn't say TEC are the strongest - I said they had the highest armour/HP with all the upgrades - but since they have lower shields it balances out...

And if I remember correctly, Fighters chew through HC's...
End of quote

No - they kill LRM and bombers/fighters well. Bombers kill HC, caps and starbases...

FYI - a furball is military slang - http://en.wiktionary.org/wiki/furball. I did not mean a battleball... The term furball is used in a number of space novels when there is a big battle going on involving fighters etc...

Reply #33 Top

Oh...  It may be less cost effective in direct damage, but the bonus from phase missiles should be taken into account when referencing.  (By the way, I was including discharging missiles...  I was thinking that it put it just over the range, but it is pretty much the same...)

I didn't think the detriment so small...  I thought it was larger.  Oh well...

As for the fighter/bomber thing, that was a typo... I'll fix this and the Defense vessel things...