strike craft/bomers vs. star base

does anyone have a strategy to get ride of a vassiry star base with strike craft??? :borg:  

14,592 views 23 replies
Reply #1 Top

Send in a bunch of bombers and kite around the grav well.

Reply #2 Top

Its a lot harder with a Vasari starbase, but yeah you can still kite it. Because its so big it helps to try and get it suck behind planetary structures and resource asteroids too. Make sure to have a couple of Skinatras for repair cloud and extra bombers if needed.

Reply #3 Top

Solution can't be simpler than the way Myles put it. Bring in as many bombers as needed and play keep-away with the enemy Orky. Do whatever you can to interpose objects between your fleet and the Orky to slow it down.

Things might get hairy if you see minefields scattered in a way that inhibits kiting (such as a line of explosive/gravity mines from the planet to the edge of the well), a fleet keeping watch, or a bunch of well placed Hangars with Phasic Trap, but that's what scouting is for, after all.

Reply #4 Top

There is sort of micro for orky to bypass all obstacles. Just wait till carriers are on opposite side of gravity well and send it to target those carriers. Orky will go below or above planet and it will stay in that plane..... this effectively rids you of all structure obstacles. 

BTW bomber attack is effectively negated with a few well placed hangar bays with phasic trap....

Reply #5 Top

Is there a reason your trying to only use strike craft?  The phasic trap will hinder that option quite a bit, and the movement doesn't help....

Reply #6 Top

Shut down the phasic traps by draining the hanger's antimatter, THEN deploy your strike craft.

Reply #7 Top

Or if you have enough bombers you can simply overwhelm hangars and destroy them in short intervals between phasic trap ends and starts.

Reply #8 Top

Or if you have enough bombers you can simply overwhelm hangars and destroy them in short intervals between phasic trap ends and starts.
End of quote

If you have that massive of a fleet, just rush the hangers with frigates and clear them that way.  Keeping momentum with huge forces is critical; in these kind of late game battles (especially against Vasari with phase stabilizers) you need to be able to break through a fully upgraded starbase in under a minute.

Reply #9 Top

it tends to save me from using my fleet witch i need and i dount want 2 lose a capital ship

Reply #10 Top

If there isn't a large frigate force standing right next to the starbase, you shouldn't have any risk of losing a capital ship.  A starbase's single-target damage just isn't high enough to really threaten a capital ship if you have any form of healing available at all.  It will beat you eventually, but if you're quick about it then that's not a big deal.

If you're not willing to risk your capital ships, then leave them behind the rest of the fleet and order them to retreat first if things get to hairy.

Reply #11 Top

Quoting Greg30007, reply 7
Or if you have enough bombers you can simply overwhelm hangars and destroy them in short intervals between phasic trap ends and starts.
End of Greg30007's quote

That's easier said than done, especially if the enemy hangars have some overlap...

Not saying it is impossible, but you'd need a lot of bombers to do it quickly before reinforcements arrived...

Reply #12 Top

Just to reiterate, a star-base without a support fleet is actually not much of a hindrance. Especially Vasari as it simply cannot threaten a massive fleet. My typical invasion fleet (2-3 Caps, 20-25 HC's, 6-8 Carriers-40/60 Fighter/Bomber, 10-15 Support/Healing Cruisers, 35+ LRF, 10-15 LF, 5 SF-if you have scouted mines) will roll even a fully upgraded Orky in a minute tops. Now, it can be a bit harder if someone has taken to make an effective support for the Orky ( Repair Bays and massed Missile Platforms with max Phase Missile upgrades) but even with all of that, my fleet outlined above should roll through that relatively easily if you have upgraded as well.

If you are trying to kill a starbase with a carrier only fleet, then stagger the launch of your strikecraft. If you ensure that at any given moment there are some flying in, attacking, flying out and circling back around you will make it such that either the autocast may not trigger or if it does it will only get maybe 1/3 of your SC. That strategy has worked pretty well for me, I never have too many issues with Phasic Trap.

Reply #13 Top

I'm not 100% sure

Wouldn't it be best if strike craft fire all at the same time so first shot they fire does damage before mitigation kicks in? By the time they turn around mitigation might drop a bit so 2nd volley gets firred on less than maximum mitigation. 

 

Reply #14 Top

Quoting Greg30007, reply 13
I'm not 100% sure

Wouldn't it be best if strike craft fire all at the same time so first shot they fire does damage before mitigation kicks in? By the time they turn around mitigation might drop a bit so 2nd volley gets firred on less than maximum mitigation. 

 
End of Greg30007's quote

https://forums.sinsofasolarempire.com/409023

I'm pretty sure mitigation increases instantly.

Reply #15 Top

Quoting gamerlamb, reply 12
If you are trying to kill a starbase with a carrier only fleet, then stagger the launch of your strikecraft. If you ensure that at any given moment there are some flying in, attacking, flying out and circling back around you will make it such that either the autocast may not trigger or if it does it will only get maybe 1/3 of your SC. That strategy has worked pretty well for me, I never have too many issues with Phasic Trap.
End of gamerlamb's quote

This doesn't work...phasic trap is not an instant action, it is a periodic action applied every second to all targets in range (which is 7000/8000)...just like Jam weapons, any SC that enters the AoE during the duration of the buff will be affected...so, simply staggering your bombing runs won't do you any good...

Also, it only takes 5 SC to trip the autocast...that's exactly one TEC bomber squadron and less than one Advent bomber squadron...

Point being, SC can only take out Vasari hangars if either 1) the hangars have no antimatter or 2) you have so many that you can take out a single hangar in one pass and the hangars don't overlap...from my experience most players tend to congregate structures together and therefore it is highly likely there will be overlap...

 

Reply #16 Top

Quoting Seleuceia, reply 15
This doesn't work...phasic trap is not an instant action, it is a periodic action applied every second to all targets in range (which is 7000/8000)...just like Jam weapons, any SC that enters the AoE during the duration of the buff will be affected...so, simply staggering your bombing runs won't do you any good...
End of Seleuceia's quote

Egads, Shows how long its been since I played against a Phasic Trap lol!

Well if you are TEC then the Dunov can come to the rescue vs those mean evil Phasic Traps! EMP=Antimatter DEATH!!!! x_x

If you are Advent then que up a dozen or so disciples and Steal Antimatter to your hearts content! Ten-15 should make short work of the Antimatter and if you have some defense vessels escorting you wont have to worry too much about SC retaliation, once Antimatter is drained, launch your hordes of SC and CRY HAVOK!!!!!

Reply #17 Top

Since phasic trap can be interrupted, detonate antimatter and magnetize would be very useful...with the hangar buff though it's not likely you'll get those hangars to run out of AM anytime soon...v1.3 indirectly has made phasic trap more powerful :-(

Reply #18 Top

1.3 put a target cap on phasic trap.

Reply #19 Top

So it did...wonder why that was not in the change log, or did I just miss it?

10/20 SC...that's not even 3 Advent bomber squadrons, but for a mere hangar I can live with that, especially since they have a lot more antimatter...

Reply #20 Top

Quoting psychoak, reply 18
1.3 put a target cap on phasic trap.
End of psychoak's quote

Confirmed Last night. Phasic Trap now has a 10 Target Cap. The Fan Boys can howl and the Critics can thank the Heavens.

Reply #21 Top

Probably a little weak now, but definitely a much appreciated change.  The uncapped variant was something that would be powerful on a capital ship, and totally inappropriate for a hanger.

Reply #22 Top

Interesting how it's least effective on the Advent due to their number of strikecraft per squad, contrary to the Vasari's general effectiveness. Wonder if that was intentional or just easiest for the developers to code.

Reply #23 Top

Probably not intentional since Advent SC predates Entrenchment...however, since Advent have an inferior anti-module ship I suppose I can live with it, however begrudgingly...the core of the issue is the SC, something I think should be fixed but never will...makes it a damn bitch to try and balance things like flak burst and magnetize....