Noob Questions/Plea for Advice!

Hi guys, I'm pretty new to the game, purchased Trinity the other day and have played a few games so far. I can see myself sinking sone time into it! :D

Anyway, after reading a few posts I think I've picked up some good tips on how I'm supposed to be playing.

Firstly my Capital Ship choice sucked, lolz. I always was picking a heavy hitter like the Kol (TEC) or the Kortul (Vasari) but now I know to pick a Cap ship with a Colonise or Carrier type ability.

Also, I was investing way too much into research/infrastructure when I was on like 3 planets. I was trying to get 5 military research bases quickly for the Heavy Cruisers but it seems from what I've read that this is folly and I'm better off sticking to mass frigates until 4-5 planets-/-mid-game.

Same with the static defense, don't bang too much cash into it until less you're fortifying a bottleneck/forward position.

So, onto the questions! (Also, if I'm incorrect in what I've said above obviously I haven't understood what I've read and need correcting by someone who knows what they're doing!!)

 

1. Are Light Combat Frigs's worth buying or should I only stack LRF's? It seems not many people mention the Cobalt/Skirmisher frigate much, is this because you shouldn't buy them or it's just a given that they should always be in a fleet?

 

2. Am I better off using fighters to kill enemy StrikeCraft or are frigates like the Garda (TEC) worth getting?

2b. What ratio of fighters/bombers should I be getting? Or does it depend on enemy composition? Fighters for enemy frigates and bombers for cruisers/carriers?

 

3. I mostly play as TEC so I was wondering if there are any key techs that their ships/style depends on?

 

4. Where should I place a Starbase in a choke/forward system? What's to stop the enemy just skirting around it?

 

That's pretty much it for now, any other tips would be much appreciated!!

I can seem to Win some games (60/40) on Normal mode, but Hard is getting me everytime!

Thanks in advance!

 

EDIT:- I also learned to play with Pirates OFF. Those guys seem OP as hell! :P

10,432 views 18 replies
Reply #1 Top

LRF are dominant right now. Get a few early on for some added firepower, especially as Advent where your LRF are weaker and harder to get.

 

Flak frigates are the counter to fighters, and they counter hard. Fighters are the counter to bombers, but as they die fast, bombers are pretty dominant in strikecraft. Fighters also counter LRF and scouts, while bombers counter HC and large stuff well.

 

TEC have a strong early game and cheap ships. Rely on numbers.

 

Against AI, just placing a starbase is enough. It's not smart enough to go around. Against players, in the area they're least able to avoid it.

 

:fox:

 

 

Reply #2 Top

I always was picking a heavy hitter like the Kol (TEC) or the Kortul (Vasari) but now I know to pick a Cap ship with a Colonise or Carrier type ability.
End of quote

Some of the heavy-hitters are viable, though you need to be careful.  The Marza, Kortul, and Vulkoras are all workable openers, but far more risky than your conventional carrier or colonizer opener.

I was trying to get 5 military research bases quickly for the Heavy Cruisers but it seems from what I've read that this is folly and I'm better off sticking to mass frigates until 4-5 planets-/-mid-game.
End of quote

Rapid colonization will pay off very quickly.  There's nothing wrong with pursuing heavy cruisers, but you should be building up a large empire while you're doing it.  Three planets will not be able to support a very large fleet at all, so you'll get steamrolled regardless of what units you're making.

Every map and scenario is somewhat different.  Generally speaking, empires with 2-4 planets are what I'd call "fledgling".  They're going to have serious logistical limitations and their economy simply won't be able to support a large fleet.  On some maps, that is perfectly normal, while on others you can't expect to survive very long like this.  In the short-term, you can get away with almost anything, but in the long-term a 2-3 planet disadvantage is usually insurmountable.

1. Are LCF's worth buying or should I only stack LRF's? It seems not many people mention the Cobalt/Skirmisher frigate much, is this because you shouldn't buy them or it's just a given that they should always be in a fleet?
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The light frigate is a sub-par unit type.  Its redeeming quality is speed and mobility, but by cost its damage is quite low for a dedicated combat unit, more comparable with the scout than the long-range frigates.

The light frigate is great for chasing down support units, including carriers and flaks.  It's also pretty resistant to fighters and bombers.  Beyond that, it's not a good unit to make the bulk of your army out of. 

I should also point out that "light frigate" is a misnomer.  It's actually a medium-type unit and resistant to many types of attacks that deal extra damage to light targets.

2. Am I better off using fighters to kill enemy StrikeCraft or are frigates like the Garda (TEC) worth getting
End of quote

Gardas (and flaks in general) are exceptional units.  The have great damage output against lightly armoured frigates (again, the light frigate isn't actually a "light" frigate) and they have absolutely awe-inspiring durability plus favourable heavy armour type.  To top it off, they come at a very reasonable cost.  There's just no reason not to mix these into your fleet.

Fighters aren't bad, but since they get cleaned up by enemy flaks quite efficiently, you can't really count on them in a close-range frigate battle.  In larger more "flighty" scenarios where you can weave outside of the enemy's weapon range fighters excel, but if you fly over a dense thicket of flak expect to lose most of them.

2b. What ratio of fighters/bombers should I be getting? Or does it depend on enemy composition? Fighters for enemy frigates and bombers for cruisers/carriers?
End of quote

All depends; usually the bomber is favoured unit type, since it packs more punch in the first few moments of battle.  For longevity, you'll be leaning on frigates instead of strike craft, so fighters are used sparingly.

3. I mostly play as TEC so I was wondering if there are any key techs that their ships/style depends on?
End of quote

Hoshikos Hoshikos Hoshikos!  This is the holy grail of the TEC faction!

Ogrovs are also very nice, too, easily the best starbase killing weapon out there.  This gives TEC an offensive reliability that the other factions can't get.

I also learned to play with Pirates OFF. Those guys seem OP as hell!
End of quote

Yup.

Reply #3 Top

Wow, pretty fast responses from teh Pro's!

Thanks for the help guys, I'll play a few more games and see how I get on, then report back when I have a better grip on things!

Reply #4 Top

Well all the things you've learned so far are good, so on to the questions.

1. Are LCF's worth buying or should I only stack LRF's? It seems not many people mention the Cobalt/Skirmisher frigate much, is this because you shouldn't buy them or it's just a given that they should always be in a fleet?



2. Am I better off using fighters to kill enemy StrikeCraft or are frigates like the Garda (TEC) worth getting?

2b. What ratio of fighters/bombers should I be getting? Or does it depend on enemy composition? Fighters for enemy frigates and bombers for cruisers/carriers?



3. I mostly play as TEC so I was wondering if there are any key techs that their ships/style depends on?



4. Where should I place a Starbase in a choke/forward system? What's to stop the enemy just skirting around it?
End of quote

1. LFs are a tricky unit to use right. While everyone (save perhaps Vasari) uses a few of them to quickly defeat militia early on in the game, after that they are quickly eclipsed by LRF (which are both excellent "tank" units and counter LF hard). Thus since most fleet will have a fairly large LRF component, they are rarely used.

That said, if you find yourself fighting large amounts of carrier cruisers or repair cruisers, you'll want to bring some of these guys out again. Their speed quickly allows them to catch carriers and their abilities can shut down repair cruisers. Advent LFs can also dub as fleet support with transfer antimatter.

2. While fighters are technically the best against strikecraft, the fact that Flak frigates can destroy them so effectively means against balanced fleets they often are unable to do their job. You'll always want some to keep enemy fighters off your bombers, but the latter are where most of your strikecraft firepower comes from. The fact that bombers are the ideal counter to capital ships, heavy cruisers and starbases are a bonus.

If you happen to be fighting a fleet with a large composition of bombers or LRFs with relatively few flaks however, this is just asking for you to switch over to fighters.

3. TEC's trump cards so to speak are the Hoshiko (best repair cruiser in the game), LRMs (arguably the best LRF in the game), Akkan Battlecruiser (best colonization bonus for early game economy, plus armistice a great ultimate ability), Marza Dreadnought (just for its ultimate ability missile barrage), early trade ports (just don't invest in them until you have enough planets and the forces to protect them) and very late game pervasive economy (never have to worry about credits again) and the many techs that reduce ship build time.

Also their ships tend are either first or a close second in the most effective in the stats/fleet supply ratio. However, they lack many of the awesome abilities that the Advent and Vasari have. Thus they have an excellent rush/early game, but late game they will struggle to compete and will have to rely on force of numbers.

4. I like to put my starbases near my other orbital structures (labs/trade ports/extractors), so that all of these can be covered by multiple repair bays and hangar flak cannons, while the starbase protects against fleets. There is nothing keeping the enemy from going around. If they leave the planet without destroying the starbase though, they will lose all their antimatter and 30% of their health, leaving them sitting ducks if you have a fleet of your own or another starbase waiting for them. As it is the AI rarely bypass planets, but other players often will.

Reply #5 Top

Quoting Kitkun, reply 1
especially as Advent where your LRF are weaker and harder to get.
End of Kitkun's quote

That makes no sense at all. :grin:

 

x_x

Reply #6 Top

That makes no sense at all.
End of quote

They were bugged in version 1.181 and dealt extra damage.  When that bug got fixed, the unit we were left with was quite weak.  Not a bad unit, but definitely the weakest of the pack.

Reply #7 Top

Well, thanks to you guys I'm beating Normal every run now. Couple of close moments where I've lost/nearly lost my farthest planet due to over-extension but all in all I think I'm getting to grips with it.

 

Those Hoshiko things really are the business, really helping to keep my guys alive. Also I checked out the unit guide and from that and the comments above I can see that going for a significant number of Light Combat Frigs is only viable VS a Carrier/Support cruiser heavy fleet.

 

Gonna give the other races a go I think, just to get a feel for how they actually play.

Reply #8 Top

I can see that going for a significant number of Light Combat Frigs is only viable VS a Carrier/Support cruiser heavy fleet.
End of quote

Very much so.  Light Frigate is weak against dedicated combat frigates, but pretty much impervious against everything else.  Strike craft deal low damage against them, flak frigates deal low damage against them, support cruisers get cleaned up quite nicely by them, and they're much too fast for carriers to even attempt to out-run them.  If the enemy doesn't have a sufficient number of dedicated combat units, light frigates can be quite nasty.

Gonna give the other races a go I think, just to get a feel for how they actually play.
End of quote

A lot of the fundamentals are the same, and some unit types are very similar.   The biggest differences are the capital ships and support cruisers, which feature wildly diverging special abilities.  The TEC has the strongest early-game of the three factions due to generally more cost-effective units, but once you hit mature fleets the Advent and Vasari come into their own.

Here's a great combo for Advent:  Progenitor Mothership + Iconus Guardian.  The Progenitor has an ability called "shield regeneration" which will restore shield points to every nearby friendly unit.  The Iconus Guardian has an ability called "shield projection" which allows it to absorb some of the damage other nearby units are receiving.  Use about half a dozen Iconus (the ability doesn't stack, so rotate the usage with 2-3 active at a time; don't have all of them activate it at once) to absorb damage, then use the Progenitor to keep their shields topped up.  This combo takes more investment than hoshikos, but it scales better into the late-game and makes your fleet very resilient against damage.

Reply #9 Top

Light Frigate is weak against dedicated combat frigates, but pretty much impervious against everything else.  Strike craft deal low damage against them, flak frigates deal low damage against them, support cruisers get cleaned up quite nicely by them, and they're much too fast for carriers to even attempt to out-run them.  If the enemy doesn't have a sufficient number of dedicated combat units, light frigates can be quite nasty.
End of quote
yup, one of the most underestimated units in the game. My Achilles' heel has always been the Vasari Subvertors. When I first started playing, I relied too much on heavy cruisers and quickly found my entire fleet crippled by Subvertors. I found bombers to be a good counter to them. Playing as Advent, Subjucators help counter Subvertors a little bit as well. Nowadays I tend to go with a more balanced fleet, unless my opponent's fleet causes me to alter my fleet composition.

Reply #10 Top

I'm a big fan of light frigates, for a number of reasons:

#1) They're cheap! Costing only metal and credits, you can field a great deal of them, saving crystal for research and structures. You're going to be losing ships to focus fire, you can't really avoid it. What would you rather have your enemy tunneling through? Your cheap as dirt Disciples or your kinda pricey Illuminators?

#2) While they don't compare favorably to Heavy Frigates and LRFs, they tear up support cruisers, flaks and carriers, and given their cost, they're not half-bad against other unit types.

#3) A generous complement of fighters will admirably cover their weaknesses in the early game. This is crucial. Nobody's going to get heavy frigates til midgame at the earliest, so a healthy mix of fighters and light frigates can do surprisingly well.

#4) They're FAST. This gets overlooked quite a bit, imo. Light frigates have the ability to chase down slower vessels and punish them for retreating, and avoid slower formations altogether.

#5) Their abilities. Mid-game, light frigates can unlock some very useful abilities that mess with your enemy's antimatter. The Disciple ability in particular is fiendish, since it robs your enemies of antimatter, and transfers it to your own fleet.

Reply #11 Top

They're cheap! Costing only metal and credits, you can field a great deal of them, saving crystal for research and structures
End of quote

Cost for cost, LRF are the better deal, and the fact that they cost crystal is a red herring.  Most of your early-game expenditure is metal-based, leaning heavily on planetary infrastructure investments.  Most of the low-end techs are credit-heavy, not crystal-heavy, in cost.  Unless you're eco booming (in which case upkeep is your biggest enemy, so the command-point hogging LF is out of the question) you'll have plenty of crystal for military units.

What would you rather have your enemy tunneling through? Your cheap as dirt Disciples or your kinda pricey Illuminators?
End of quote

This is untrue; long range frigates hit significantly harder, and will kill enemy units faster.  The faster the enemy units die, the sooner they stop firing, and the fewer casualties you take.  LF-based fleets tend to incur the most casualties due to their relatively low power density.  This is very much a case of "the best defense is a good offense", and jumping straight to LRF is the standard opener for a very good reason.  This unit offers you the best damage output in the game for the money you pay, and high damage that can quickly vapourize threats is the best way to avoid casualties.

The saving grace of light frigates is a resistance to flak and fighter attacks plus their superior move speed.  If your enemy is leaning on these unit types, light frigates can be a great investment since they can more easily survive those kinds of attacks.  If the enemy did a standard hop straight to LRF, you're being a fool by producing these units.  The enemy will easily be dealing twice as much damage as you and cleave through your entire fleet before you can deal significant casualties back to them.

Reply #12 Top

Of the games I have played, I have NEVER had problems keeping my metal income up, especially early on. I often have used my metal surplus to get more credits, I can count the number of times I've sold crystal on my fingers, on the other hand, and I've lost count of the times I've had to buy crystal to keep buying research, ships, structures, etc. Yes, there's lots of structures and techs that cost more metal than crystal, but I've found crystal to be much more precious.

This is untrue; long range frigates hit significantly harder, and will kill enemy units faster
End of quote

That depends greatly on the unit, and on the survivability of your LRFs. Equalized for population, fighters burn LRFs at roughly the same rate that LRFs burn LFs. The difference is that after flak has dispatched the fighter cover, the surviving LFs can disengage from the battle and regenerate their squadrons for antimatter, while the LRF-using player will have to replace his ships with cash. The bottom line is that in order to protect their LRFs from fighter attacks, they need to invest heavily in flak, which dilutes fleet firepower considerably.

What makes the LRF spam so popular is that they're much stronger against caps and structures, and the late-game power of phase missiles in the case of Vasari, and rightly so. If you want to pick off a capital ship, fighters and LFs are not going to do the business, but they CAN starve the enemy fleet of antimatter and brutalize enemy support ships, such as carriers, support cruisers and flak.

I'm not trying to present light frigates as the answer to all your fleet supply issues, but I do think they get a bad rap as being 'underpowered'.

Reply #13 Top

Quoting Dieinafire, reply 12
I'm not trying to present light frigates as the answer to all your fleet supply issues, but I do think they get a bad rap as being 'underpowered'.
End of Dieinafire's quote

They get a bad rep because most people have LRF based fleets or at the very least a decent complement of them. Thus they tend to evaporate before there presence can be felt.

If your opponent doesn't have very many LRFs, then LFs are a very viable unit, especially for Advent. Though you still shouldn't make your fleet rely on them as if your opponents noticed that its very easy to counter.

Reply #14 Top

Yes, there's lots of structures and techs that cost more metal than crystal, but I've found crystal to be much more precious.
End of quote

The list of things that have primarily a crystal cost is actually quite slim.  The only significant ones are technologies at the 3rd lab level or higher, trade ports, and support cruisers.  That's it.

If you're doing a primarily military opener, you may not even go above the 2-lab level, your primary economic costs are going to be colonizing planets (costs about twice as much metal as crystal), and your going to be spamming most military units until you have a certain bulk.  LRF-type units cost about twice as much metal as crystal, so they stay within that 2:1 sweet spot that represents the usual early-game resource distribution.

If you're going for a more economic opener then yes, you will invariably be short on crystal.  However, for a rush opener I find myself short on crystal about as often as I find myself short on metal.  The fact is that a rush-game is very metal intensive but not very crystal intensive once you've put down your labs and researched the LRM.

Equalized for population, fighters burn LRFs at roughly the same rate that LRFs burn LFs.
End of quote

Your fighters are going to be busy with the enemy strike craft coming off of their carrier cap.  Unless you have more capital carriers than your opponent, don't expect to gain any significant advantage here.  Carrier cruisers are out of the question; if you fast-track these, you're leaving yourself quite vulnerable to a LF-based counter.  If you do sink the (rather large) amount of cash necessary to get an extra carrier or two, you opponent can mix in a few flaks for a fraction of this cost and have a very balanced fleet that will roll anything LF-based.

Back in 1.181 you could definitely fight off LRF-based fleets and support LF by using scouts.  These were cheap and complemented your fighters nicely.  Scouts don't have the firepower to do this effectively anymore.

Reply #15 Top

Your fighters are going to be busy with the enemy strike craft coming off of their carrier cap.
End of quote

I'd much rather order my fighters to take out LRFs than any other targets, especially at lower tech levels. My other ships just don't take enough damage from strikecraft to warrant making their destruction a priority.

you opponent can mix in a few flaks for a fraction of this cost and have a very balanced fleet that will roll anything LF-based.
End of quote

Except that LFs counter flak quite nicely, and any flak you're building is coming at the expense of fleet supply/resources for your LRFs. The overall effect is to create a fleet that roughly equivalent in total firepower.

Look, don't misunderstand me: I'm not trying to make out LFs as the one-unit answer to your fleet needs. But they have solid niche in your fleet composition and retain that niche throughout the game. Anti-heavy damage works against a broad range of targets, most of which are high-value vessels well worth putting down with alacrity, and the LFs modest resource cost, high speed, and insidious anti-matter negation abilities make them a worthy addition to any fleet.

Reply #16 Top

I'd much rather order my fighters to take out LRFs than any other targets, especially at lower tech levels.
End of quote

If we're talking about 10 or so LRF, then I'd agree with you, but I wouldn't commit my LRF to a fight where they'd be picked off so effortlessly.  A real rush will hit with a larger force, more in the range of 30-40 LRM or 25-35 assailants.  Your fighters simply won't be able to pick them off fast enough to make a difference.  Either I'll have already rolled your fleet by sheer attrition, or my own fighters will have cleaned up your's (and if I'm Vasari, I'll be scrambling like mad).

Except that LFs counter flak quite nicely
End of quote

Nope; they don't counter flaks as nicely as you might like.  Given enough time they will clean them up, but the flak is a very tough unit and it's going to take more than a little bit of damage to knock out.  Great hull, great armor, and so long as I don't skimp on LRF your light frigates will be cleaned up long before my flaks are.

I'm not trying to make out LFs as the one-unit answer to your fleet needs. But they have solid niche in your fleet composition and retain that niche throughout the game
End of quote

I'd agree with that.  My point is, their niche does not exist against a primarily LRF-based fleet.  If your enemy is bringing out oodles of support cruisers or kiting carriers, LF are a great choice.  If they're trying to get in your face with LRF, this is pretty much the worst unit you can be building.  Advent is really the only faction which can even consider lingering at the 0-tech level, and even then hitting the defense vessel early is a high priority to give them something else to fall back on.

Reply #17 Top

My point is, their niche does not exist against a primarily LRF-based fleet.
End of quote

Sure. Going against a fleet primarily composed of your fleet's direct counter is a crazed flavor of suicide, assuming you don't have absurd numerical advantages.

Advent is really the only faction which can even consider lingering at the 0-tech level, and even then hitting the defense vessel early is a high priority to give them something else to fall back on.
End of quote

Advent carriers are on the same tier as their flaks, and as they're the direct counter to enemy LRFs, I'd say it's worth teching them if you're facing aggression from a LRF-heavy fleet.

Reply #18 Top

Advent carriers are on the same tier as their flaks, and as they're the direct counter to enemy LRFs, I'd say it's worth teching them if you're facing aggression from a LRF-heavy fleet.
End of quote

Cost for cost, carriers are just too fragile.  You have to carefully kite them even to beat LRF (the unit they're supposedly "countering") and there's largely nothing you can do this early if the enemy sends half a dozen LF to hunt it down.   I'm of the opinion that if you want extra strike craft early on, you bite the bullet and get a second carrier cap.  Faster, tougher, gets special abilities, doesn't have antimatter issues, has weapons of its own... great deal overall.

Inexpensive flaks are tough enough to take punishment from LF, but expensive carriers are not.