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Is this game too hard for me?

Is this game too hard for me?

Hello,

Im playing Trinity now for a couple of days. Just starting a small 1v1 map, with inactive pirates and small fleets and a easy fortify enemy just to get a hang of the gameplay. Meanwhile i have red many tuts about the first steps. So i follow them.

I take care of my homeplanets economy. I build my capital Colonize ship with some light frigates. I colonize a nearby astroid. From there i start my Military research to deploy a little force, strong enough to attack the first planet for collonization. I have done this several times. But, as soon as i have my second planet, im being attacked by the enemy. And all i can do is to retreat to my homeplanet otherwise i loose all my ships.

Apperently the enemy is growing superfast and developing 5 times faster than me cause at the time of the attack he already has 5 planets...and that with an easy enemy. Where do i go wrong?

 

 

 

31,966 views 31 replies
Reply #26 Top

Quoting ice27828, reply 22
My recommendation is not building the colonization cap ship but rather one that can do more damage initially, perhaps the battleship or the planetary bomber and then use a colony ship as the colonizer instead.
End of ice27828's quote

I don't like the colony frigate... to much low antimatter reserve... lose some of it during jump... need to wait for recharge before colonize... don't fit for a fast expansion... only useful for capture neutral metal/cristal asteroid...

Reply #27 Top

I always rage quit and try new strategies another time till i find ones that work and which don't. You have 2 choices for starts. Eco or military or a bit of both which always causes problems if not done right. So there is no right and wrong answer if you narrow it down to just two strategies. 

 

Quoting Thoumsin, reply 26

Quoting ice27828, reply 22My recommendation is not building the colonization cap ship but rather one that can do more damage initially, perhaps the battleship or the planetary bomber and then use a colony ship as the colonizer instead.

I don't like the colony frigate... to much low antimatter reserve... lose some of it during jump... need to wait for recharge before colonize... don't fit for a fast expansion... only useful for capture neutral metal/cristal asteroid...
End of Thoumsin's quote

 

You should not give up your most powerful capital ship-carriers to solve a small problem like anti-matter usages and recharges on a colony frigate! Most rapid expansions require more than one colony frigate and small fleets to capture asteroids while you concentrate your capital ship(s) on planets. By small fleets i mean 2-4 scouts and 1-2 frigates.

 Fast expansion is also determined by how powerful your capital ship is:  Mostly you can make pirates chase your capital ship around the gravity well while u macro fighters to kill off the siege frigrates and long range frigates. This is why carriers are the best for a fast expansion.

 


Reply #28 Top

I think a lot of people are missing the point here. The OP doesn't want to rush. The easy way to do this is use the map designer to make a basic map that you want. For the OP this would be a mutlistar map. Then download galaxy forge and edit the map you made in map designer to be more specific. Put the AI behind one or two pirate bases  at another star and you have plenty of time to build yourself up....without rushing.

 

I never liked using carriers myself and only use them as support in a fleet. When i played unmodded i used a colony cap and  two dunovs( i think) that have the shield repair plus support. My fleets were heavy on LR frigates with a few antifighters thrown in with usually 5 caps.

 

 

 

Reply #29 Top

If you really don't want to be rushed, you can custom build a group of planets that cannot be reached via normal phase lanes....then, when you're ready to leave, you use a kostura to get out of there....of course, requires you to play Vasari....

Reply #30 Top

Or you can link up a one way wormhole as the only way out of your system. :-)

Reply #31 Top

Quoting RiddleKing, reply 27
You should not give up your most powerful capital ship-carriers to solve a small problem like anti-matter usages and recharges on a colony frigate! Most rapid expansions require more than one colony frigate and small fleets to capture asteroids while you concentrate your capital ship(s) on planets. By small fleets i mean 2-4 scouts and 1-2 frigates.

Fast expansion is also determined by how powerful your capital ship is: Mostly you can make pirates chase your capital ship around the gravity well while u macro fighters to kill off the siege frigrates and long range frigates. This is why carriers are the best for a fast expansion.
End of RiddleKing's quote

No way. If you're determined to use a quick expansion strategy, you absolutely NEED to use a colony cap ship if you want to be most efficient. When I'm using that strategy (which I use a lot) I usually get a colony cap, 11ish combat scouts, a colony frigate, and a few more scouts for capturing extractors or luring planetary militia away. On a great map I can have 5 planets colonized by 6 minutes in.

One couldn't come anywhere close to that if one's using a carrier cap. Scouts are essentially fighters that can phase jump - you don't need to rely on strike-craft for taking out siege frigates.

However: this sort of thing is what to do when focusing purely on economy and expansion. If you're in a more cramped game like a standard random 3v3 to 5v5, the cost of building that many scouts (and having a low-firepower cap ship) can cripple you, so the firepower of the carrier cap is often the way to go instead. (Exception: if you're quite skilled like Auqia or Howthe? and are very much expecting to be able to take many planets, or if you're Vasari with the Evacuator, starting with a colony cap can still work quite well.)