mootster

mootster

Joined Member # 3067352
0 Posts 5 Replies 43 Reputation

I don't have a lot of experience 1v1, but it seems to me that light frigates/Flak would be the ideal counter to LRM/Flak. Most likely, you'll also have a handful of LRM by the time you scout your opponent building flaks, so you can use a combined Flak/LRM force to take out a few LRMs before phasing in your light frigs, which will make short work of the remaining flaks. Meanwhile, your own flaks continue to rip apart the opponent's LRM. Anyway, flaks are only an early game investment and aren't w

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I see your point, and you're probably right. I'll have to mess with it some, but this is how I see it. First, it does not require four lights to clear an asteroid. Two is enough. You could probably do it with one, but it would take stupidly long. I usually send in my col. ship before even clearing the system, after which I queue up the cap ship factory ASAP. By the time my first cap ship is out, I have a fully developed asteroid, my colony ship almost has enough antimatter to colonize again, and

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Is there any reason for getting a cap ship yard so early? I usually start with a col. ship & two light frigs, jump to the nearest asteroid, then get the ship yard. While it's building, I colonize the asteroid (usually before the defenders are dead, since they can't damage it) and develop it. This lets me get some additional metal and crystal income going faster and lets you send your cap ship off to another planet bordering your HW.

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