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Author Topic: Tips and tricks for 0.6a  (Read 11273 times)

Hotshot3434

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Re: Tips and tricks for 0.6a
« Reply #15 on: September 18, 2013, 02:28:46 PM »

If you have a fleet that spends a lot of CR per engagement, hyperspace is the place for you. The travel times are faster, distance between points is smaller, the traffic is less spread out, and an allied station is always less than a few days away to repair and replenish CR via the jump points orbiting Sindira and Corvus II (Unless you managed to *** off both the Sindrian Diktat and the Hegemony). All this adds up to more plentiful prey, less time wasted regaining CR (and burning those precious expensive supplies), and an easy escape route for those "OH SH*T" moments when a fully loaded pirate armada is chasing you. Just jump to hyperspace and park your fleet around the Corvus system to wait for your prey.
« Last Edit: September 18, 2013, 02:31:54 PM by Hotshot3434 »
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Cosmitz

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Re: Tips and tricks for 0.6a
« Reply #16 on: September 18, 2013, 02:30:08 PM »

The Tempest is the best solo frigate you can have now. Good CR regen, great efficiency and the Terminator drone does everything you might want and more from an autonomous weapon system. I resigned myself to flying a 4-5 frigate fleet for now since it's all i need for most fleets aside from cruiser+ fleets.
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Psygnosis

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Re: Tips and tricks for 0.6a
« Reply #17 on: September 19, 2013, 02:13:01 AM »

Askonia lions guard and Askonia patroll are both small fleets featuring cruisers that offer nice helpings of XP. Good for your first jump into bigger fleets than the pirate carrier fleet.

Also Askonia and Hedgemoney are seperate.

(that said.. does killing independents still cause the hegemony fleets to go hostile?)
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Gothars

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Re: Tips and tricks for 0.6a
« Reply #18 on: September 19, 2013, 02:48:19 AM »

(that said.. does killing independents still cause the hegemony fleets to go hostile?)

No. Independent merchant fleets are really good pray, you don't lose any stations to repair at.


Also, important base lesson: If you fight a carrier group, defend against the fighters, but attack the carrier(s). If you don't know here it is, it's worth sending scouts to find it. Fighters will get reproduced on carriers for a long time before they run out of replacements.
But if you have to deal with the fighters first, for example because the carrier is to heavily guarded, do it by killing wings simultaneously. When a Wing is destroyed while the enemy carriers are busy rebuilding another one, it is permanently out of the battle.

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Ishman

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Re: Tips and tricks for 0.6a
« Reply #19 on: September 19, 2013, 02:51:08 AM »

The tempest costs a massive amount to field right now, don't listen to that guy - and it's advantage of infinite ammo weaponry is wiped by CR decay - it'll run out of CR long before anything shooting at it runs out of ammo - sure, it can run from everything - but that doesn't do you a whole lotta good now does it?

Grab lashers, phase high-tech frigates, or a fast low tech destroyer - those are CR per deployment efficient and have the best punch for your flux.

Remember - deploying a wing of wasps costs more than a high-tech cruiser (apogee), and deploying a paragon costs you the same as buying multiple frigates (5 lashers!).

Don't go high-tech unless you are pillaging armadas or larger.
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Psygnosis

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Re: Tips and tricks for 0.6a
« Reply #20 on: September 19, 2013, 02:53:48 AM »

phase high-tech frigates

Tempest is cheaper than hyperion supply wise, much much cheaper.


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Ishman

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Re: Tips and tricks for 0.6a
« Reply #21 on: September 19, 2013, 02:58:01 AM »

Phaaaaaaaaaaaaase - the Shade and Afflictor have 30% deployment cost, quite affordable.

Omen is also acceptable at 40% for that sweet sweet EMP.
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Gothars

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Re: Tips and tricks for 0.6a
« Reply #22 on: September 19, 2013, 04:34:09 PM »

Top tip for 0.6a players that have the enemy fleeing on them a lot. Grab the sunder class destroyer, mount a tachyon lance and fit it with as much engine augmentation as you can.

As you get are close enough to your enemies place your aiming lines over them, the AI will flip up their shields in preparation for attack. With their shields up they will slow down and become easier prey for fighters/bombers/corvettes.

This method of forcing the enemy to point their shield at you can be advantageous when using fighters/bombers/corvettes. As fighters/bombers/corvette pilots approach, flank the enemy from either side with your lance and misdirect their shield.
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Cosmitz

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Re: Tips and tricks for 0.6a
« Reply #23 on: September 20, 2013, 12:13:54 AM »

I'd place that in the realm of 'cheesing' the game. Same category as pointing your back/engines at an enemy to force him to charge you to "seize" the opportunity. Can be done, but do we really need to push the AI that hard?
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Borgoid

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Re: Tips and tricks for 0.6a
« Reply #24 on: September 20, 2013, 12:54:17 AM »

That's not the same at all.

The AI is raising its shields because a Tach lance in the ass is bad if you plan on running away.
It's the correct choice.
A human player would ALSO raise their shield because a Tach lance in the ass is, you guessed it, bad for running away.

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CopperCoyote

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Re: Tips and tricks for 0.6a
« Reply #25 on: September 20, 2013, 04:07:19 AM »

I'd place that in the realm of 'cheesing' the game. Same category as pointing your back/engines at an enemy to force him to charge you to "seize" the opportunity. Can be done, but do we really need to push the AI that hard?

If you'd like to cheese it wave your aim back and forth over many foes. It doesn't matter if you can fire, have fired, or are about to overload. The AI will raise its shields. It will drop them nearly right away, but it takes like a half second to get your 0 flux bonus back.

The AI has been mostly fixed. It no longer runs headlong into your engine if you turn away. They are still a little too cuddly, but you can't trick them so effectively now.
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Megas

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Re: Tips and tricks for 0.6a
« Reply #26 on: September 20, 2013, 07:01:45 AM »

The shuttle is useless in combat.  However, it is very cheap, in terms of credits and supply use, and makes an excellent ship to hard dock with small boarding parties.  If the disabled ship explodes and takes out your shuttle, it has served its purpose by saving you from deploying your more valuable ships.

Marines, despite excessive logistics use, are not completely useless.  Have a few handy, about ten, give or take up to five.
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icepick37

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Re: Tips and tricks for 0.6a
« Reply #27 on: September 20, 2013, 10:21:46 AM »

The shuttle is a weird beast in general, haha. It's great for carrying extra troops. It's also usable (by YOU) in combat if you kit it out sufficiently and fly it really well. It's fully capable of trolling buffalo anyway.
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Voyager I

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Re: Tips and tricks for 0.6a
« Reply #28 on: September 20, 2013, 12:41:30 PM »

The tempest costs a massive amount to field right now, don't listen to that guy - and it's advantage of infinite ammo weaponry is wiped by CR decay - it'll run out of CR long before anything shooting at it runs out of ammo - sure, it can run from everything - but that doesn't do you a whole lotta good now does it?

Grab lashers, phase high-tech frigates, or a fast low tech destroyer - those are CR per deployment efficient and have the best punch for your flux.

Remember - deploying a wing of wasps costs more than a high-tech cruiser (apogee), and deploying a paragon costs you the same as buying multiple frigates (5 lashers!).

Don't go high-tech unless you are pillaging armadas or larger.

The Tempest isn't good because it has no ammo; ammo in general isn't a significant consideration in anything but the largest brawls or if you're trying to Top Gun a whole fleet.  It's good because it's tied with the Hound for fastest ship in the game with good OP and above-average overall flux stats, carries a pair of oversized weapon mounts, and has an absolute beast of a subsystem in the Terminator Drone.

Obviously a tricked out frigate that costs as much as a cruiser isn't the most efficient use of credits in the game, but that's not what the Tempest is trying to do.
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Gothars

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Re: Tips and tricks for 0.6a
« Reply #29 on: September 20, 2013, 04:48:06 PM »

The Afflictor class phase-frigate is the ultimate anti capital ship bomber. Load it with torpedoes. Phase. Fly over a capital ship. Unphase, fire and re-phase with as little delay as you can possible manage.
That way the torpedo(es) hit instantly, can't be shot down and can circumvent anything but a 360° shield.
Works also with smaller opponents.
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