>_<.
-Sit and Wait: Actually, the computer does this, too. If you're playing more than one opponent, instead of deciding which to attack, you should sit and wait until you A: Have enough strength to take all out at the same time, or B: One gets killed by the other. If there's still multiple players left after one gets killed, continue to wait if you can't take both out. Also, you'll be able to defend if you are caught by an attack from them, too. VS. Sit and Wait: Actually, there isn't much you can do about it. Maybe do the same thing and take all your opponents out at the same time.
-Minelayer Corvettes: Just since I saw some other player (I think it was ILoveWar on WON) circle her Mothership/Carrier with Mines, I decided to try it too, since people never do stupid things on purpose... Most of the time. OK, the results: 7 Minelayer Corvettes annihilated a dozen frigates with their minefield in mere moments. The best places to station mines are a little ways away (NOT right beside) the thing/place you're trying to mine, and from all sides and the top/bottom. VS. Minelayer Corvettes: Not really much you can do besides Hyperspace past them, and if they're close enough to your target, it won't matter if you Hyperspace or not. Try to send squadrons of Fighters to blast the Minelayers before anything serious gets put up, since Fighters are too fast to get hit by many mines, then have some armored decoy with several Support Frigates set to heal it. Decoy the mines to the scapegoat ship, which eliminates them. Your ship won't be eliminated because of the Support Frigates. Then Hyperspace out so you don't get a immediate retaliation unless that's part of an attack in the first place and you needed to get through.
------------------------------------------------------------------------ **Area 4-3: Tactics**
-Evasive: Excerpt: Evasive Tactics are best used when resources are tight and each ship is vital. Your ships won't hit as hard, but they are more likely to come home. Ships set to Evasive will boost power to engines in order to increase speed and maneuverability. This will come at the cost of lowered power to weapons and a slight increase in fuel consumption for Strike Craft (Fighters and Corvettes). When attacking, Fighter groups also will break up into flight pairs, where one ship will take point and the other will serve as wingman and take measures to remove threats that lock onto the lead vessel. My Analysis: Never useful for Capital Ships unless they're in Diamond Shoals and Chapel Perilous, so they can avoid the asteroids and other ships. Wait a minute, if you're capturing a ship and don't want anything to fire on it, set them to evasive so they won't.
-Neutral: Excerpt: This is the neutral stance for ships. Strike Craft set to neutral will perform evasive removals while attacking enemy ships. If no orders are issued and enemies are nearby, ships in neutral will fire from their current position, but will not engage in full combat. My Analysis: The most worthless stance you can take. And what's worse, all ships come in this tactic. Evasive or Aggressive will do the job better, pick one of them depending on what the job is.
-Aggressive: Excerpt: Ships in Aggressive mode are out for blood and will attempt to destroy the enemy even at the cost of their own lives. Use this tactical stance if resources are not a factor or if you need to hurt the your opponent as hard and as quickly as possible. Strike Craft in this mode shunt power from the engines into the weapons grid, so speed and agility are reduced but firepower is increased. Ships in Aggressive tactics will not perform any kind of evasive maneuvers and also will attack nearby enemies without being issued orders. Resource Collectors in Aggressive tactics will continue to harvest even if under attack. My Analysis: Most useful for Capital Ships, as Strike Craft get hit much faster, which doesn't make up for the increased firepower. Just be sure not to have anything on Aggressive when you're capturing a ship, or they might try to destroy it even if your Salvage Corvettes are bringing it in.
------------------------------------------------------------------------ **Area 4-4: Formations**
-Delta: Excerpt: The standard flat triangle formation is an excellent way of organizing groups of Strike Craft into effective squadrons, but it lacks the flexibility and firepower concentration available to the more three-dimensional formations. My Analysis: Worthless, worthless, and even more worthless. You NEVER use this, got that?
-Broad: Excerpt: This flattened line is not effective for Strike Craft as it disperses their firepower. It is more useful for squadrons of Capital Ships, where unit quick identification and selection are as important as firepower. It is a useful formation to approach in if you are planning to break ships off to strike at specific targets once the battle is joined. My Analysis: Same as Delta. Never use it.
-X: Excerpt: The flying X formation is an excellent Strike Craft formation, concentrating a large number of vessels into a relatively small three-dimensional space. It's only drawback is that the dense formation makes individual ships vulnerable to slow turret fire they might otherwise have avoided if they were dispersed. My Analysis: Not a bad formation in and of itself, but the Claw is better, IMO. Still, some people like this better, so if you do, you can use it and survive.
-Claw: Excerpt: Like it's natural namesake, this formation is deadly when striking out at an individual target. The Claw is a superb formation for Strike Craft when they are targeting a Capital Ship. The four curving lines of Fighters make concentrating firepower and envelopment deadly efficient. The only drawback is identifying and selecting single ships inside this complex formation: My Analysis: The best formation for Strike Craft, IMO. Unlike the X, you can concentrate your firepower better. Personally, I just set all of my Strike Craft into this formation and go rampaging.
-Wall: Excerpt: Most effective for Capital Ships, the Wall formation allows larger vessels to concentrate firepower without dangerously crowding each other. The Wall is not a subtle formation but does give large groups of big ships an effective attack mode. My Analysis: The best formation for Capital Ships, IMO. It's too compact and inflexible for Strike Craft, so don't use them in this formation.
-Sphere: Excerpt: This is the deadliest of all formations in terms of continuous firepower. Ships in this formation lose their ability to perform complex flight maneuvers but gain the ability to constantly fire at targets from every angle. This is also an effective guarding formation as it puts the vessel to be protected in the center of the sphere. My Analysis: Great for guarding, but don't use it for much else. It's too inflexible.
*********************** Section 5: Technologies:
------------------------------------------------------------------------ **Area 5-1: Kushan/Taiidan Research Trees**
*Kushan Research Trees: ^=Ship Produced Plasma Bomb Launcher / ^Attack Bomber^ Defender Sub-Systems / / ^Defender^ / / / Cloaked Fighter Fighter Drive - / - Fighter Chassis - - - - - - / ^Cloaked Fighter ^Interceptor^ ------------------------------------------------------------------------ Fast Tracking Turrets / ^Multi-Gun Corvette^ / / - Heavy Corvette Upgrade / ^Heavy Corvette Corvette Drive - - - - - Corvette Chassis - / - \ ^Light Corvette^ ^*Salvage Corvette^ - Minelaying Tech ^Minelayer Corvette^ ------------------------------------------------------------------------ / - Gravity Generator - Ion Cannons / ^Grav Well Generator^ /^Ion Cannon Frigate^ / / / - Cloak Generator / - Drone Tech / ^Cloak Generator^ / ^Drone Frigate^ Capital Ship Drive / - \ / ^Support Frigate^ Capital Ship Chassis -/ ^Resource Controller^ ------------------------------------------------------------------------ - Super Capital Ship Drive - Guided Missiles / ^**Destroyer^ ^Missile Destroyer^ / Capital Ship Chassis / - \ - Super Capital Ship Chassis - Heavy Guns ^****Carrier^ ^***Heavy Cruiser^ ------------------------------------------------------------------------
Proximity Detector - Sensors Array ^Proximity Sensor^ ^Sensors Array^
*=In single player, you can build it right off the bat. In Multiplayer, you need to research to build it. **=Also needs Ion Cannons. ***=Also needs Ion Cannons and Super Capital Ship Drive. ****=Also needs Super Capital Ship Drive. ======================================================================== ======================================================================== ======================================================================== *Taiidan Research Trees: ^=Ship Produced Plasma Bomb Launcher / ^Attack Bomber^ Defender Sub-Systems / / ^Defender^ / / / - Defense Fighter Fighter Drive - / - Fighter Chassis - - - - - - / ^Defense Fighter^ ^Interceptor^ ------------------------------------------------------------------------ Fast Tracking Turrets / ^Multi-Gun Corvette^ / / - Heavy Corvette Upgrade / ^Heavy Corvette Corvette Drive - - - - - Corvette Chassis - / - \ ^Light Corvette^ ^*Salvage Corvette^ - Minelaying Tech ^Minelayer Corvette^ ------------------------------------------------------------------------ / - Gravity Generator - Ion Cannons / ^Grav Well Generator^ /^Ion Cannon Frigate^ / / / - Cloak Generator / - Drone Tech / ^Cloak Generator^ / ^Drone Frigate^ Capital Ship Drive / - \ / ^Support Frigate^ Capital Ship Chassis -/ ^Resource Controller^ ------------------------------------------------------------------------ - Super Capital Ship Drive - Guided Missiles / ^**Destroyer^ ^Missile Destroyer^ / Capital Ship Chassis / - \ - Super Capital Ship Chassis - Heavy Guns ^****Carrier^ ^***Heavy Cruiser^ ------------------------------------------------------------------------
Proximity Detector - Sensors Array ^Proximity Sensor^ ^Sensors Array^
*=In single player, you can build it right off the bat. In Multiplayer, you need to research to build it. **=Also needs Ion Cannons. ***=Also needs Ion Cannons and Super Capital Ship Drive. ****=Also needs Super Capital Ship Drive. ======================================================================== **Area 5-2: Technologies**
-Fighter Drive: Required Tech: Nothing Leads to: Fighter Chassis Needed for: Interceptor, Defender, Cloaked Fighter, Defense Fighter, Attack Bomber The first requirement for more powerful Strike Craft is a better engine. Fighter Drive Technology allows us to modify the plasma ducting and reaction efficiency of our smallest reactors and create a whole new generation of high-performance Strike Craft that can carry heavier armor and payloads.
-Fighter Chassis: Required Tech: Fighter Drive Leads to: Defender Sub-Systems, Plasma Bomb Launcher, Cloaked Fighter, Defense Fighter Needed for: Interceptor, *Defender, Cloaked Fighter, Defense Fighter, Attack Bomber Once the full capabilities of the new Fighter drives are documented, scientists quickly will begin designing new frames that translate this power into better armor, longer range and heavier payloads. The Fighter Chassis is the blueprint for a new generation of heavy Fighters and Interceptors. *=In single-player, yes. In Multi-player, you can build it right after researching the Fighter Drives, no Fighter Chassis is needed.
-Plasma Bomb Launcher: Required Tech: Fighter Chassis
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