The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: Shiver on December 17, 2007, 03:59:40 am



Title: Player-Versus-Player Strategy Guide
Post by: Shiver on December 17, 2007, 03:59:40 am
This guide is a work in progress! For the time being, the PVP strategy guide will exist as a forum thread. The finished product will be uploaded elsewhere in a cleaner format. Net melee veterans (they know who they are) are encouraged to give me suggestions and corrections.


The Ur-Quan Masters Player-Versus-Player Strategy Guide


For those of us who love Star Control but have already beaten the game and crushed the computer in Super Melee a thousand different ways, player-versus-player combat is the only way to go. Online melee became a reality on December 19th, 2006, when it was first implemented into The Ur-Quan Masters version 0.6.0. If you have no experience with net melee but want to try it out, this is a good place to start. This guide is also intended as a fix for anyone who is sick of being steamrolled by every other player they go up against.


Table of Contents

• Fundamentals (http://uqm.stack.nl/forum/index.php?topic=3941.msg51333#msg51333)

• Androsynth Guardian (http://uqm.stack.nl/forum/index.php?topic=3941.msg51438#msg51438)

• Arilou Skiff (http://uqm.stack.nl/forum/index.php?topic=3941.msg51560#msg51560)

• Chenjesu Broodhome (http://uqm.stack.nl/forum/index.php?topic=3941.msg52041#msg52041)

• Chmmr Avatar

• Druuge Mauler

• Earthling Cruiser

• Ilwrath Avenger

• Kohr-Ah Marauder

• Melnorme Trader

• Mmrnmhrm Transformer

• Mycon Podship

• Orz Nemesis

• Pkunk Fury

• Shofixti Scout

• Slylandro Probe

• Spathi Eluder

• Supox Blade

• Syreen Penetrator

• Thraddash Torch

• Umgah Drone

• Ur-Quan Dreadnought

• Utwig Jugger

• VUX Intruder

• Yehat Terminator

• Zoq-Fot-Pik Stinger



Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on December 17, 2007, 04:00:01 am
Fundamentals

Below is a compilation of useful information and tactics that apply during a wide range of different ship-to-ship confrontations.



Natural Intelligence vs Artificial Intelligence

(http://i211.photobucket.com/albums/bb278/SunBloom/Basics_Contrast.gif)

To a player uninitiated in net melee, Star Control's "awesome cyborg" combat AI likely appears to be a competent pilot. The computer's main strength is that its reaction time exceeds human capabilities. This is especially obvious when it is given control of a ship that rewards this, such as Pkunk. The many weaknesses of the awesome cyborg vastly outweigh this strength, however. The computer cannot distinguish between different enemy ship types so it doesn't try to exploit its opponent's flaws. It will use one ship the exact same way in every given situation. Among other things, this leads to the AI aggressively chasing Spathi around the arena when a more cautious approach would be more effective. The computer will also decide which craft it sends into battle at random rather than choosing the most effective counter to what their adversary has in the arena.

By contrast, a live player can pick up all of these things very quickly. No person will be able to match the computer's ridiculous dodging ability with the Slylandro, but with practice they can get very close to it. And despite human limitations, an experienced player can become more dangerous even with those fast, dodgy ships by utilizing superior tactics. The most significant advantage a player has over the computer is that the player's abilities improve with every skirmish while the computer remains static forever. Play enough melee and that awesome cyborg will soon become a joke to you.




Initial Selection

(http://i211.photobucket.com/albums/bb278/SunBloom/Basics_Start.gif)

When a melee match begins, both players must pick their first ship without knowledge of what the other player is using. The best approach is to use something cheap and crappy that you don't care about losing. If your opponent starts out with Chmmr and you only use Zoq-Fot-Pik, this is actually a good thing. You've only paid out 6 points and now your opponent has one of their best ships set up for you to counter. Gaining initiative is well worth the sacrifice of one weak ship. Zoq-Fot-Pik and Shofixti are the most commonly deployed starters for this reason. Use of slightly more expensive starters such as Syreen and VUX is also frequent, as they are just powerful enough to lay waste to the cheapest of ships without leaving you at a disadvantage afterwards.



Countering

(http://i211.photobucket.com/albums/bb278/SunBloom/Basics_Counters.gif)

Although the most expensive spacecraft are also typically the most effective, they each have a weakness to at least one ship which costs less. It's good to get in the habit of holding back certain ships until the other player deploys ideal prey. For instance, Orz has a tendency of leaving a long trail of death and destruction whenever it's deployed. That is to say, until Androsynth shows up in the arena with its comet form and slices right through it without even trying. Androsynth costs a little more than half the price of Orz, so if the other player has Orz in their fleet then you had better keep your Androsynth in reserve. Strive to hit every ship the other player uses with the most effective counter available.



Mirroring

(http://i211.photobucket.com/albums/bb278/SunBloom/Basics_Mirror.gif)

This is another solution to difficult enemy craft. If someone has a ship out that you have no counters to use against, match them with the exact same ship yourself. If the other player's ship is already damaged, then the odds of winning are in your favor. If the other player's ship is at full crew capacity (or very close it), mirroring them is not a smart move.



The Arena

(http://i211.photobucket.com/albums/bb278/SunBloom/Basics_Arena.gif)

This diagram is a representation of the entire arena in melee. The arena is actually the size of four fully zoomed-out screens. Within the arena's confines there are always five asteroids and one planet. If an asteroid is destroyed, it will respawn off camera. Why is this information useful? Because during a significant portion of ship match-ups, one player will begin searching for the planet as soon as combat begins. Even when this is not the case, you should constantly be on the lookout for the planet so as to minimize your chances of crashing straight into it. Get in the habit of doing this and you'll find yourself ramming the planet much less often.



Blind Spots

(http://i211.photobucket.com/albums/bb278/SunBloom/Basics_Blindspots.gif)

A ship can only face 16 different directions. If you approach an enemy ship while hiding between their firing lines, they will be unable to hit you. Although this is usually not a major factor, blind spots exist on every ship in the game. If you find that your opponent is approaching along one of your blind spots, it's generally a good idea to reposition yourself so that you have some possibility of landing a hit on the other player. Weapons that fire in a wide spread or automatically home in on their target almost totally negate the presence of blind spots.



Braking

(http://i211.photobucket.com/albums/bb278/SunBloom/Basics_Braking.gif)

The above header is a bit misleading here; there are no actual brakes in Star Control. If you want to bring your ship to a stop, turn your ship exactly 180 degrees from the direction you're moving in and apply just enough thrust to negate your inertia. Due to differences in acceleration, top speed and ship mass, you'll find that the various warships each require a different amount of thrust to bring themselves to a stop.



Flanking

(http://i211.photobucket.com/albums/bb278/SunBloom/Basics_Flanking.gif)

Flanking is a tactic in which an attacker maneuvers around their opponent's front and strikes them from the side or back where they cannot retaliate effectively. When piloting a fast and agile craft such as the Arilou Skiff, this the only way to fight. In some situations, a flanking ship can use an enemy's blind spot to help close the distance without being shot at.



Pillboxing

(http://i211.photobucket.com/albums/bb278/SunBloom/Basics_Pillboxing.gif)

For vehicles with fast turning speed, Pillboxing is the best answer to a flanking adversary. To pillbox, simply bring your ship to a halt and then rotate in place so as to lead your opponent with your guns. A stationary craft is extremely difficult to flank, for if it is not travelling in any direction then there is no obvious opening to rush in from.



Asteroids

(http://i211.photobucket.com/albums/bb278/SunBloom/Basics_Asteroids.gif)

Asteroids are a minor factor, but never to the point where you can totally disregard their presence. Crashing into an asteroid inflicts no damage, but will bounce your ship away from it. Asteroids exist in Star Control melee to add a random element to combat. It is unusual for a player to win or lose a bout because of an asteroid, but it does happen. Situations where one can actively capitalize upon an asteroid are rare, but here's one tactic you can use:



Covered Charge

(http://i211.photobucket.com/albums/bb278/SunBloom/Basics_CoveredCharge.gif)

This is a fun one. If you happen to notice an asteroid directly approaching the enemy ship and you're close enough to it, you can hide behind the obstacle and advance under its shadow. An asteroid can only absorb one good shot, but sometimes one deflected shot is a huge advantage. This is a tricky and highly situational technique that you won't get to perform very often, but there's satisfaction in using a stray space rock to win.



The Planet

(http://i211.photobucket.com/albums/bb278/SunBloom/Basics_Planet.gif)

Behold the planet. The overlay you see around it shows the area upon which a planet exerts its gravitational pull. The approximate distance that this area extends across is three times the planet's diameter starting from the planet's outer edge. When your ship's center of mass crosses into this boundary, the effects of gravity begin to slowly drag your ship inward. A direct collision with the planet will kill either one fourth of your current crew, or a single crew member if your vessel has very few staff aboard.



Gravity Whip

(http://i211.photobucket.com/albums/bb278/SunBloom/Basics_GravWhip.gif)

The above figure demonstrates the ever popular Leyland Gravity Whip, a handy trick that will significantly boost the speed of most spacecraft. To perform this maneuver, accelerate straight through the planet's gravitational field. Once you've left the planet's immediate vicinity, stop accelerating. Using thrust beyond the planet's area of effect will rapidly bring your vessel back down to its default speed. Due to this limitation, a gravity whip can only be used to travel in a straight line. This maneuver has a wide range of applications within melee. The most obvious use of the gravity whip is to send spaceborne artillery such as the Earthling or Mycon careening so that they become much more difficult to engage up close.



Orbiting

(http://i211.photobucket.com/albums/bb278/SunBloom/Basics_Orbit.gif)

Orbiting is a defensive technique with some similarities to pillboxing that allows the player using it to escape by gravity whip at any time, in any direction they want. As you can see from the diagram, orbiting involves placing your vessel in the planet's gravitational field in such a way that you automatically revolve around it. Lots of players seem to have trouble with this, but it's actually fairly easy to do. Remember how to brake? Simply repeat that procedure in close proximity to the planet. As you grind to a halt, your ship will begin to circle the planet on its own. You can adjust your orbit by accelerating very slightly in a given direction, and may need to do so to avoid colliding with the planet itself.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Cedric6014 on December 17, 2007, 06:10:03 am
Shiver that is quite beautiful


Title: Re: Player-Versus-Player Strategy Guide
Post by: meep-eep on December 17, 2007, 10:38:16 am
Nicely done, so far.

A few comments.

"The approximate distance that this area extends across is three times the planet's diameter."
This is a bit confusing; if not for the image, I would think that this is three times the planet's diameter, counting from the centre of the planet, instead of three times beyond the planet's surface.

As for finding the planet, moving diagonally may increase the chance of you finding the planet without adjusting your direction, but it will also lengthen the time that it takes to make one round trip. And you may still miss the planet altogether, as the screen isn't always zoomed out all the way. The main advantage of moving diagonally, as I see it, is that you "sweep" with the diagonal of your screen, instead of with a (shorter) side.



Title: Re: Player-Versus-Player Strategy Guide
Post by: Elvish Pillager on December 17, 2007, 12:20:52 pm
I like it. It covers a lot of the details that you pick up with a lot of practice in a relatively simple way.

I'd add, about gravity whips, "Ships with lower acceleration should may want to travel in a curved path around the planet, so as to maximize the time spent in its influence" - with an illustration of, say, a Chenjesu doing a gravity whip on the same panel as the Yehat. Also, it would be useful to show the planet-influence-circle there.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on December 17, 2007, 07:20:05 pm
Quote from: Meep-Eep
"The approximate distance that this area extends across is three times the planet's diameter."
This is a bit confusing; if not for the image, I would think that this is three times the planet's diameter, counting from the centre of the planet, instead of three times beyond the planet's surface.

The distance is 3.5 from the planet's center, or 3 from the surface. I tested this out. Ledmeister's guide says almost 4 planet diameter lengths, but he's wrong as far as I can tell. Adjusting that paragraph now for clarity.


Quote from: Meep-Eep
As for finding the planet, moving diagonally may increase the chance of you finding the planet without adjusting your direction, but it will also lengthen the time that it takes to make one round trip. And you may still miss the planet altogether, as the screen isn't always zoomed out all the way. The main advantage of moving diagonally, as I see it, is that you "sweep" with the diagonal of your screen, instead of with a (shorter) side.

Good point, except a person's opponent will be dancing around the screen as well, changing the camera's orientation. It would be very hard for a diagonal path to miss the planet over and over given this. I'll have to see about changing that section later.


Quote from: Elvish Pillager
I'd add, about gravity whips, "Ships with lower acceleration should may want to travel in a curved path around the planet, so as to maximize the time spent in its influence" - with an illustration of, say, a Chenjesu doing a gravity whip on the same panel as the Yehat. Also, it would be useful to show the planet-influence-circle there.

A curved gravity whip using a slow ship? Never even heard of that one. I think I'll snake that in there at some point. The Fundamentals page I had planned isn't quite done yet, I still need to cover countering and starter picks.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Elvish Pillager on December 17, 2007, 09:29:43 pm
Well, in general terms, the way to get the most time in the planet's circle for a gravity whip is to go as close to moving from the point where you enter the planet's circle to the point opposite that as is practical. That means cutting it close with the planet, preferably moving in somewhat of an arc around it. Ships with high acceleration, though, don't need to do that to get to max gravwhip speed.

Come to think of it, I'd also mention the idea of gravity whipping in a direct vertical or horizontal direction in order to come to the planet again soon, allowing you to change course or, in the case of very low-acceleration ships, get another go at the gravity whip to get up to the real maximum speed. (Diagonal might work too, but it'd be a lot harder to line it up so that you come near the planet without hitting it.)


Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on December 18, 2007, 12:42:14 am
I've updated Fundamentals with three new sections at the top. "Planet Seeking" has been removed as it wasn't really that accurate.


Well, in general terms, the way to get the most time in the planet's circle for a gravity whip is to go as close to moving from the point where you enter the planet's circle to the point opposite that as is practical. That means cutting it close with the planet, preferably moving in somewhat of an arc around it. Ships with high acceleration, though, don't need to do that to get to max gravwhip speed.

Come to think of it, I'd also mention the idea of gravity whipping in a direct vertical or horizontal direction in order to come to the planet again soon, allowing you to change course or, in the case of very low-acceleration ships, get another go at the gravity whip to get up to the real maximum speed. (Diagonal might work too, but it'd be a lot harder to line it up so that you come near the planet without hitting it.)

Most of that information is useful, but also very particular. There are many variations on gravity whipping and orbiting but it would be difficult to explain all of them to a new player. I've already said this to EP in the chat room and he seemed to agree. I'm responding again in the thread so that people aren't confused when I don't bother to add any of his suggestions above.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Gekko on December 21, 2007, 01:13:45 pm
I only started playing UGM this autumn, but I have already played the game very much on PvP too. I'd like to add one thing:

Planet rushing (Got better name ideas?):

When playing a ship which requires to be close to enemy vessel in order to attack efficently (Zoq-Fot-Pik, Umgah etc.), one tactic is to stay in the  gravitation area of the planet, orbiting it very fast, making you very hard target to hit. When the enemy is near, bounce off the gravitation field and get to close ranged combat.

Pretty obvious, but it wasn't included yet.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on December 21, 2007, 09:43:26 pm
I only started playing UGM this autumn, but I have already played the game very much on PvP too. I'd like to add one thing:

Planet rushing (Got better name ideas?):

When playing a ship which requires to be close to enemy vessel in order to attack efficently (Zoq-Fot-Pik, Umgah etc.), one tactic is to stay in the  gravitation area of the planet, orbiting it very fast, making you very hard target to hit. When the enemy is near, bounce off the gravitation field and get to close ranged combat.

Pretty obvious, but it wasn't included yet.

That's a variation of orbiting. If a player knows how to orbit, it isn't too difficult to figure out a few extra nuances of the same technique.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on December 22, 2007, 12:05:09 am
The Androsynth Guardian

(http://i211.photobucket.com/albums/bb278/SunBloom/Androsynth_01.gif)

Androsynth is versatile and deadly enough to put up a decent fight against almost every ship in Star Control. It is also easily the most overpowered ship in the game when considering its low point value of 15. Androsynth is not the most effective combatant, but anything that can outperform it costs quite a bit more. You should always have one of these in your fleet for the purpose of getting the most bang for your buck.



Primary Function: Acid Bubbles

(http://i211.photobucket.com/albums/bb278/SunBloom/Androsynth_02.gif)

These adorable little hazards move slowly and erratically in the general direction of the enemy, inflicting two damage each on contact. Acid bubbles are insignificant by themselves, but quite lethal as a large cloud. While these aren't used as often as the ship's comet form, there are a few enemies which warrant a technique known as the "bubble bath". To perform a bubble bath, spam the bubble weapon whenever your opponent draws near and maneuver around to keep the bubbles between them and yourself. You would be surprised how many different ships are unable to break past this defense. Unfortunately, bubble bathing is also considered foul play in many situations because of its tendency to create long, boring stalemates. With that in mind, the bubble bath is best used against very fast opponents that can easily avoid the Androsynth's comet form.



Secondary Function: Comet Form

(http://i211.photobucket.com/albums/bb278/SunBloom/Androsynth_03.gif)

The Androsynth can compact into a tight little ball and launch itself like a battering ram at enemy craft. As questionable as that sounds, it's amazingly effective against a wide range of different enemy craft. A single bump against an enemy ship counts for three damage, but the comet will often crash against its victim's hull multiple times before bouncing off in another direction. Occasionally the Androsynth can even wedge itself into its opponent, destroying them almost instantly. The comet form can also be used when your battery is low to make a quick leap away from imminent danger. The turning rate of the comet is rather poor, so whenever you fly past or bounce off a target do not attempt to turn around for another attack run until you've bypassed them by a reasonable distance. Attempting to turn back around in close proximity to your opponent is a great way to get yourself shot up.



Ship-to-Ship Comparisons


[Androsynth]

Outlook: As with all mirror matches, the ship which arrives with full crew has a slight upper hand that will usually result in a win.

Tactics: Both weapons are effective here, although decisive damage to you and your opponent will likely come from head-on comet bashing. If you're mirroring your opponent and their ship has already sustained damage, you want this to occur as much as possible. This will inflict mutual damage, eventually destroying the other ship. On the other hand, if you're the one going into this fight at a disadvantage then it's best to avoid a frontal collision and instead carry out guerilla warfare using bubbles. In either case, it's good to force the other player to deplete their battery while conserving yours. If you find yourself with a full battery and the other player is drained, comet charge them and get in as much damage as possible. When placed in this position yourself, evade the other player using quick, low energy comet bursts.



[Arilou]

Outlook: Good. Androsynth should win, but it isn't a sure thing.

Tactics: Maintain a bubble bath to the best of your ability. Arilou can only withstand three bubbles total and may sometimes teleport directly into them. The Arilou doesn't have enough top speed to catch you very often. Don't use your comet form except as a low battery escape mechanism to make a quick hop from one side of your bubble cloud to the other.



[Chenjesu]

Outlook: Uncertain. The match is fairly even between equally skilled players, with results varying quite a bit.

Tactics: Hurl yourself at the Chenjesu, but do not attempt to ram its front. The sides and back of your opponent are much more vulnerable. When the comet form uses up most of your battery power, get far away from the Chenjesu so you may recover energy in relative peace. If Chenjesu performs a gravity whip, stop trying to bash them with your comet and instead drop a full load of acid bubbles directly into their flight path. This will either destroy them or force them to abandon their gravity whip.



[Chmmr]

Outlook: Bad. This is Chmmr's fight, but there is a slight chance that you will destroy them with a lucky wedge.

Tactics: Try to wedge your comet form in the space between the Chmmr's bow and wing. If you don't achieve a perfect wedge, you won't deal damage fast enough to bring the Chmmr down before it kills you. A smart Chmmr will move directly away from you and maneuver around so as to make it very difficult to approach them without walking into their terawatt laser. If possible, move your ship around so that you aren't chasing directly after Chmmr when you activate your comet form.



[Druuge]

Outlook: Good. The Androsynth's comet form is too small of a target for the Druuge's cannon to hit reliably.

Tactics: Launch yourself at the Druuge and do your best to keep between its firing arcs. Do not turn away the first time it fires at you. You want to force Druuge to throw itself backwards hard with its cannon's recoil, which takes 3-5 shots. Once it is travelling fast enough, reverse direction and attempt to ram it as it sails in from the opposite direction. Never stay in the Druuge's firing line for more than an instant. This should be an easy fight if you play it correctly.



[Earthling]

Outlook: Excellent. Androsynth should win, but the amount of crew it will survive with varies by quite a bit.

Tactics: Go into comet form immediately and run the Earthling down. Missiles are fairly easy to dodge past and the point defense laser simply doesn't hit hard enough to stop you unless you bumble within the Earthling's range for an extended period without hitting them. If the Earthling manages to reach the planet and perform a gravity whip, the fight will become much more difficult so try to kill it before it gets there.



[Ilwrath]

Outlook: Good. These two ships fight on an even playing field, or at least they would if Androsynth didn't have a chance of instantly destroying Ilwrath with a wedge every time it collides with any part of the Ilwrath's front. That skews things often enough to call this Androsynth's match.

Tactics: A cloaked Ilwrath can avoid acid bubbles indefinitely so you'll have to kill it with the comet form. Whether you win or lose comes down entirely to how well you can aim and control the comet. Wedging into the gap in either of the Ilwrath's wings will destroy them instantly, but that is easier said than done. Try not to fly directly into the Ilwrath's fire spout.



[Kohr-Ah]

Outlook: Terrible. You're screwed, but it's not unheard of to squeeze out a win here.

Tactics: If the Kohr-Ah sets up a wall of blades around themself, force them to move out of their defensive perimeter with acid bubbles. Otherwise just charge straight at the Kohr-Ah in comet form. Kohr-Ah's flamewall can put you out of commission very fast, so try and fake them out by veering away before you collide with their hull. Only when the Kohr-Ah empties its battery is it truly vulnerable, and at that point you definitely want to try and crash into one of their sides. Kohr-Ah players will be expecting you to perform feints, so hitting them straight on might sometimes work. Watch out for stray blades.



[Melnorme]

Outlook: Good. Androsynth's small outline in comet form works to your advantage here.

Tactics: You want to be as aggressive with your comet as possible whenever the Melnorme is not carrying a full red charge. If it is, play more conservatively and try to find a good opening. You can harass Melnorme with acid bubbles until it loses its red charge to a stray asteroid, but that shouldn't be necessary.



[Mmrnmhrm]

Outlook: Uncertain. The odds are pretty much 50/50 here. It's a very fun and dynamic fight, so do yourself a favor and give this match a whirl.

Tactics: You can force a pillboxing Mmrnmhrm in X form to move from its defensive position by dropping acid bubbles outside of its range. For the most part though, you'll be using comet form to ram them to death while they do their best to rip you apart with their laser lance at close range. If Mmrnmhrm makes the mistake of switching to Y form in close proximity to you, attack immediately. Mmrnmhrm Y form has a slow recharge rate and it is often possible for you to close the gap and bash the other ship before it has the energy to shift back to X form.



[Mycon]

Outlook: Uncertain. This is a tricky fight from both sides.

Tactics: Charge Mycon right from the onset. If it makes it to a planet before you ram it to death, you're very likely not going to win. Never ram Mycon's front unless it's running on an empty battery. If you can lead one of the plasmoids it fires at you back into the ship itself, that will make the fight much easier.



[Orz]

Outlook: Excellent. This match is so one-sided it's considered the definitive textbook example of one ship destroying another more expensive one.

Tactics: Seek and destroy with your comet form. It's really that easy. Orz isn't fast enough to avoid you unless it gravity whips, and even that doesn't do much to turn the fight around. Orz marines die if they touch your comet form and the Orz cannon isn't accurate or powerful enough to stop you. Be aggressive; an indecisive Androsynth is less difficult for Orz to stand up to.



[Pkunk]

Outlook: Uncertain. Assuming the Pkunk never revives after its first destruction, you've got the upper hand. But even one revive is enough for a skilled Pkunk pilot to become a serious threat.

Tactics: Maintain a bubble bath as best as you can. Don't use your comet form except as a low battery escape mechanism to make a quick hop from one side of your bubble cloud to the other.



[Shofixti]

Outlook: Good. Androsynth will virtually never be killed by Shofixti. It also has a decent chance of walking away from a Shofixti suicide charge unscathed.

Tactics: Stay as far away from the planet as possible. If the Shofixti gravity whips, move clear out of its path. When Shofixti closes in on you using its default speed, drop some bubbles and move away. If you're feeling daring, comet at the Shofixti and turn away just as you enter its Glory Device radius -- if you do this right, your opponent will detonate without damaging you very much.



[Slylandro]

Outlook: Bad. Sorry buddy, you're going to lose unless the other player slips up. Slylandro is well designed to pick Androsynth apart.

Tactics: Bubble bath and hope you get lucky. Consider making a surprise attack on the other player with comet form; it's not really a good idea, but you're probably not going to win anyway and you might catch them by surprise.



[Spathi]

Outlook: Excellent. The Spathi's weapons prove clumsy and ineffective against a blazing comet and the ship itself isn't fast enough to keep away from an attacking Androsynth. Spathi's bizarre shape is very easy to wedge a comet into, which often proves fatal.

Tactics: Turn on your comet form and go after the Spathi. As you get close, you'll have to dodge some torpedoes and the Spathi is probably going to prance around a lot to make themself difficult to hit. Despite this, Spathi is a wide and vulnerable target which you will find quite easy to collide with.



[Supox]

Outlook: Excellent. Androsynth is fast and powerful enough to overwhelm Supox.

Tactics: Once again, take the direct approach. Avoid the Supox's shots when possible, but don't be shy about attacking.



[Syreen]

Outlook: Uncertain. This match favors Androsynth, but when Syreen wins it usually comes out stronger due to crew stealing. Avoid it unless you have no viable alternative.

Tactics: If you see the Syreen orbiting the planet, dump bubbles at them from a distance until they are forced to abandon the area in favor of open space. You do not want to attempt a comet charge against a Syreen next to a planet. No self-respecting Syreen is going to follow you into a bubble trap, so you'll have to use the comet. I hope your aim is good! Once the Syreen is destroyed, pick up your stray crew members from space to the best of your ability.



[Thraddash]

Outlook: Uncertain. This match is so slowly paced that it will bore you to tears. Avoid it unless you have no viable alternative.

Tactics: Stall the Thraddash with bubble clouds, but try and get the drop on them with your comet form every so often. The Thraddash's flame trail can kill Androsynth very quickly, but if you ram into Thraddash straight from the front there's not much danger of falling into this. You will lose this fight if you aren't patient.



[Umgah]

Outlook: Excellent. Umgah can't stand up to Androsynth's acid bubbles.

Tactics: Umgah's cone and backwards zip ability are not friendly to your comet form, so don't stick your neck out. The answer is "bubble bath".



[Ur-Quan]

Outlook: Good. Ur-Quan is powerful, but clumsy. If you're a good enough pilot you should have this in the bag.

Tactics: Turn on your comet form and attempt to flank the Ur-Quan. You'll find after some practice that this is actually not all that difficult to do. Whenever you see fighters, break off your attack immediately and get to a safe place. Acid bubbles are decent at killing fighter craft, but even that isn't really necessary. Ur-Quan fighters crash into asteroids and expire in space often enough that simply avoiding them will slowly wear the Ur-Quan down. Do not attempt to ram an Ur-Quan that is traveling on a gravity whip speed boost. Drop acid bubbles in its flight path to force it to abandon the gravity whip, then resume comet charging as normal.



[Utwig]

Outlook: Uncertain. This is another slugfest which can go either way.

Tactics: No Utwig player is going to chase you, so a bubble bath isn't an option. You'll have to ram them and hope for the best. It's possible to wear the Utwig down if your aim with the comet form is precise. There's also a faint possibility of achieving a wedge, but don't depend on that.



[VUX]

Outlook: Good. VUX limpets have no effect on Androsynth's comet form, leaving the VUX with very little leverage against a superior craft.

Tactics: You're probably skittish around VUX limpets, but in this case it's perfectly safe to run into them. If you can avoid incoming limpets then that's great, but never let them stop you from ramming the VUX in the sides or back. Even the VUX's front is a viable route of attack if its battery is low enough.



[Yehat]

Outlook: Bad. Yehat's spammable shield makes it well-suited for destroying Androsynth.

Tactics: There's no nice way to do this. The Yehat's shield makes it virtually immune to bubbles. Ramming the Yehat from the sides or back will easily be negated as well. You're going to have to hit them head on and hope for a lucky wedge. After crashing into their front, you have an opportunity to bump the Yehat's sides or back for a little extra damage after they've unloaded their battery on you.



[Zoq-Fot-Pik]

Outlook: Excellent. Zoq-Fot-Pik's weapon systems are hopelessly ineffective against Androsynth.

Tactics: Comet charge at them, but make sure you never hit the front of the Zoq-Fot-Pik square in the center. Their tongue weapon inflicts tremendous damage, but is too narrow to catch you. The Zoq-Fot-Pik scattergun can definitely hit you, but its damage is laughable.




Ideal Purpose

If your opponent has an Orz in their fleet, hold your Androsynth in reserve until given the opportunity to counter and destroy it. That Orz will do horrible things to you if you deploy your Androsynth prematurely. When faced with an opponent that has no Orz, think of your Androsynth as a "spare" that can be used to take out almost anything which you have no specific counter to use against.



Reprisal

If you absolutely, positively have to crush an Androsynth into scrap metal right this instant then use Kohr-Ah. But before you do that you should consider your less expensive alternatives. If the other player's Androsynth is damaged all the way down to half its crew capacity or less, Ilwrath is a more economical solution. Slylandro is also an effective Androsynth killer regardless of the target's crew, but you'll need good reflexes for that.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Elvish Pillager on December 22, 2007, 01:46:07 am
For Androsynth vs Chmmr, I'd advise to fly around the enemy and tear up its zap-sats rather than go for the unlikely wedge.

For Androsynth vs VUX, the fact is that the limpets have no effect whatsoever on the comet form. I'd say something like: "It's impossible to do damage to the VUX without taking on limpets, but that isn't terrible for the Androsynth since its comet form is unaffected. After being disabled by the first limpet, additional limpets will have hardly any effect even on the normal form."


Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on December 22, 2007, 02:00:55 am
Quote from: Elvish Pillager
For Androsynth vs Chmmr, I'd advise to fly around the enemy and tear up its zap-sats rather than go for the unlikely wedge.

Unless you can remove all three satellites, this seems like a bad idea. We'll have to test that out later and see how it goes.


Quote from: Elvish Pillager
For Androsynth vs VUX, the fact is that the limpets have no effect whatsoever on the comet form. I'd say something like: "It's impossible to do damage to the VUX without taking on limpets, but that isn't terrible for the Androsynth since its comet form is unaffected. After being disabled by the first limpet, additional limpets will have hardly any effect even on the normal form."

Oh, thanks. I've fixed that part now.


Title: Re: Player-Versus-Player Strategy Guide
Post by: countchocula86 on December 22, 2007, 10:55:33 pm
Wow Shiver, this is just plain amazing!!! Cant wait to see more installments!


Title: Re: Player-Versus-Player Strategy Guide
Post by: Gekko on December 22, 2007, 11:17:02 pm
Really nice stuff! It is fun to read that and notice how much I have played with it or how much I have played differently. Keep up the good work!


Title: Re: Player-Versus-Player Strategy Guide
Post by: Tiberian on December 23, 2007, 08:21:16 am
Supox can actually evade the blazer form by using the special correctly. I have succeeded in it a few times and if the Guardian captain doesn't get lucky, Supox will win then.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Elvish Pillager on December 23, 2007, 01:12:48 pm
"a few times" does not a reliable strategy make.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Tiberian on December 23, 2007, 07:00:47 pm
It means that the Androsynth Guardian does not overwhelm the Supox Blade. By using the best available strategy, the Supox captain can make it into a match and at least take some Androsynth crew down with him.

Incapable Guardian captain will definitely lose to a capable Blade captain.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on December 23, 2007, 09:29:31 pm
I've seen Earthling kill Androsynth before too. Doesn't mean the match isn't one-sided. At best, the Androsynth vs Supox fight odds could be bumped down from "Excellent" to "Good", although I'm inclined to leave it as it is.

Quote
Incapable Guardian captain will definitely lose to a capable Blade captain.

This is a meaningless barometer. I've listed the fight outlooks as if both players are skilled at the game.


Title: Re: Player-Versus-Player Strategy Guide
Post by: countchocula86 on December 23, 2007, 11:56:57 pm
I always get the feeling that the Supox's special has so much potential if you can just use it well.


Also, I think Shiver's guide is more for the basic fundamentals, so even though an ace pilot could do things that are normally very black/white, the guide is based on the averages.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Insaniac99 on December 29, 2007, 04:25:17 am
I registered just to say how much I enjoy this topic, I look forward to the rest of it.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on January 04, 2008, 07:26:20 am
My next post breaks the 20,000 character limit so I'm gonna have to split it up into two parts. There will probably be a lot of this going on from here on out.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on January 04, 2008, 07:30:04 am
The Arilou Skiff

(http://i211.photobucket.com/albums/bb278/SunBloom/Arilou_01.gif)

Being the first of several ships designed for flanking, the Arilou is built around the premise of being able to pick apart its enemies without taking any damage in return. With only six crew members, this craft does not allow its pilot any room for error. While the Arilou is sometimes useful, it does not live up to its 16 point price tag. The ship's maximum velocity is not high enough for it to flank most opponents the conventional way, so Arilou pilots must instead rely heavily upon a frustratingly random teleportation ability to get into attack position.



Primary Function: Auto-Aiming Laser

(http://i211.photobucket.com/albums/bb278/SunBloom/Arilou_02.gif)

Not much to say here. It's a short range laser that is always pointed at your opponent. When you unload on another vessel with this weapon, make sure you do not exhaust your battery entirely. You'll need a small amount of energy in case an emergency teleport becomes necessary.


Secondary Function: Teleport

(http://i211.photobucket.com/albums/bb278/SunBloom/Arilou_03.gif)

For only three points of energy, the Arilou may instantly teleport to a random location within the arena. This ability is most frequently used as an escape mechanism but it also has offensive potential. To teleport offensively, use the secondary function repeatedly until your ship appears close to your opponent at an angle they are not able to stop you from flanking them. Between each teleport you should wait for your battery to recharge so that you are at your maximum capacity when the moment to strike finally presents itself. This technique is known as "chain teleportation". It is irritating, yet effective against a range of different enemy ships.

Teleportation has a catch to it: There is a miniscule chance of the Arilou spawning inside an asteroid or planet, destroying it instantly. The more you use Arilou, the more you will learn to hate this flaw in the ship's design.



Bonus Feature: Inertial Nullifier

(http://i211.photobucket.com/albums/bb278/SunBloom/Arilou_04.gif)

Arilou is the only ship in the game which does not continue to coast in a direction after it turns off its thrusters, allowing it to come to a full stop in an instant. Arilou is also not affected by the planet's gravity, nor the Chmmr's tractor beam.



Ship-to-Ship Comparisons


[Androsynth]

Outlook: Bad. Arilou is not fast enough to catch a bubble bathing Androsynth off guard very often and will collapse quickly after contact with a few acid bubbles.

Tactics: Do the best you can to fly in close and zap at the Androsynth. You will probably have to teleport to escape the mess of bubbles following you after a successful attack run. If the Androsynth uses their comet form, nip at them for a split second with your laser and then teleport away before they make contact with you. Do not chain teleport, for this will more likely drop you into a cloud of acid bubbles than any position you can attack from safely.



[Arilou]

Outlook: As with all mirror matches, the ship which arrives with full crew has a slight upper hand that will usually result in a win.

Tactics: There is no strategy to this fight whatsoever. Fly at them and turn on your beam just as you get in range. If you have more crew, you should win. If not, accept the inevitable.



[Chenjesu]

Outlook: Terrible. If Chenjesu gravity whips, there's really nothing Arilou can do to hurt it.

Tactics: Chenjesu has vulnerable areas behind its back that Arilou can attack without being hit by shrapnel from photon shard detonations. These weak spots are both at an angle -- shrapnel travels in a straight line directly behind the Chenjesu so you don't want to be lined up with it perfectly. All that said, you're not going to beat Chenjesu if the other player has the sense to seek out the planet and perform a gravity whip. Once it does this, you will be unable to attack the Chenjesu's vulnerable points as it sails at a high speed. With that in mind, the best thing to do is rush the Chenjesu as quickly as you can and hurt it before it gets to the planet.



[Chmmr]

Outlook: Terrible. There is no way to win this match, do not even try.

Tactics: Attack the Chmmr from a blind spot if possible. You might get off a few points of damage before being shredded into atoms.



[Druuge]

Outlook: Good. Druuge can kill Arilou in one shot, but landing a hit is quite difficult for them.

Tactics: Arilou doesn't have enough top speed to catch Druuge off guard so the only thing to do is chain teleport until you land next to it and attack from there. If you appear anywhere in front of the Druuge, teleport again immediately. The Druuge's cannon slugs travel too fast to dodge unless you are very far away.



[Earthling]

Outlook: Good. Arilou is agile enough to evade the Earthling's missiles and shred its target apart. Unfortunately, a single missile hit virtually guarantees Arilou's defeat.

Tactics: The thing that will make you lose most frequently in this match are missiles that whirl around after missing you the first time and surprise your Arilou from off-camera on a second pass. Missiles can also crash into Arilou as they come out of a bad teleport, so be prepared to teleport multiple times to escape a bad situation. I recommend chain teleporting until you find a suitable position to attack from. You want to be appear in the direction they are drifting towards. If the Earthling is pillboxing, landing close to them from any direction should be sufficient. Once you've got good positioning, you will have to sidestep a missile or two as you move in on your target. Unload most of your battery with your laser at close range and teleport to escape. You have vastly superior firepower to the Earthling's point-defense laser, but they will whittle you down to nothing if you dawdle around next to them with a depleted battery. Your laser also has a slightly longer range than theirs so it's technically possible to take down Earthling without sustaining any damage at all.



[Ilwrath]

Outlook: Bad. Arilou's beam has a miniscule range advantage over the Ilwrath flamethrower, but the Ilwrath's cloaking device prevents the Arilou laser from auto-aiming. This allows Ilwrath to give Arilou a very hard time.

Tactics: The Ilwrath is probably going to stay cloaked most of the time to screw with you. You'll have to move in and point at them manually if they refuse to uncloak. Additionally, Ilwrath's flame thrower will often block your beam from hitting its mark. Flying straight at the Ilwrath's position and turning on your laser will generally result in a very quick death, so don't be reckless. Play conservatively and be sure to let your battery recharge completely between attack runs. This match can be won, but it doesn't allow you any room for mistakes.



[Kohr-Ah]

Outlook: Bad. The Kohr-Ah's defenses aren't perfect against Arilou, but Arilou's low damage threshold dooms them to crash into a flame burst or spinning blade eventually.

Tactics: There are three ways the Kohr-Ah can play this...

1) Remain stationary behind a wall of blades.
2) Run away constantly while firing back at you.
3) Careen wildly off an extended gravity whip.

If the Kohr-Ah remains stationary behind a wall of blades, move in reasonably close to it and wait for the blades to drift after you. A gap will appear in the blade wall and you will be able to attack with impunity. Be prepared to veer off and avoid a flame wave or two. Once the Kohr-Ah has drained their battery power, tear into their hull. You will most likely have to teleport to escape them at some point.

When the Kohr-Ah is flying away from you at their default speed, chain teleport until you can approach them from the direction they are traveling in and attack. Watch out for flame waves and stray blades as usual. If you can fake out the Kohr-Ah into wasting their flame waves and remain in their immediate vicinity, that will give you a perfect opportunity to unload your laser on them.

A Kohr-Ah on a gravity whip must be attacked from the front. They are faster than you in this state, so line yourself up with the direction they are careening in and fly away from them on this pathway. As they draw near you should nip them with your laser for only a split second before teleporting away. They will definitely run you over with their flame wave if you stick around for very long. Expect to have to evade a few stray blades as you do this.



[Melnorme]

Outlook: Uncertain. Both ships are quite capable of tearing the other apart.

Tactics: If the Melnorme pillboxes, chain teleport until you land next to it and rip it apart. You can circle Melnorme faster than it can turn, so once you appear close to it the fight is pretty much over. Unfortunately, most players aren't going to stay put and let you do this. If the Melnorme performs a gravity whip, they'll be travelling too fast for chain teleportation to be of much use. You'll have to line yourself up with the direction they're traveling, fly into them and then blast away as you pass along either their left or right side. If you can approach them from a blind spot they won't be able to hit you until you reach striking distance. Even when this attack is executed perfectly, the Melnorme will probably hit you if they guess which side you decide to fly past and spam their energy bolts in that direction. Given the danger of this situation, you need to blitz the Melnorme as fast as possible before it reaches the planet.



[Mmrnmhrm]

Outlook: Bad. The Mmrnmhrm X-Form possesses a weapon which can wipe out Arilou in the blink of an eye, whereas Arilou must make several successful strikes to defeat Mmrnhrm.

Tactics: If the Mmrnmhrm pillboxes, chain teleport until you appear behind them and attack from there. You will have to teleport to escape them after a successful strike. It takes forever, but you'll almost definitely win. Smart Mmrnhrm pilots will enter X-Form while traveling at Y-Form speed in a straight line, however, making them much more difficult to defeat. You will have to sneak by either their left or right side and blast them as they pass by. Also consider juking to one side, then attacking the Mmrnmhrm straight from the front. This is most effective when your opponent has become conditioned to guessing which side you'll attack from.



[Mycon]

Outlook: Excellent. Mycon is helpless against Arilou.

Tactics: This fight is so mindlessly easy that I shouldn't have to write anything at all here. However, if the Mycon performs a gravity whip before you can get to it then things become more complicated. You will need to move directly into the Mycon's path and fire on them as they approach. After damaging them a bit, teleport away so that they don't lob plasmoids into you. Do not let Mycon collide with Arilou when you do this. Plasmoids can still hurt you if they are fired as the Mycon is touching your ship, even if Mycon is sailing at ridiculous speeds while facing the direction it is traveling in. Watch the Mycon's battery and get in as much free damage as possible whenever its reserves are low.



[Orz]

Outlook: Bad. Orz's cannon is very dangerous to Arilou due to its ability to fire from the aft of the ship, respectable range and high projectile velocity.

Tactics: If Orz deploys marines, do the best you can to nip at them with your laser and avoid the Orz itself. Your laser does not target marines however, it always points at your opponent. You will have to maneuver around quite a bit to zap a marine, but it's worth the trouble. Take it slowly and carefully. Only when the arena is clear of marines should you begin chain teleporting to attack the enemy ship itself. A smart opponent will not deploy marines against you at all, in which case you should start teleporting immediately.

If you're not playing a tournament or you're already winning the net melee game at large, consider not attacking marines if you see them. Marine zapping is a highly obnoxious and time consuming activity, especially when the Orz pilot decides to screw with the camera by flipping back and forth across the screen edge to throw you off.



[Pkunk]

Outlook: Uncertain. Arilou has the advantage against a single Pkunk, but multiple incarnations will likely ravage Arilou.

Tactics: Fly away from the Pkunk and let it come to you. As it closes in, whirl around and attack them. Avoid the exact front of the Pkunk as best as you can; they will steamroll you for certain if you rush headlong into their front guns. Aside from that, most exchanges of ordinance will favor Arilou by quite a bit. After squaring off with Pkunk you should avoid taggling with them again until you have recovered your entire battery.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on January 04, 2008, 07:30:56 am
[Shofixti]

Outlook: Bad. This match is an awful teleportation mess that almost always ends with the Shofixti annihilating both ships by way of Glory Device.

Tactics: The other player is going to run away and shoot at you if you try to follow. You will have to fake the Shofixti out into killing itself. There are three cues that most players will wait for before they use the glory device. The first of these is if they see your ship in close proximity to theirs. The second is the sound effect of your weapon going off. The last cue is their ship's crew being killed. Try and trip up each of these (and not necessarily in order) and teleport away the instant you do. Because you must teleport into the other player's ship to meet any of these criteria in the first place, you're in for a long and frustrating fight that favors the Shofixti.



[Slylandro]

Outlook: Bad. Slylandro has a longer range than Arilou and is agile enough to avoid being hit by it. Arilou's laser boasts a higher rate of damage, but rarely will this weapon connect with its target.

Tactics: Be unpredictable. You want to somehow get close enough to hit the Slylandro. I recommend chain teleportation, but feel free to break away from this technique and try to get the drop on the Slylandro through more conventional means.



[Spathi]

Outlook: Terrible. Spathi is too fast and durable for Arilou to even hurt it very much. Also, don't actually play this match because it's the most boring crap ever.

Tactics: Chain teleport until you appear close to the Spathi and attack it as best as you can. Frustratingly, the Spathi will fly away from you before you can inflict more than a couple points of damage even when you land right next to it. Spathi's torpedo weapon will be the death of you if you try to chase it. In fact, those torpedos are probably going to take you out even if you do everything right.



[Supox]

Outlook: Good. Supox's weapon does not lend itself well to combat against Arilou.

Tactics: If the Supox pillboxes or flies around at its default speed, chain teleport until you appear on its side or back and blast away. It generally takes 2-3 successful strikes to wipe out a Supox. The Supox might also go on a gravity whip. If it does this, attack them head-on while traveling along a blind spot. Arilou has the upper hand in a direct firefight such as that. The Supox may use its reverse-thrust ability to break out of its gravity whip and get away from you, in which case you should teleport immediately to avoid being shot up.



[Syreen]

Outlook: Uncertain. The Syreen's song will drain Arilou of its crew easily, but its stupidshooter has a terrible rate of fire that makes it difficult for them to land a killing blow.

Tactics: Find the planet and bump it until you have 3 crew left. This allows you to survive a single direct hit from the Syreen stupidshooter, but when Syreen uses its song on you they won't be able to leech as many of your crew members. Beyond that, you want to get close and sting Syreen as hard as you can before teleporting away to recharge your battery. Approaching Syreen the conventional way is suicide so you'll have to either chain teleport or hide behind the back of the planet to force the Syreen to engage you in close orbit. Either way works.



[Thraddash]

Outlook: Good. Never actually play this match-up, it takes 5-15 minutes all by itself to finish.

Tactics: I don't know what control scheme you're using to play melee, but forget whatever buttons make you turn and accelerate. Under no circumstances should you touch those buttons. Instead, chain teleport and fire off your blaster whenever you land close to the Thraddash. No acceleration minimizes the chance of running into Thraddash afterburner exhaust. Conventional thrust is useless anyhow -- Thraddash moves significantly faster than you do with its afterburners on. The Thraddash blaster is hopelessly ineffective against your small craft, so all they can do is fly around with their afterburners on and hope you get killed by teleporting into a hazard. This fight is decided entirely by luck, but the odds favor you.



[Umgah]

Outlook: Good. Umgah's reverse jump ability can give the Arilou some difficulty, but once the Umgah's battery runs out the Arilou has an almost guaranteed win. The Umgah does not turn fast enough to stop a skilled Arilou from flanking it.

Tactics: Move in and attempt to flank the Umgah. As long as it has some battery energy left, the other player is going to try and mess with you. If they turn themselves away from you, it means they're going to try and reverse zip right into you. Don't try and dodge an offensive zip, just play it safe and teleport as soon as they start zipping. The Umgah will also zip to save itself from being flanked by you. The Umgah's energy does not recharge while its antimatter cone is active, so you want to get close and threaten the other player as quickly as possible after they perform a zip. An Umgah with an empty battery is no real danger to you at all, you will just have to get close to them and circle around until their antimatter cone is not blocking your laser. Even when Umgah has some energy left they can still be beaten, but the fight is tricky until you've drained them.



[Ur-Quan]

Outlook: Terrible. If the Ur-Quan performs a gravity whip, flanking it becomes virtually impossible.

Tactics: A pillboxing Ur-Quan is easy to get the drop on, but will dump fighters on you in a heartbeat. Those fighters are a huge liability to your opponent, however. Break off your attack when you see them and lead them into asteroids to chip away at the Ur-Quan's crew. Ur-Quan should lose to Arilou when it pillboxes. However, smart Ur-Quan players will gravity whip off the planet and make the fight exponentially more difficult for you. Just like with the Melnorme, you'll have to fly past one of their sides to hurt them. Unlike Melnorme, Ur-Quan has a massive amount of crew and will drop Arilou in one shot. Ouch. The best you can do is try to flank them while they search for the planet at the start of the match.



[Utwig]

Outlook: Terrible. Utwig turns very fast and has wide coverage with its weapons, making it almost impossible to flank. Even if you miraculously succeed at this, it will shield and shrug off your attack until it's ready to fire on you again.

Tactics: If Utwig pillboxes, chain teleport until you end up behind it. At that point you can fire on it, but it will probably block your attack. I recommend shooting for a split second, then not firing at all to put a dent in the Utwig's battery. You're screwed regardless. If Utwig decides to move around or gravity whip, try and flank it the old fashioned way. You still aren't going to win, but it's much easier to damage a moving Utwig.



[VUX]

Outlook: Good. Arilou is agile enough to approach VUX for its blind spots and avoid limpets. Arilou may still win if it picks up a limpet or two, for its mobility is not decreased by them as dramatically as most other spacecraft.

Tactics: This match is tricky, yet very fun. If the other player is using a VUX to attack your Arilou, teleport at the start of the match to negate any chance of their initial warp-in from damaging you. Beyond that, this fight comes down entirely to how well you can move up a VUX's blind spots and flank them. Your ship's outline is small and the VUX's weapon is a thin line, so these blind spots are rather large. Avoid limpets to the best of your ability as you fight, but do not obsess over never picking up a single one of them.



[Yehat]

Outlook: Bad. Yehat can be flanked to some degree, but its shields negate most of the damage an Arilou can dish out. Yehat can sustain a lot of punishment thanks to this, whereas Arilou falls apart quickly when hit.

Tactics: Flank Yehat as efficiently as possible. If Yehat gravity whips, you can actually hit them straight from the front without taking weapon damage due to the Yehat moving nearly as fast as their own projectiles. Just be sure you don't get close enough to touch the enemy ship or those shots will rip you apart.



[Zoq-Fot-Pik]

Outlook: Good. Arilou is small enough that Zoq-Fot-Pik's scattergun will not hit their mark very consistently.

Tactics: Assuming the Zoq-Fot-Pik player is smart enough to know not to chase you, you will have to chain teleport until you find a decent position to attack from. Once you have good positioning, move in and blast away. If you make every burst of your laser count from full battery to zero, you can destroy Zoq-Fok-Pik in one continuous stream. Even without such precision, you should still have no trouble winning.




Ideal Purpose

Definitely use Arilou to take down Mycon. If the other player has no Mycon, deploy Arilou against any of the other ships it's effective against. Because most players are sharp enough to know not to use Mycon, this ship is generally not worth its cost. However, it can be if you're up against a player who underestimates the value of cheapo ships. An opponent without Shofixti or Ilwrath will be forced to send something valuable to counter your Arilou after it scores a kill.



Reprisal

If the Arilou you've got your sights on has half crew or less remaining, bring in a Zoq-Fot-Pik. Landing three hits with the scattergun is not difficult to do. Defeating Arilou with Zoq-Fot-Pik will put the other player at a rather painful score disadvantage. Shofixti or Ilwrath are better choices against an unscathed Arilou. You can also use Androsynth, Slylandro, Mmrnmhrm or Spathi if none of the cheapo ships are available to you, although none of these are ideal due to their higher cost.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Resh Aleph on January 05, 2008, 12:09:11 pm
Very nicely done! I really like the illustrations, too. :)

I'm curious about all those edits. Did you change anything important? I'm not going to read the whole thing again. :P

Also, I'm really interested in what other veteran players think. *pokes the other veteran players*


Title: Re: Player-Versus-Player Strategy Guide
Post by: Tiberian on January 05, 2008, 12:59:51 pm
I don't use neither Androsynth nor Arilou so I can't comment on those, but I'd say the Supox can take the Arilou down even though it is an even match-up. The best strategy is to hang around the planet's orbit, so the Arilou has a smaller chance of a successfull teleport. Then, when the Arilou is in sight, shoot one burst and reverse-thrust back behind the planet or if it's not possible, into deep space. And when in deep space, the Arilou starts chain-teleporting, and then there is time to get back into orbit.

Sometimes in that situation I have seen the Arilou to just sit in deep space waiting for the Supox to get away from orbit, but I think in that case, the Arilou is the one who has to make the initiative because as Shiver stated, Supox can't win without the planet.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Lukipela on January 05, 2008, 06:04:58 pm
Very nicely done! I really like the illustrations, too. :)

Yeah, they really bring it to life. Can't wait to see the final product.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on January 05, 2008, 10:47:21 pm
Tiberian, we're going to need to do some test bouts at some point. I'm doing the majority of my testing on Elvish Pillager but he doesn't see everything all the time.


I'm curious about all those edits. Did you change anything important? I'm not going to read the whole thing again. :P

Yeah, I wouldn't recommend that either. This whole thread is going to be edit city. When a final product is released maybe then would be the best time to re-read.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Valaggar Redux on January 27, 2008, 01:41:17 pm
There's a little problem here. You say that Arilou is bad against Shofixti, and cite as a reason that the fight usually ends with both ships being destroyed.
So what do the words "terrible"-"bad"-"evenly matched"-"good"-"excellent" stand for? Chance of victory, or whether it is cost-efficient to bring an Arilou against a Shofixti?


Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on January 27, 2008, 02:58:44 pm
Quote from: Valaggar Redux
There's a little problem here. You say that Arilou is bad against Shofixti, and cite as a reason that the fight usually ends with both ships being destroyed.

Good question. When Shofixti scores a mutual kill, the victim player is supposed to pick their next ship first. The Shofixti player gets to see exactly what the victim brings into the arena before responding. This initiative advantage is decisive. So the Shofixti may die to Arilou, but the Arilou player being forced to pick first is such a handicap that it may as well be looked upon as a victory for Shofixti. That's how it's supposed to work.

This gets more complicated because of a flaw in net melee that Meep-Eep has stated will be fixed in the next UQM release. Currently the player hosting a net melee match will always force their opponent to make first pick when a Shofixti - any Shofixti - destroys a ship with the Glory Device. Not too many players know about this, but the ones that do frequently lament this 'homefield advantage'. A hosting player's Shofixti is awesome while a challenging player may as well not use the ship at all, at least in UQM 0.6.2.

Quote from: Valaggar Redux
So what do the words "terrible"-"bad"-"evenly matched"-"good"-"excellent" stand for? Chance of victory, or whether it is cost-efficient to bring an Arilou against a Shofixti?

The outlooks are based upon a ship's chance of destroying another ship regardless of point value. They assume that both ships have full crew. If one ship has low crew then the dynamic changes, sometimes by a lot. Zoq-Fot-Pik is an awful pick against an Arilou with full crew, yet a fantastic pick against that same ship if it's already beaten up a bit.


LATE EDIT: All of the Shofixti outlooks are weighed by the Shofixti's general effectiveness, not its chance of victory. Because that ship is a suicide bomber and not a proper combatant, I'm measuring that one differently. I hope this thread isn't too confusing.  :-X


Title: Re: Player-Versus-Player Strategy Guide
Post by: Prowler2885 on February 05, 2008, 05:20:04 am
This topic needs to be stickied and/or converted into a html FAQ when it's completed. But to start, this needs a sticky.

Extremely useful. The orbiting tactic had made the VUX a very useful ship to me now as well as some others.

Good work so far. Looking forward to more.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on February 05, 2008, 08:32:38 pm
This topic needs to be stickied and/or converted into a html FAQ when it's completed. But to start, this needs a sticky.

Thanks, but I don't see the point in putting up a sticky for a pet project that isn't finished.

Chenjesu update coming in a day or two.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on February 15, 2008, 02:07:54 am
The Chenjesu Broodhome

(http://i211.photobucket.com/albums/bb278/SunBloom/Chenjesu_01.gif)

To say that Chenjesu is lacking in mobility would be an understatement. Due to its mediocre acceleration, abysmal turning rate and high ship mass, this ship lurches about during combat like an obese sea turtle. This ship will crash into the planet more frequently than anything else in the game, and due to Chenjesu's large crew capacity, even one crash will sting like a swift kick to the crotch. An expert player can minimize these collisions, but they are still going to occur. Despite this, Chenjesu is a reasonably effective ship. Its choice of armament is powerful and versatile enough that this ship is effective at all distances against just about everything in the game. It's a good combatant, but the price tag of 28 points is a little too high.



Primary Function: Photon Shard

(http://i211.photobucket.com/albums/bb278/SunBloom/Chenjesu_03.gif)

I wasn't aware it was possible to charge up a large piece of jewelry to the point that it could explode with a force greater than that of a hydrogen bomb, but this is a nice weapon regardless of its silliness. Photon shards can be launched all the way across the screen and continue traveling beyond the camera's boundaries and come back again on a wrap-around. While that is a neat demonstration of the weapon's infinite range, it's also a phenomenally stupid way to fight. Lots of players like to try and hit their opponent with a crazy wrap-around shot and I have no idea why anyone would think that's a good idea. The technique is not reliable in the least bit and wastes far too much time, so don't do it.

With that tangent out of the way, let's go over the specifics of this weapon. The photon shard inflicts six damage on a direct hit. If you release the primary attack button before the shard strikes an object, it will explode into eight little pieces of shrapnel that travel in different directions and inflict two damage each. You do not need to line up your shots perfectly to damage an enemy craft thanks to shrapnel. These smaller fragments are not very precise, but they do help. Rapidly tapping the fire button will unleash a flurry of ordinance nearby that can be devastating at short range. This technique--which has been dubbed "shrapnel spamming"--is a good way to deal with small enemy craft attempting to flank you, for it will cover your ship from almost every angle with weapons fire. Shrapnel spamming does leave two diagonal openings behind the Chenjesu itself that are not covered, so try to keep enemies away from your back as much as possible.




Secondary Function: De-Energizing Offensive Guided Interceptor

(http://i211.photobucket.com/albums/bb278/SunBloom/Chenjesu_04.gif)

Using their entire battery, the Chenjesu can construct and deploy DOGIs during combat. DOGIs seek out the opposing craft and attempt to bump into them. A DOGI collision inflicts no damage, but rather drains ten points of battery power and knocks the other ship off course. Chenjesu can only maintain four DOGIs during combat at a time, though even one DOGI can potentially disable an opponent by keeping their battery empty. DOGIs have varying amounts of usefulness depending upon what the Chenjesu is up against. Even when you're in a match where DOGIs do not appear to be decisive, it's good to make one if you've got the energy to spare and the opposing ship is not an imminent threat. DOGIs are vulnerable to your own weapons so try not to shoot them down.



Ship-to-Ship Comparisons


[Androsynth]

Outlook: Uncertain. The match is fairly even between equally skilled players, with results varying quite a bit.

Tactics: Don't pillbox and don't gravity whip. Coast around at your default speed and harass the Androsynth with photon shards from a distance. If Androsynth is foolish enough to try and comet charge into your front, several direct hits from your main weapon should blow them away. They are more likely to try and flank you, so spam shrapnel while they are on your front or sides. Do not deploy a DOGI unless the Androsynth is drained of energy from using their comet form. You don't want to fall under attack without a full battery on hand.



[Arilou]

Outlook: Excellent. Arilou cannot stand up to Chenjesu once it performs a gravity whip.

Tactics: Find the planet and send yourself on a gravity whip as quickly as possible. You don't want to boost your speed up too high, just enough to prevent Arilou from catching up to you if they try to chase you down from behind. If you gravity whip at too high a speed, tap your accelerate key a few times to balance your speed out. When travelling at the correct speed, Chenjesu is unassailable to Arilou. You will likely have to accelerate out of your gravity whip and perform the maneuver again once your speed boost carries you back towards the planet to avoid colliding with it. The Arilou may attempt to flank you as you search for the planet, but they are easy to repel with a little bit of shrapnel spamming. You need to keep your battery high at all times so do not deploy DOGIs during this match. Sooner or later Arilou will get caught in your shrapnel and the match will be over.



[Chenjesu]

Outlook: As with all mirror matches, the ship which arrives with full crew has a slight upper hand that will usually result in a win.

Tactics: If you start right next to the other Chenjesu, turn and blast them to death before they do the same to you. You need to react quickly if this occurs.

At any other distance you should deploy a DOGI when the match starts. Travel in any direction you want except towards the other Chenjesu directly. That makes you easy for them to hit while at the same time difficult for you to return fire. Try and shoot the other Chenjesu from across the map. You will have to spin towards the other player's DOGIs to ward them off. This is frustrating, but the player who does a better job of this usually wins. You can also destroy enemy DOGIs with two shrapnel blasts, though this activity should be avoided for the most part. If the enemy Chenjesu comes flying towards you, that is your best opportunity to bombard them with multiple direct hits with your photon shards.



[Chmmr]

Outlook: Bad. Chmmr can reel in Chenjesu with its tractor beam easily, negating Chenjesu's long range. Chmmr will win a shoot-out at point blank range almost every time.

Tactics: Do not use DOGIs, they get torn to pieces by Chmmr's satellites. Always try to land direct hits with your photon shards rather than shrapnel explosions. Beyond that, there's not much you can do to swing the fight in your favor. The Chmmr player might allow you to slip away and recover energy after a brief weapons exchange at short range. Slipping away to recover energy is good, for you will probably win if this happens. If it does, unload on the Chmmr as they approach to catch you a second time and destroy them before they get in range again. Do not expect this to occur, but capitalize upon it if it does.



[Druuge]

Outlook: Excellent. Druuge is capable of landing a few shots on the massive Chenjesu, but it definitely won't survive for long.

Tactics: Deploy DOGIs and try to keep away from the Druuge. If they launch themselves towards you to attack, cease creating DOGIs and instead try to take Druuge out with your main gun. A Druuge that does not press the attack at some point will be taken apart by your DOGIS. Once you have four DOGIs deployed, you can try to hit them from across the map.



[Earthling]

Outlook: Good. You have a decent chance of winning, but the damage you will likely sustain over the course of this encounter makes it one you should try to avoid.

Tactics: Fly straight towards the Earthling and shoot down incoming missiles with point blank shrapnel explosions. I prefer to fire off two blasts per missile just as they get close. If you do this right, you should be able to shoot down most missiles. If the Earthling cannot find the planet, you will eventually gain on them enough to ravage them at short range. If they manage to perform a gravity whip, you will have to line yourself up and catch them from the direction they are travelling in.



[Ilwrath]

Outlook: Excellent. Ilwrath stands no chance whatsoever against Chenjesu.

Tactics: Move towards Ilwrath and bomb them to death with your main gun. If they survive long enough to inflict any damage on you, you've screwed up somehow.



[Kohr-Ah]

Outlook: Bad. Kohr-Ah is faster and has more effective weaponry.

Tactics: In a direct shoot-out, you should win. Your photon shards deflect their spinning blades upon contact and inflict more damage when they land a direct hit. Unfortunately, that's about the only advantage you've got and most Kohr-Ah players aren't going to fight you head to head. Instead, plan for a long distance artillery battle. What you want to do is bombard Kohr-Ah while occasionally deploying DOGIs when you've got battery power to spare. Keep the pressure on them and they might buckle before you do. Dodge spinning blades when possible, but realize that you aren't maneuverable enough to avoid them altogether. Do not under any circumstance perform a gravity whip, it will only bring about your defeat that much sooner. If the Kohr-Ah gravity whips, do everything in your power to make sure it does not pass right by you. If it succeeds at this then you will probably lose your ship to a double flamewave. A gravity whipping Kohr-Ah is easiest to land shots on when it is travelling in your general direction, so try to attack it from the direction it is moving towards without moving directly into its path.



[Melnorme]

Outlook: Uncertain. The outcome of this fight is determined by the skill and luck of the Melnorme player. Chenjesu can do only a little to skew the results.

Tactics: Deploy DOGIs whenever you get a full battery and keep your distance as much as possible. Bombard Melnorme from long range and remember that their red charge will block your photon shards. You will probably have to do most of your damage with shrapnel because of this. DOGIs and asteroids can wreck the Melnorme's red charge, so prolonging the fight as much as possible raises the chance that your opponent will be left exposed. When Melnorme zooms in on you by gravity whip carrying a red charge, try and hit them with shrapnel but don't empty your battery firing on them until they've used up that charge first. You may be able to kill them before they escape you after that red charge is used up. Confusion pulses are very frustrating to deal with, but having four DOGIs deployed will often distract Melnorme enough that they don't get the opportunity to take advantage of it.



[Mmrnmhrm]

Outlook: Uncertain. Mmrnmhrm can wear down Chenjesu with its Y-Form missiles given enough time. Chenjesu's ordinance hits very hard, but is difficult to land on target.

Tactics: Try to keep your ship travelling away from the Mmrnmhrm at all times. If Mmrnmhrm can line up with the direction you're travelling and shoot back at you as you move towards them, the Mmrnmhrm will ravage you very quickly. The opposite position (them moving towards you while you fly away) is ideal, so try to maintain that. Mmrnmhrm moves very fast but turns like a pancake in Y-Form. Shrapnel strikes alone won't win you the match. You will need to land several direct hits. Mmrnmhrm might try to surprise attack you with its laser lance, in which case shrapnel spam destroys them easily. DOGIs are not very helpful during this match, but it doesn't hurt anything to deploy them during a lull in combat since you don't really need a full battery.


Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on February 15, 2008, 02:10:14 am

[Mycon]

Outlook: Uncertain. The outcome of this fight is determined by the Chenjesu's aim and the Mycon's ability to ward off DOGIs. This match can go on for quite a while.

Tactics: Start pumping out DOGIs. You want all four out in play. If one dies, replace it as soon as possible. Once that's out of the way, try to shoot down Mycon from long range. This is very hard to do, but those DOGIs limit the Mycon's ability to evade your ordinance while sapping away their precious energy. Although Mycon is going to heal itself every chance it gets, rushing them is not a good idea. Mycon is faster than you so chasing them down isn't viable unless DOGIs push Mycon right into you. When Mycon goes on a gravity whip you should stay out of their path if possible. If Mycon passes you at a high speed, you're going to be hit hard.

It's possible to line yourself up with a gravity whipping Mycon perfectly so that they collide with you. In this postion you should be able to hit them directly several times as they zoom towards you and finish them off as they bounce off your hull. If you can do this, you've won the fight. The problem? If you don't line up perfectly, they're going to pass by you and inflict massive damage. Although this aggressive move can win you the fight, I don't recommend trying it due to Chenjesu's abysmal maneuverability.



[Orz]

Outlook: Terrible. Orz marines almost always tear Chenjesu apart. Orz can potentially fail to win if they deploy their marines poorly and Chenjesu manages to shoot a good number of them down.

Tactics: Do not try to shoot the Orz ship itself, it is far too agile. You should focus on swatting down the more imminent threat of marines. Fly away from the direction marines are being deployed. Turn around and shoot down these marines with direct photon shard blasts when you have the chance. If the Orz player has any idea what they're doing, they will be dropping marines on you from many different directions. Adjust your flight path to keep the little troopers chasing after you rather than straight into you. Stay far away from the planet as much as possible. If you can survive 15 marines, the Orz vessel by its lonesome is easy prey. DOGIs will not help you during this match and should not be manufactured at all until the Orz are completely drained of crew.



[Pkunk]

Outlook: Good. Pkunk can dish out decent damage with flanking maneuvers, but will end up being scratched up by a bit of shrapnel almost every time they attack. A Chenjesu on a gravity whip can steamroll Pkunk as it attacks from any direction. The only real threat to Chenjesu is the faint possibility that Pkunk may respawn many, many times.

Tactics: Do not deploy DOGIs ever under any circumstance. You need your battery power. Search for a planet, but try and face towards the Pkunk if possible so you can fire on them. Fire off several shrapnel explosions whenever Pkunk does a flanking run on you. Once you reach the planet, perform a gravity whip but do not boost your speed up to its maximum. Accelerate after you fly away from the planet somewhat to slow yourself down. This is exactly the same speed boost technique Chenjesu should use against Arilou. Once you are on travelling at the proper speed, rotate your ship to keep the Pkunk in your sights and attempt to shoot them down.



[Shofixti]

Outlook: Excellent. Shofixti is so small it can fly right through several volleys of shrapnel and suicide bomb its target, but Chenjesu has such a massive amount of crew that even a successful run isn't really worth the trouble.

Tactics: Stay away from the planet and try to shoot down Shofixti as they approach you. If they know how to charge up on you properly then they're going to break past and explode on you most of the time regardless. Spam a lot of shrapnel as they get close. This doesn't usually stop them from exploding nearby, but it does prevent them from exploding at point blank range. The difference is that they'll hit you for 6-10 damage instead of 12-16.



[Slylandro]

Outlook: Bad. This match is decided entirely by the Slylandro player's reflexes and skill, not yours. Slylandro vs Chenjesu is difficult to master. Most players are not capable of pulling it off.

Tactics: Pillbox and try to shoot them down. When the Slylandro inevitably flanks you, fire off multiple point-blank bursts of shrapnel. Do not deploy DOGIs, you need every point of energy you can get at all times. You don't want to fall under attack with an empty battery so try not to fire off too many shots at once.



[Spathi]

Outlook: Uncertain. Chenjesu has the advantage here in general but a skilled Spathi pilot is hard to stop.

Tactics: Drift slowly in one direction and adjust your course to move slowly away from the Spathi whenever you're not under immediate pressure. You don't want to travel at anything near the Chenjesu's top speed and you definitely don't want to perform a gravity whip. Facing towards the Spathi and firing on them should take priority over adjusting your flight path. Deploy a DOGI if the Spathi wanders over to the other side of the screen, but otherwise try to keep your battery full. Spathi is a wide target so try to land direct hits on it as often as you can. Shrapnel explosions alone won't be able to wipe out a fully crewed Spathi unless the other player is too skittish to attack properly.



[Supox]

Outlook: Excellent. Fighting Supox is a lot like fighting Spathi but they're not as fast or as durable.

Tactics: Pillbox and shoot. Landing a direct hit is difficult against a competent Supox pilot, but shrapnel should take them out in short order.



[Syreen]

Outlook: Excellent. If Syreen is bloated with extra crew, the fight gets a little harder. A 42 crew Syreen can probably beat a Chenjesu, but those are almost never seen in net melee.

Tactics: Pillbox and shoot at Syreen. Don't deploy any DOGIs unless the Syreen is bumbling around on the other side of the screen without a nearby planet. Syreen is almost definitely going to get close enough to use its crew stealing ability on you, but you should be able to wipe them out before they can actually take the crew. Even if they manage to pull one over on you, do not panic but keep trying to land shots. Your firepower exceeds their ability to steal crew if you can land direct hits over and over. Additionally, the shrapnel from your missed shots does a good job of wiping out your stolen crew members, preventing Syreen from gaining very many crew.



[Thraddash]

Outlook: Excellent. Chenjesu's infinite range weapon takes down Thraddash in short order.

Tactics: Pillbox and shoot at the Thraddash. Don't waste energy on DOGIs because they'll die in flame trails very fast.



[Umgah]

Outlook: Excellent. Photon shards can pass right through Umgah's cone. Shrapnel cannot, but it hardly matters.

Tactics: Fly in one straight line. Do not turn your ship around very much from the direction you're accelerating in. If you do this then it becomes possible for Umgah to backwards zip onto Chenjesu's back and inflict a substantial amount of damage. That's all you need to know, really. Just bomb Umgah into oblivion.



[Ur-Quan]

Outlook: Uncertain. The Chenjesu has a slight edge here but it's a close match regardless.

Tactics: The Ur-Quan itself is very dangerous to you if its batteries are full, so be on the run from it. DOGIs are what will win you this fight so keep deploying them. The other player will probably be dropping fighters so you will need to alter your course to keep them from getting to you. An extended gravity whip will get you killed in this fight, but a short one which you break out of can save you from incoming fighter swarms. You might not be able to run from every fighter that appears so unload on them with bursts of shrapnel.

If Ur-Quan starts right next to you then you're almost certainly dead. In that situation the best thing to do is face them and unload with your photon shards to inflict as much damage as possible before going down.



[Utwig]

Outlook: Excellent. One tap from a DOGI will eat up half an Utwig's battery. Once Utwig loses its ability to block, Chenjesu will crush them easily.

Tactics: Avoid the Utwig and continuously spawn DOGIs. A good Utwig player can fend off DOGIs for a while, but they won't be able to keep it up forever. You want to stall Utwig until a DOGI finally gets them. If Utwig does a gravity whip onto your position, turn away from them and create a DOGI just as they draw near enough to shoot at you. This surprise DOGI drop will nail Utwig and drain them of battery power almost without fail. Because this DOGI surprise is so effective, you should avoid creating the maximum number of DOGIs (four) in case you need to use it.



[VUX]

Outlook: Good. As long as Chenjesu is drifting full speed at the start of the match it should be able to win easily. If not, VUX becomes a whole order of magnitude more dangerous.

Tactics: Read the line above again because it's important. If your Chenjesu is sitting pretty at the end of a match rather than moving fast in one direction then an attacking VUX will mess you up bad. If you send Chenjesu against VUX, or a VUX drops in on you while your Chenjesu is already moving fast then the match should be no trouble at all. Just bomb that VUX into oblivion from beyond its range and occasionally adjust your flight path so that you don't pick up any limpets.



[Yehat]

Outlook: Uncertain. A Yehat player that doesn't work their shields properly is easy prey, but one that does can give you a hard time.

Tactics: A bad Yehat pilot takes no skill at all to beat, but let's assume they know what they're doing. Deploy DOGIs, but don't expect them to affect the outcome of battle very much. The only time you can hurt Yehat is when they're diving right at you on a gravity whip. What you want to do is begin bombarding Yehat from far away as they zoom towards you. Try to keep that Yehat under constant pressure for as long as possible when they pounce toward you. Yehat's shields will fail and let some damage break through, but only if you're constantly hitting them for an extended period. Even if you don't damage them the Yehat won't inflict much damage on you if they've been forced to spam their shields. Focus on anticipating which direction the Yehat will dive at you from next. You need to think ahead for this because Chenjesu turns so slowly.



[Zoq-Fot-Pik]

Outlook: Excellent. Another walk in the park for Chenjesu.

Tactics: Blow Zoq-Fot-Pik to bits before they get close enough to fire on you. That's all there is to it. They aren't fast enough to flank you.




Ideal Purpose

Use Chenjesu to take out Utwig, Druuge or Syreen. A favorite target for Chenjesu is what's known as "bloated Syreen". If a Syreen wins decisively enough against one of your ships, it will come out with more crew than it started with. Chenjesu is a great ship for putting a stop to this as long as the Syreen isn't bloated all the way up to 42 crew.

Chenjesu is also a good choice against a Chmmr that has been beaten down to half its crew compliment. You should be able to wipe them out before they can unload their battery on you.




Reprisal

The best counter to Chenjesu is Orz without a doubt. If you have an Orz around, save it specifically for Chenjesu. Slylandro can wipe out Chenjesu, but that involves flawless piloting. If you haven't drilled endlessly with the Slylandro, do not use it here. Any of the spacecraft that rate "uncertain" against Chenjesu are satisfactory choices if no Orz is present and you aren't confident in your Slylandro skills. Lastly, Earthling is a good way to finish off a Chenjesu that's down to 12 crew or less.


Title: Re: Player-Versus-Player Strategy Guide
Post by: countchocula86 on February 15, 2008, 02:23:36 am
I think its worth noting that your own weapon can destroy a DOGI


Title: Re: Player-Versus-Player Strategy Guide
Post by: Shiver on February 15, 2008, 03:01:41 am
I think its worth noting that your own weapon can destroy a DOGI

Good call. I've added a sentence in there about that.