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Topic: The best ships (Read 19028 times)
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Chrispy
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When you play as a dreadnaught, what type of stratagy do you use agaisnt various ships. [shadow=green,left,300](I'm not that great with the bigger ships)[/shadow]
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« Last Edit: March 27, 2004, 07:02:47 pm by Chrispy »
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Captain Smith
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Basically what I do is against certain slower ships that can't deal with your fighters (Chenjesu can), send your fighters (Ur-Quan, Yehat, VUX, Mycon)...against some of the faster ones that don't steer well (Syreen, Orz, Melnorme, Zot-Foq-Pik), a few work to distract them long enough to either blow up or get shot by my fusion cannon.. with the faster ships that can outrun the fighters easily I usually just try to hit with the fusion cannon, or drop a couple of fighters out to harrass them. Work with your fighters when you send them out.
Of course with a few ships (thinking Kohr-Ah & Utwig primarily but others are there as well), there's some specialized tactics. Hope that helps some.
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Chrispy
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The key to killing a marauder with a dreadnaugh is to get close enough taht you can hit him (because he has the superior range) but stay far enough from the fried. This leads to a lot of circling.
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LittleNicky
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I think the dreadnaught does well to sacrafice 2 fighters to the Marauder fire ring as long as he times it to hit the marauder a second or two later - saves much damage overall. Then you own the marauder at short range.
But we dont need to discuss best ships - we all have favourites and most special tactics for one ship against another fall apart when playing human vs human anyway. What is important is the best ship to ship challenges.
Here are my favourites. (ranked by difficulty, shofixti cannot use self destruct, nor can Zoq Fot use pepper shaker, must be against computer on Awesome):
Warm up: Zoq Fot vs Marauder. I can do three marauders, but my friend can do four or more. Its not that bad really.
Tricky: Shofix vs Mauler. It wouldnt be so bad if they hadnt programmed the maulers with phsychic powers to predict where you will be in two seconds.
Rather Tricky:Shofixti vs Dreadnaught. Its more fun and faster if you put the computer on standard difficulty so its just a straight shoot out.
Awfully Tricky: Fot vs Orz. There is something so right about eating their marines, but it isnt exactly easy
Too much spare time: Shofixti vs Airlou. With a full set of twelve shofixti my record is reducing an airlou to just two crew, remember the airlou must be on Awesome dificulty. If you can kill even a single Airlou with nothing but shofix and not self destruct the i do indeed take my hat off to you. If the Airlou teleports into the planet and dies that way i say it counts as a fair victory but i lack the patients to try that myself.
Harder Still: Umgah vs Anything. Poor umgah, i love them so, i even include them in my fleets sometimes as a tribute to them. But their ship design..... whoever gave them 7 points when the fot and shofix have only 6 and 5 really needs to think a little more about that.
Perhaps in future versions the super melee Umgah could be corrected to their more accurate value of 4 (or even less?) points.
Finale Grande: Androsynth vs Chenjesu This only counts if you do not bubble and never touch the chenjesu while in blazer, only side swipes after gaining the blazer damage from blazing a DOGI are permitted. I have never accomplished this one either, nor really tried, but imagine it would be rather hard. Perhaps a VUX gluber run will be required first to give you a fighting chance. I only thought of this because i read somewhere that they are taking the 'permanent blaze' out of the game after mistaking it for a bug! What a shame! You dont exactly get many complaints about power gamers exploiting this bug to wipe out entire fleets with a single Andro do you. I think its just a neat little twist, very much in the spirit of a wacky game, and should be kept. I wonder if anyone else feels the same.
Anyway, hope you have fun with these. And if anyone with some say in the matter feels the same about the Andro then please save them before their hard earned DOGI energy revesal permanent blazer fireld technologies are taken from them forever.
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FalconMWC
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Was that not taken out with 0.3? I remember doing it in 0.2.
I forget, does a andro in blazer mode get slowed down by limpets?
EDIT: Nope - Does not seem to, wonder why?
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« Last Edit: April 06, 2004, 12:53:08 am by FalconMWC »
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LittleNicky
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It doesnt make much sense that they should, if you can shoot the limpets down then a blazing wall of destructive energy should destroy them pretty easily too.
Poor Andro, they have it hard enough without making htem all gunky every time they fight a VUX.
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Chrispy
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Fav Heavy Ship:The Broodhome. The marauder may be more powerful, but I am more fluent with a broodhome.
The Dogies are the best distraction since they run away from weapons fire.
The expoding of the crystals is a very useful attribute. Arguably more useful than how the marauder saws stay in space.
Also, even though the marauder has fried (which kicks ass) the broodhome can release a lot of short ranged crystals at once. Not quite as good, but still a good defensive measure.
Stratagy: Like the marauder, rocket off the planET and stay long ranged. Try to keep a near contrant flow of crystals heading towards the enemy.
If you must fight close ranged, turn your broodhome to face the enemy and let her rip. Use the exposive crystals as defence from weapons. (They can take out earthling missiles very well).
Medium Ship: The Jugger. It takes a lot of practice but that shield can block anything forever!
Stratagy: Use the shield as defence and the weapon as offence (duh). To avoid losing fuel try flying dirrectly into the weapons fire, dont try to avoid it.
Spall Ship: Either fury or probe. They are pretty strait forward.
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Captain Smith
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The Andro takes limpets in regular mode, but are immune to them in blazer mode.
It doesnt make much sense that they should, if you can shoot the limpets down then a blazing wall of destructive energy should destroy them pretty easily too.
Poor Andro, they have it hard enough without making htem all gunky every time they fight a VUX.
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FalconMWC
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But why? It seems to me that the blazer mode would be affected. Don't the limpets slow down all motion?
*pictures andro in blazer mode going nowhere because of limpets*
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Death 999
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We did. You did. Yes we can. No.
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I think you are confusing being affected by limpets already in place, and letting new limpets get on-board.
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FalconMWC
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hmm...
I try and make myself actually understandable.
From the game, and playing with a andro:
In all modes you CAN collect limpets. (blazer, regular etc.) However, only in regular mode does it affect. In blazer mode you go the same speed regardless of how many limpets you have collected on the sides of your ships.
My question is why? The limpets affect motion and being in blazer mode you certainly have plenty of motion.
Maybe it would be to big a disadvantage to have that happpen. Any other ideas?
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« Last Edit: April 06, 2004, 11:42:48 pm by FalconMWC »
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Chrispy
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It could be a consious balance decision, or it could just be a mistake in the coding. I think the intruder needs to be stronger so I dont understand how it could be a balance decision.
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