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Author Topic: Tactics and strategy of SC ships  (Read 41321 times)
Valaggar
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Re: Tactics and strategy of SC ships
« Reply #60 on: March 26, 2007, 06:45:01 pm »

I couldn't find a more flexible formation (anyway, the VUX Intruders are not so flexible) so I compensated with more speed.
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Elvish Pillager
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Re: Tactics and strategy of SC ships
« Reply #61 on: March 26, 2007, 11:13:29 pm »

the Dynamic Triangle is probably three VUX right next to each other, facing away from each other. When you think about it, there is a good deal of flexibility in that position...
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Valaggar
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Re: Tactics and strategy of SC ships
« Reply #62 on: March 27, 2007, 02:56:41 pm »

Dynamic because they are so few.
But they can be easily overwhelmed. Only one VUX can shoot a single target in that formation, and this ain't favourable for the VUX.
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Elvish Pillager
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Re: Tactics and strategy of SC ships
« Reply #63 on: March 27, 2007, 09:22:10 pm »

Only one VUX can shoot a single target in that formation, and this ain't favourable for the VUX.
A single VUX has enough firepower to destroy any enemy in a couple of seconds, as long as it starts at full energy. The triangle formation would make it able to do this to nearby enemies much more easily, since they wouldn't have to turn all the way around...
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Valaggar
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Re: Tactics and strategy of SC ships
« Reply #64 on: March 28, 2007, 02:46:08 pm »

I was sure you'll say that... but that enemy doesn't have to come in range. He could just shoot from further away.
Plus, why would it need to be a triangle necessarily? Such a thing can be accomplished by other geometrical figures too.
And the tactic is too similar to my Fortress Square (it's still a defensive formation, but with less refinement), but lacks the power. It's too weak a formation.
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Death 999
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Re: Tactics and strategy of SC ships
« Reply #65 on: March 28, 2007, 06:01:32 pm »

I think my earlier description works better for the dynamic triangle - my version can actually, you know, move.

In case you forgot, it was three VUX 'orbiting' on an axis. With adequate training, this circle can be made to move about. Or they could be going in a spiral.


As for breaking up an umgah phalanx, a single Yehat can do that: charge, shield, ram, bounce away before the shield drops. Good-bye phalanx.

Can break: Chenjesu, Shofixti, Yehat
Can weaken: Syreen
Might break: Arilou (much more likely if the ball is large)
Can't break: Earthling, Mmrnmhrm

Does not seem too useful except in specialized situations.
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Valaggar
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Re: Tactics and strategy of SC ships
« Reply #66 on: April 01, 2007, 04:05:16 pm »

I just realized - the Shofixti railgun can fit into the list of "armchair general" tactics for several years:
Although the Shofixti are in abundant numbers compared to the 1900 people at the Starbase, they are in no way too many so soon, so they must be coveted until their numbers grow, not wasted as living Glory Devices.
Of course, unmanned Glory Devices would solve the problem.
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Death 999
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Re: Tactics and strategy of SC ships
« Reply #67 on: April 03, 2007, 04:26:25 pm »

Not mass use, like doing it with 1000 of them, sure. But on isolated points, it may be useful. Especially since the other parts it involves are things the fleet would have anyway: Chmmr.
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Valaggar
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Re: Tactics and strategy of SC ships
« Reply #68 on: April 03, 2007, 05:25:31 pm »

Well, if you have so few scouts, it's better not to sacrifice them. Especially when their explosive power is the same as that of an unmanned Glory Device.
(The New Alliance is SO overpowered...)

On the other hand, the Old Hierarchy is really powerful. Hundreds of Dreadnoughts storming the sky... thousands of fighters on a flanking maneuver... Podships using their plasmoids to screen recharging ships from incoming projectiles... mmm.
Ilwrath ambushes... VUX ambushes... Spathi joining the fighters to flank... even the cheap three or four thousands of Umgah Drones charging backwards... only if they don't choose to make a joke on their Ur-Quan masters by charging into them. Har! Har! Har!
Of course, also the Androsynth Blazers - I'd see them dealing the killing blow, because a charge while the other Hierarchy forces are still firing would put them in great danger.

However, Mmrnmhrm battlegroups in Y-Form are really suited for long-range skirmishes. No enemy can reach them, and plasmoids are not enough to shield their shots. Nigh invincible. Really, these guys are completely unbalanced for a fleet battle - they need nerfing.

Also, DOGIes can easily dodge Fusion Blasts. Luckily, there are the Umgah and the Mycon available. DOGIes are a rather specialized weapon.
And Arilous can't flank the enemy, because they will materialize at different locations, and if only a few reach the target they'll be easily dispatched.
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Jumping *Peppers*
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Re: Tactics and strategy of SC ships
« Reply #69 on: April 03, 2007, 05:42:05 pm »

I just thought of something: The Mycon can regenerate, right? Now, in the game, they can only do it during a battle.... but if we're talking about a "realistic" fleet battle, the Mycon just got 10x more useful, because they can completely heal themselves after a battle. (and it only takes a few minutes)
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Quote from: Arne, on the origin of the Mycon
Maybe a precursor were just like "Hey I built this mushroom thing, it can traavel between plaaanets!" and the others were like "Yaaaay!" and then they all deliriously clapped their hands and giggled like little schoolgirls.
Valaggar
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Re: Tactics and strategy of SC ships
« Reply #70 on: April 03, 2007, 06:32:26 pm »

Just as in SC1.
Still, the Mmrnmhrm are overpowered... I await some suggestions on how to nerf it.
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Draxas
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Re: Tactics and strategy of SC ships
« Reply #71 on: April 03, 2007, 10:08:17 pm »

Are you using the Mmrn in Y-form as fixed artillery? Because otherwise they're charging headlong at the enemy without the manuverability to evade hostile fire. And even if you are, why are you using them instead of Broodhomes? X-Forms are versatile ships, but far from invincible.
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Valaggar
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Re: Tactics and strategy of SC ships
« Reply #72 on: April 04, 2007, 02:15:14 pm »

Look what's their usage: (in Y-Form)
Use their superior speed and range to keep them far enough from the enemy, but close enough for shooting.
(Don't forget that the "map" is huge, 3D, and without wrapping)
Or is their range not large enough as to their maneuverability  to permit this? Hmm... maybe I'll try in TimeWarp (which has a bigger map).
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Re: Tactics and strategy of SC ships
« Reply #73 on: April 05, 2007, 05:43:50 pm »

Well, keep in mind their turning ability sucks (the worst in the game, even) and their missles don't do that much damage. (1 or 2 each, I believe) But they might be useful in large numbers, I guess....

Still, I think the Broodhome would be much more useful, as it has (theoretically) unlimited range, and it's more powerful...
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Quote from: Arne, on the origin of the Mycon
Maybe a precursor were just like "Hey I built this mushroom thing, it can traavel between plaaanets!" and the others were like "Yaaaay!" and then they all deliriously clapped their hands and giggled like little schoolgirls.
Valaggar
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Re: Tactics and strategy of SC ships
« Reply #74 on: April 05, 2007, 06:34:08 pm »

The Broodhome doesn't have unlimited range, just a big one - let's say 2, 3 screen widths?

The Mmrnmhrm turning ability is irrelevant since it can keep far enough from the enemy to shoot, and the enemy can't reach it. The Mmrnmhrm can continually harass the enemy without stop.
However... the Androsynth Blazer mode is faster. Also the Umgah reverse. Maybe it can be stopped. Nope, it's not that imbalanced.
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