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Author Topic: Breaking the Kohr-Ah  (Read 10359 times)
Captain_Smith
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Re: Breaking the Kohr-Ah
« Reply #15 on: January 05, 2007, 03:50:06 am »

Yep, I would have to agree too.  The earthling cruiser usually is mincemeat against anything that can outrun it (and it can't blow up first in that time it takes).  The Kohr-Ah is definitely one of those ships.
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Re: Breaking the Kohr-Ah
« Reply #16 on: January 05, 2007, 03:58:16 pm »

Well, I would still like to defend the cruiser.  Although I had lost, it was still 3v3 ship matchups.   Starbuck-wise, I was on parity with you.   I had made a few mistakes, and got a few bad breaks with start location, but nonetheless it was a decent proof of concept.  In best case my earthling took out 2/3rds of a korh-ah.    But, I must say, you did an excellent job blocking the incoming missiles with blades.  My utwig vs your maruader did alright, would have been nice if i didnt suck with that ship tho....
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Deus Siddis
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Re: Breaking the Kohr-Ah
« Reply #17 on: January 05, 2007, 04:39:48 pm »

The Cruiser is one of the most entertaining ships to use, the most economically efficient, the best long ranged weapon (with the possible exception of the Broodhome) and one of the greatest specialized war-vessels (which somehow does superbly against what is probably a majority of ships,) and I am one of its biggest advocates. But despite all this, I have to say that the Cruiser sucks against Marauders and Avatars. You go up against either of these in a Cruiser and you are dog meat.
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Re: Breaking the Kohr-Ah
« Reply #18 on: January 05, 2007, 07:52:34 pm »

I can't imagine trying to fight an Avatar in a Cuiser. Yikes. However, fighting a Korh-ah is possible, with good start placement and a gravity whip. I like the Cruiser, I just wish it was faster.
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Re: Breaking the Kohr-Ah
« Reply #19 on: January 08, 2007, 05:17:20 pm »

I would actually disagree with the grav whip with the earthling.  The marauder is only slightly faster than the ling, and so you dont need a whip unless the marauder is closing into critical range.  The earthlings acceleration is soooooo slow that the marauder can just take advantage of your whip by doing a 180 and closing in on you from the other side faster than you can reverse your direction.
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Death 999
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Re: Breaking the Kohr-Ah
« Reply #20 on: January 08, 2007, 07:10:35 pm »

I'd deliver a one-two punch with VUX and Earthling.

Don't even bother with laser, just limpet. Just one limpet on, and the Earthling will have a very easy time.

That makes the attrition cost 12 - 30, with an earthling left to take the next comer.
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Re: Breaking the Kohr-Ah
« Reply #21 on: January 08, 2007, 08:33:30 pm »

I'd deliver a one-two punch with VUX and Earthling.

Bingo. Even cheaper: VUX + Zoq-Fot. (Need lots of limpets for this though.)
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Re: Breaking the Kohr-Ah
« Reply #22 on: January 08, 2007, 08:50:23 pm »

I'd deliver a one-two punch with VUX and Earthling.

Don't even bother with laser, just limpet. Just one limpet on, and the Earthling will have a very easy time.

That makes the attrition cost 12 - 30, with an earthling left to take the next comer.
Why stop with just one? If you cover the Kohr-Ah in limpets, it's dead meat.  Grin Then again, the same goes for pretty much any ship.
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Re: Breaking the Kohr-Ah
« Reply #23 on: January 09, 2007, 03:35:37 pm »

The Kohr is much faster than a vux, and it can fire from max range.  How do you even plan on getting that one limplet in?  Fight my korh 10 times, and you will probably get me 1 time with limps.... 
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Re: Breaking the Kohr-Ah
« Reply #24 on: January 09, 2007, 08:14:32 pm »

I'm kind of surprised that no one has mentioned the arilou... one person has mentioned the pkunk, which is nice... it's basically analagous to the arilou in terms of function in this fight, but perhaps a little harder to steer.

Basically, you just need to avoid the spinning blades of the marauder and teleport when he uses his FRIED. There aren't many sips that the arilou can't beat, with enough skill. Certain ships the arilou has trouble with are: Chmmr, Slylandro, Earthing, Ilwrath, Chenjesu and maybe Utwig since its shots are so hard to avoid. All you need to win with a Arilou against most ships is patience and skill.

A possible countermeasure a Kohr-ah captain might choose is to fight the arilou by surrounding himself in blades. Eventually he will come out, though.

Pkunk and Slylandro can also beat an Kohr-Ah, but it is somewhat more difficult. For the Slylandro you need to reverse direction when you get near the front of his ship and try to keep around his rear. It can be pretty hard to avoid the spinning blades though, even when you're very skilled--the arilou makes it easier as you can always teleport away when in doubt.

And... Orz? Orz can beat pretty much anything if done right...
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Re: Breaking the Kohr-Ah
« Reply #25 on: January 09, 2007, 08:23:39 pm »

Arilou is a terrible choice unless you're very conservative with the laser and have split-second reflexes. It's too easy to eat up too much battery firing at the marauder, and not have enough juice left to teleport when the fireballs show up. By sacrificing a few crew, the savvy marauder pilot cooks off the whole ship in one go, because it can't teleport away anymore.
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Re: Breaking the Kohr-Ah
« Reply #26 on: January 09, 2007, 08:52:12 pm »

re: arilou

that's why you always leave enough battery power to teleport away Wink

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Re: Breaking the Kohr-Ah
« Reply #27 on: January 09, 2007, 11:25:58 pm »

The Korh-ah can easily default the Skift by staying in orbit around the planet. This defensive tatic works
for most large/slow ships against small/fast ones.
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Re: Breaking the Kohr-Ah
« Reply #28 on: January 10, 2007, 06:50:54 am »

ya you might be right... guess it just depends how quick-footed the arilou pilot is.

the creators said that they programmed an arilou that was unbeatable because it teleported as soon as it was within range of a loser or a projectile was about to hit. So in theory, any ship is defeatable by an arilou, it just depends on competent the pilot is.


Personally I use the orbit around planet trick a lot... I was inspired by the ZFP quote that talks of how the ur-quan like to do battle in deep gravity wells... Turns out it's a useful tactic! Significantly cuts down enemy's room to maneuver... I haven't seen anyone else do it yet though that I've played online! curious....
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Captain_Smith
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Re: Breaking the Kohr-Ah
« Reply #29 on: January 10, 2007, 07:03:01 am »

the creators said that they programmed an arilou that was unbeatable because it teleported as soon as it was within range of a loser or a projectile was about to hit. So in theory, any ship is defeatable by an arilou, it just depends on competent the pilot is.


Personally I use the orbit around planet trick a lot... I was inspired by the ZFP quote that talks of how the ur-quan like to do battle in deep gravity wells... Turns out it's a useful tactic! Significantly cuts down enemy's room to maneuver... I haven't seen anyone else do it yet though that I've played online! curious....

I pull the orbiting thing a lot with the Kohr-Ah and Ur-Quan.  Actually those ships are pretty useless against most of the other ships in open space, so it's a requirement to hang with a lot of the faster ships that are piloted well.

And the Arilou thing is right - any ship is beatable with it if the skills are there in the pilot.  I know personally I blow away Ur-Quan and Kohr-Ah at will with Arilou if I don't make mistakes.  Of course, that's the Awesome AI, so that's perhaps not saying much with human players.  But the ability to do it is definitely there.
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