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Author Topic: Breaking the Kohr-Ah  (Read 10373 times)
meep-eep
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Re: Breaking the Kohr-Ah
« Reply #30 on: January 10, 2007, 11:30:34 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.

Being able to avoid losing and being able to win are two different things.

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Re: Breaking the Kohr-Ah
« Reply #31 on: January 10, 2007, 02:17:59 pm »

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.

This is wrong. I've played games against compuer Arilou where it teleported so many times that it eventually landed right on the planet and died. This most frequently occurs when playing as Orz. Thus, even a perfect Arilou can be beaten.
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Re: Breaking the Kohr-Ah
« Reply #32 on: January 10, 2007, 03:52:12 pm »

A good Marauder player is -almost- assured to take out more than a single ship. But the key is really to know -when- to get him out. That's especially important if someone has a Chmrr Avatar/Ur-Quan Dreadnought in reserve.

P.S.  You can deal good dmg with a Sireen calling out the Kohr-Ah's crew. The Kohr-Ah will kill his own crew more often than not. But you need a Sireen with more crew than the regular start up.

In other words, i'd say the korh-Ah, like most 30pts ships, will require 30pts to be destroyed...sometimes more sometimes less. It's just that the other big guys have hard counters against them, while the Korh-Ah doesn't really have one (the Utwig Jugger could be considered one). They are, after all, the most dangerous threat in The Ur-Quan Masters.
« Last Edit: January 10, 2007, 03:53:44 pm by Stalks-Death » Logged
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Re: Breaking the Kohr-Ah
« Reply #33 on: January 12, 2007, 10:24:51 am »

Isnt it a possibility to use a myconship with the same strategy which you use with an earthling cruiser?

I am not sure, but the speed of a myconship is not that bad.
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Re: Breaking the Kohr-Ah
« Reply #34 on: January 12, 2007, 10:59:07 am »

The plasmoid moves somewhat slower than the Earthling nuke, as far as I remember, and is easier to intercept.
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Re: Breaking the Kohr-Ah
« Reply #35 on: January 12, 2007, 05:07:22 pm »

Don't even bother with laser, just limpet. Just one limpet on, and the Earthling will have a very easy time.
Why stop with just one?
My point was, only one is necessary. Anything on top of that is gravy.

Quote from: squisherxxx
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....
Ever heard of that VUX ability to jump in right next to the enemy? If the Kohr-Ah was moving quickly at the end, you can get them on the wraparound.

But all this talk is just that. Anyone want to meet on multiplayer to settle it?
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Re: Breaking the Kohr-Ah
« Reply #36 on: January 13, 2007, 10:44:26 am »

I've had good results PvP against the Marauder using the Jugger - watch out for opponent mind-games. The Skiff is also pretty good.

Both, unfortunately, require nanosecond reflexes to use effectively, and both are destroyed very rapidly if error creeps in.
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Re: Breaking the Kohr-Ah
« Reply #37 on: January 13, 2007, 05:48:46 pm »

I've had good results PvP against the Marauder using the Jugger - watch out for opponent mind-games. The Skiff is also pretty good.

Both, unfortunately, require nanosecond reflexes to use effectively, and both are destroyed very rapidly if error creeps in.

I did some testing yesterday (and possibly will continue this weekend), and there's an angle that the Utwig can hit the Kohr-ah while the K can't hit it back.  Granted, the computer won't utilize human methods, but I found this piece potentially useful. 

Slylandro was garbage, Androsynth were decent (though I couldn't find a 'nook' to lock my comet-mode in for a kill), and I got unlucky with the Pkunk.  Mycon was too slow, as appeared the Earthling.  I also managed to limpet a kohr-ah so bad that my vux was actually FASTER than the turning rate of the K, which surprised me.

I'd say the Utwig is winning the battle right now, with the 'synth very far behind.  This just further solidifies my belief that no-30 battles are where the fun is at Smiley

-Kwamp
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Re: Breaking the Kohr-Ah
« Reply #38 on: January 14, 2007, 03:34:55 am »

I've been testing, and I have to say:

Jugger>all.
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Re: Breaking the Kohr-Ah
« Reply #39 on: January 18, 2007, 09:20:06 am »

Ships that can beat a jugger:
Chenjesu - disables shields with DOGIs
Orz - clever marnine deployment essential - easy againt AI not so sure about player
Melnorme - disables shields with special function thingie (remind me what its called)
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Re: Breaking the Kohr-Ah
« Reply #40 on: January 18, 2007, 09:39:13 am »

Ships that can beat a jugger:
Chenjesu - disables shields with DOGIs
Orz - clever marnine deployment essential - easy againt AI not so sure about player
Melnorme - disables shields with special function thingie (remind me what its called)

Note that a good Jugger pilot can gun down DOGIs before they close, but in doing so, he's not closing on the Broodhome itself.  It's a more even battle than you'd expect.

Also useful vs. Jugger are craft that can ping for single points of damage or launch fake-out attacks.  The Supox and the Mmrnmhrm in Y-Form each ping for one point of damage; a successful shielding of their attack will usually consume at least two fuel units from the Utwig.  Once the Utwig is at zero fuel, it's all over but the shouting.  Imprecise homing attacks like the Earthling (or, again, Mmrnmhrm) -- firing for near-miss -- can fake the Jugger pilot into shielding unnecessarily.  Keep that up enough and anything that can outrun and outrange will wipe the floor with it.

I haven't done experiments with the Shofixti yet, but I think it doesn't quite have the necessary range.
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Re: Breaking the Kohr-Ah
« Reply #41 on: January 18, 2007, 09:45:46 am »

The AI-controlled Utwig pilot may use shielding against VUX limpets, and get its energy depleted very soon as well as get nearly immobilized Cheesy
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Re: Breaking the Kohr-Ah
« Reply #42 on: January 20, 2007, 01:08:53 am »

I haven't done experiments with the Shofixti yet, but I think it doesn't quite have the necessary range.

The Utwig (as any other ship) has weaknesses that can be exploited (and I don't mean AI quirks, usually).  The Shofixti, if piloted well, is fast enough to exploit the Utwig's crummy propulsion.  In one of the videos I mentioned below, I drained the Utwig's shields and got it down to something like 5 or 6 crew before I used the glory device on it.

(I posted a set of videos in here once upon a time of me fighting the Awesome AI Utwig with as many ships as I could defeat it with - like I said I used some AI quirks on some, but in general they demonstrate the Utwig's weaknesses pretty well IMO)
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