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Title: True Use For Venture Class Scouts Post by: NCC1701Z on February 16, 2004, 11:59:16 PM Use it as attack fighters, to draw away fire from enemy ships so that your main fleet will not be attacked as much as it would normally be. And I realized that having 1/4 of your entire fleet as being Venture class helps a lot since their pulse phasers give tremendous damage in large numbers. I once destroyed 2 Romulan D'Deridex Class warbirds and 2 Rheinn Class phaser refits with 16 Ventures alone.
Title: True Use For Venture Class Scouts Post by: NieKnight on February 17, 2004, 12:09:48 AM i took on a romulan base with 6 fleets of ventures 5 and 3 quaters where destoryed and the whole base
Title: True Use For Venture Class Scouts Post by: NCC1701Z on February 17, 2004, 12:42:06 AM I realized that if you are under attack while on an enmey base, that ship is dead. no way in surviving. But for Ventures, you die in one shot, so there is really no point. Its really hard to explain this.. lol
Title: True Use For Venture Class Scouts Post by: Stylsy on February 17, 2004, 10:34:37 AM I sometimes use Venture class ships to draw away fire from enemy defending battles, but I must admit I use them most for exploring the map.
Title: True Use For Venture Class Scouts Post by: Arecibo on February 18, 2004, 11:52:23 AM Ok, I'm hooked. I never dreamed of using spare dilithium to build strike fleets of ventures as fighters. 1 fleet can turn the tide against an AI attack, 2 will give a definite advantage. And blended strike fleets give even better mellee runs, with several long range sabers, maybe 1 or 2 monsoons mixed into the ventures.
All very fast ships, they provide great mellee coverage with the sabers and monsoons coming in quick with their enhanced engines, taking fire as targets, then the ventures come in and lay down a volley in a quick run. Wow, with a coupla these tailing my regular fleet, even attacking a base they helped. With quick strafing runs along the batlle lines and out again, they can be effective, even with the ventures long recharge rate by being out of range for a second, then turning them back on another run in then out again, without being too badly decimated. :lol: Great Tactic! Title: True Use For Venture Class Scouts Post by: ADuc on February 18, 2004, 09:37:54 PM I send in ventures a fighter escorts for construction ships near the border.
Title: True Use For Venture Class Scouts Post by: cts006 on February 18, 2004, 10:20:31 PM I use them for one thing only massive search and destroy, make as man as posible and search and destroy they will find the ship ur after and u can send in bigger ships to kill it.
Title: True Use For Venture Class Scouts Post by: cbosdell on February 18, 2004, 10:36:47 PM yep. discovered fighters a few weeks ago. GREAT way of damaging enemy, defnding base and drawing fire from capital ships.
Title: True Use For Venture Class Scouts Post by: NCC1701Z on February 23, 2004, 01:55:12 AM Oh, and I found out that Klingon's scoutships are useless, because Klingons have BOPs as their fighers, and BOPs are really strong, and should be constructed in large numbers.
Title: True Use For Venture Class Scouts Post by: cts006 on February 23, 2004, 10:24:51 PM I use them only for search and destroy, or when i want a masive army, just massive to ocupy the entire map.
Title: True Use For Venture Class Scouts Post by: ADuc on February 25, 2004, 02:19:44 AM Quote Oh, and I found out that Klingon's scoutships are useless, because Klingons have BOPs as their fighers, and BOPs are really strong, and should be constructed in large numbers. Very large numbers-I beat out an entire feddy base with like 2 fleet b'rel and k'vort, most of them were cannon fodder(stupid engine overload) but they let my vorchas+negvars work wonders. Title: True Use For Venture Class Scouts Post by: NCC1701Z on February 25, 2004, 02:58:39 AM The Engine overload is annoying when you have Klingon ships, and most of their ships don't have 360 angle arcs, BoPs, K'Vorts are typical examples,
Title: True Use For Venture Class Scouts Post by: cts006 on February 25, 2004, 04:47:52 AM I dont like to use teh scouts except for a few tricks i tend to pull off.
Title: True Use For Venture Class Scouts Post by: Acidpunk on February 25, 2004, 11:10:21 PM well Bops for me are the best vessel with klings combined with the torpedo ships forgot the name now those are excellent hit and run cloak em wait ambush and get the hell out of there those torp ships can kick the hell out of captital vessels and bops are strong keep moving em and they dont get hit by torps i remember i killed Sthedgehog with a fleet of bops and a squad (8) vorchas and a couple of negvars
Title: True Use For Venture Class Scouts Post by: 8472pinkblobs on February 26, 2004, 01:17:09 AM Never underestimate the power of scouts Especialy Ventures
Title: True Use For Venture Class Scouts Post by: cts006 on February 26, 2004, 06:12:09 PM Never underestimste the petheticness of scouts.
Title: True Use For Venture Class Scouts Post by: 8472pinkblobs on February 26, 2004, 06:22:23 PM Scouts kick butt. Especially Ventures.
Title: True Use For Venture Class Scouts Post by: cts006 on February 26, 2004, 07:43:46 PM i could make a fleet that could destoy you, and ur scouts wont be able to do a thing about even if theyre ventures.
Title: True Use For Venture Class Scouts Post by: 8472pinkblobs on February 26, 2004, 08:33:23 PM I'm not saying I would make my entire fleet ventures.
Title: True Use For Venture Class Scouts Post by: cts006 on February 27, 2004, 05:30:33 AM still, witrh the recources and time u spend on scouts i could amke usefull things.
Title: True Use For Venture Class Scouts Post by: 8472pinkblobs on February 27, 2004, 06:34:21 PM I use scouts to intercept mining ships and cargo ships.
Title: True Use For Venture Class Scouts Post by: cts006 on February 27, 2004, 09:48:48 PM if you mine corectly that isnt a problem.
Title: True Use For Venture Class Scouts Post by: Valorous on February 28, 2004, 03:56:19 PM Use Ventures to distract your enemy while you send in your real attack force.
Title: True Use For Venture Class Scouts Post by: cts006 on February 28, 2004, 04:58:05 PM or just send in your real fleet.
Title: True Use For Venture Class Scouts Post by: Valorous on February 28, 2004, 05:45:20 PM That too.
Title: True Use For Venture Class Scouts Post by: Tyler on June 20, 2006, 03:49:54 PM Quote Use it as attack fighters, to draw away fire from enemy ships so that your main fleet will not be attacked as much as it would normally be. And I realized that having 1/4 of your entire fleet as being Venture class helps a lot since their pulse phasers give tremendous damage in large numbers. I once destroyed 2 Romulan D'Deridex Class warbirds and 2 Rheinn Class phaser refits with 16 Ventures alone. For some reason the AI doesn't attack my 9th Fleet (16 Ventures), I managed to destroy almost 6 Dominion Warships (FO 3.0 PR) while losing only 2 of my own Scouts because they rarely seem to fire back! Title: True Use For Venture Class Scouts Post by: Scarface on June 20, 2006, 03:58:39 PM I know the situation can be that small scout are ignor by enemyfleet because the fleet will attack another taget? :huh:
Title: True Use For Venture Class Scouts Post by: Kira Yamato on June 25, 2006, 05:09:34 AM I say they can be used as scouts but great for distracting enemy fleets or escorting ships even if they do die fast but in numbers they can be quite a problem. I use them to lead enemy ships away from an enemy base and then I send my main fleet in to take control of the base.
Title: True Use For Venture Class Scouts Post by: Lumpybob on July 07, 2006, 09:20:23 PM i had a venture moving inside the AI fleet, going the same direction, and it was not fired upon once, it was quite odd....
Title: True Use For Venture Class Scouts Post by: hypercube on July 08, 2006, 02:55:40 PM venturas may work in the beggining of the game, and if you build other ships too, but just try going against me with only venturas the entire game.
Title: True Use For Venture Class Scouts Post by: 8_of_11 on July 21, 2006, 06:23:35 PM I definitely have used Ventures and such as combat ships before, mostly for base defending, but they never really seemed to do quite as well as a single capital ship plus a bunch of cruisers and support. *shrugs*
Oh, and don't the scouts get attacked less because of that line in the .odfs that gives the attack value of ships? Maybe it's really small for them, or something. That'd explain why ships set on cruise rarely attack them or how the AI entirely ignores them. Of course, a human player probably wouldn't ignore them quite as much or be tricked as easily. On the other hand, like hypercube said, they'd be nasty as a rush attack. Maybe also for taking out their farther resource areas in small packs, I think someone else said that here. Title: True Use For Venture Class Scouts Post by: Acidpunk on September 20, 2006, 03:09:15 AM I can see the use of Ventures For fighters its a great idea and can work if u control them through the battle and get them to manual target but
U send ventures again any fleet of mine and they are dead a couple of rhiens with mutli disruptor will take em out from miles away Title: True Use For Venture Class Scouts Post by: -=B!G=-The Black Baron on September 20, 2006, 12:44:30 PM 1 bug ram would **** them up to...
Title: True Use For Venture Class Scouts Post by: Tyler on January 25, 2007, 10:08:10 AM I use Ventures to explore the map usually.
Title: True Use For Venture Class Scouts Post by: Admiral Adama on January 27, 2007, 12:40:17 AM i saw 1 guy building like 20 fleets of ventures once
i had a cube scouting the map and i warped into that fleet and they all opened up on me its hard to assimilate them all and target them all at once (this was in regular a2) Title: True Use For Venture Class Scouts Post by: Mortographer on February 01, 2007, 08:41:55 PM I think the main reason ventures are worth building at all is because they build from the main starbase so you can have them building at the same time as the rest of your fleet. Otherwise, I'd agree that your resources are better spent elsewhere.
Title: True Use For Venture Class Scouts Post by: Rhaz on February 02, 2007, 02:50:08 AM Ventures FTL.
The only one you need, is the one you start with. Put the resources into ANYTHING ELSE and due to the speed of most online players, you'll need the resource base early on, and every small fraction of a resource counts as one extra second, which expands midgame to one extra ship, which extends late game to one extra fleet. Title: Re: True Use For Venture Class Scouts Post by: Pappy63 on May 19, 2008, 08:03:23 AM I use ventures to protect mining and other bases as cleanup taking care if what the Star bases miss. Or I use them to supplement the Phaser and torpedo platforms. Venture's can be also used to wear down a opponent defenses giving time for your other ships to repair.
Title: Re: True Use For Venture Class Scouts Post by: Dawnrazor on May 29, 2008, 02:33:55 PM Newbie here. :(
Has anyone played the whole game making nothing but Ventures?? I have on several occasions against the AI (2 Romulan AIs on hard) and it is possible to win against fleets of warbirds etc. Worked against the Klingons too. The last game I played, I built about 1500 Ventures. Lost most of them but won pretty easily just a lot of micro management to build in those numbers, and coordinate attacks. It wasn't a rush game either. I ended up building 11 starbases maybe more. No other ships were used so the ventures were targeted. The feds actually help in this strategy, because of early ship upgrades. I don't know if it would work against a human player. I have only played against the AI, but numbers do seem to mean something in Fleet ops. Also is there a link to a post on HOW to actually play against a human. I tried once a few years ago and when I joined the game, the originator asked me to leave because I was eating up his credits or something. All I did was join. Title: Re: True Use For Venture Class Scouts Post by: Dominus_Noctis on May 30, 2008, 04:46:04 PM Hmmm... well there are a bunch of strat tips floating around in this forum; you could search strategy, and that might get you something. Basically the most effective methods for any race tend to be building lots of low cost ships that balance out their costs well. Fed sabre's at the beginning for example... followed by their so-called free ships :D
Full v3 promises to be more balanced however. In the end the best way to learn is too play and imitate :thumbsup: Title: Re: True Use For Venture Class Scouts Post by: Dawnrazor on June 01, 2008, 08:48:03 AM Hmmm... well there are a bunch of strat tips floating around in this forum; you could search strategy, and that might get you something. Basically the most effective methods for any race tend to be building lots of low cost ships that balance out their costs well. Fed sabre's at the beginning for example... followed by their so-called free ships :D Full v3 promises to be more balanced however. In the end the best way to learn is too play and imitate :thumbsup: Thanks for the response. I guess I wasn't too clear. I have played a ton of Fleet Ops but all against the AI...I can figure out the strategies and I agree with you about spam...venture spam works too, at least against the AIs. My second question should have read something like: " How do I actually join an online game" or something like that. Sorry for the confusion. Title: Re: True Use For Venture Class Scouts Post by: Dominus_Noctis on June 01, 2008, 08:15:51 PM Sorry about the misunderstanding ^-^ Anyway, to actually join a game, (I'm sure you know how to go online), try and write something in one of the "Game" threads that are in the forum... or you can PM someone here or email or whatever really. There are people around, I swear :whistling: (I will be available myself once my schedule calms down). I did realize you were talking about against humans actually, and unfortunately those strats that I mentioned do work against us humies ... almost as effectively as against the AI :blush:
Title: Re: True Use For Venture Class Scouts Post by: Frodo on July 01, 2008, 10:27:29 AM i use my ventures for what they are - scouts. i don't waste lots of resources on them but 5 or 6 are usually anough to keep an eye out and serve as early warning.
the cloaked scouts of rommie and klingons - same thing but in bigger numbers - i tend to use them to raid resource mines of the AI and as a distraction. :thumbsup:
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