Warpins in newest version

You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)

Question: How many Fed 1v1s are won through massing Warpins

Total votes: 30
>75%7 votes (23%)
50% - 75%6 votes (20%)
25% - 50%8 votes (27%)
< 25%9 votes (30%)
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posted on April 28th, 2011, 8:01 pm
I am interested in the power of Warpins. Eventhough they are nerfed several times, they still seem to be the favored strat for most of the Fedplayers...or not?
posted on April 28th, 2011, 8:07 pm
Well I think of warpins as very useful reinforcements. The new Teutoburg is also a very good option for getting rid of turrets as long as you manage to protect the ship. Besides that experienced fed-players will rely mostly on their built up fleet rather than on warpins (especially since you lose supply through their destruction now which can hurt alot when you rely on warpins mainly) which are basically numberfillers in dps and ship quantity.

my vote goes on 25%~50% because experienced opponents will have ways to punish you for "warpin-only-strats"
posted on April 28th, 2011, 8:27 pm
ray320 and I slugged it out and it came down to me getting better warp ins as neither one of us could really manufacture an edge.
posted on April 28th, 2011, 8:38 pm
I don't deny warpins give you an advantage if used to bolster your fleet, however they are never ever capable of replacing a well composed fleet by any means.
posted on April 28th, 2011, 8:51 pm
And RedEyedRaven cinched it. ^-^
posted on April 28th, 2011, 9:54 pm
Yeah, I would say that a warpin can save a losing battle and help beef up a fleet, but in the end, you can't win on warpins alone.  You can't even win when the majority of your ships are warpin.  You have to have a good balence of non warpins before you can even consider winning. :blush:

But Warpins are a favored strat because they are like free ships and they help give the illusion of numbers even if they aren't always that helpful.
posted on April 28th, 2011, 11:12 pm
To put it a different way, how many fed games are won without ever using warpins?

Warpins fill the medium-size hole in a fed player's tech tree, between antares and Eraudi yard vessels.  They also serve as a diversifying mechanic just like the Klingon yard.  Furthermore, this patch's warpins are more evenly distributed than ever: you can no longer get 2 ambassadors and 1 torp neb in a single warpin.

I do think the surrounding ships could be made more available though: perhaps if the akira got a build time reduction it would be (slightly) more spammable for players with lots of resources.  Meanwhile perhaps another medium range ship like the Sovereign could be made easier to access at the Eraudi yard.
posted on April 28th, 2011, 11:14 pm
I have won several times before I ever built SFC.  This was against AI, but still, i assume that if you ruthless enough, you can win before you even need warpin
posted on April 29th, 2011, 5:48 am
Against whoom? My experience is that most good Fedplayers mass Warpins while building smaller ships for support...and since they can keep Warpins alive fairly easily they start to stack...and then comes the Fedroll...
posted on April 29th, 2011, 6:27 am
A fleet of Breen Cruisers can mow down all warpin ships short of Excelsiors and Ambassadors. The other day playing online in a 2 v 2... 8 of my Breen Cuisers took down a Galaxy in about 2 seconds...  :whistling:
I do think warp-ins are an integral part of a Fed fleet, but as said you can't win with warp-ins and nothing but. Likewise, I do think it's much harder to win without warp-ins unless you can Avalon + Akira rush. You need a balance of regular ships and warpins to make the most of the Fed arsenal.
posted on April 29th, 2011, 9:53 am
in a 1v1 going for double yard at the start will be better than single yard and warpins. you get a yard at your exp and loadsa ships. mons and intreps are both fast and a mixed fleet of both is less easy to counter (ablative armour gets it done)

if u do really good with that early 2 yard you can end the game before warpins easily. it would mean you played far better than them, wiping their fleet out.
posted on April 29th, 2011, 7:19 pm
@Myles

That must be proved...I doubt that a skilled Fed player is better with 2 yards only as is one with 1 yard and warpins...
Especially games vs. pulse weapon heavy games can become bad if you stick to 2 yards with small/medium ships.
posted on April 29th, 2011, 7:48 pm
Drrrrrr wrote:@Myles

That must be proved...


  No it needn't be....

  You can win without warpins.  Bottom line.  You don't HAVE to win without warpins, but it can be done.
posted on April 29th, 2011, 7:50 pm
Drrrrrr wrote:@Myles

That must be proved...I doubt that a skilled Fed player is better with 2 yards only as is one with 1 yard and warpins...


no it must not, thats my advice, if u dont think its true, i dont care. you arent offering any proof either.

but some general pros to double yarding are:

1) loads of ships quickly
2) a yard at your exp so no need to buy a turret
3) all chassis 1 ships are fast and can harass to a degree
4) no supply penalty on death

and intrepids take 20% reduced damage from pulses. and if u have 1 yard and warpins the enemy will auto target the weaker defence chassis 1 ships anyway. before shooting the warpins.
posted on April 29th, 2011, 8:01 pm
Myles wrote:in a 1v1 going for double yard at the start will be better than single yard and warpins. you get a yard at your exp and loadsa ships. mons and intreps are both fast and a mixed fleet of both is less easy to counter (ablative armour gets it done)

if u do really good with that early 2 yard you can end the game before warpins easily. it would mean you played far better than them, wiping their fleet out.


Yeah, thats exactly how it works.  I always use double yards and don't usually get warpins until mid-game.  It usually works best in a 2v2, but works great against AI where you can take out mine sets easily with low level feds like monsoons.
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