Online! The Hitchhiker's Guide to Fleet Operations (Patch 3.

guide.fleetops.net
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posted on August 23rd, 2009, 12:45 pm
in the time you get 3 moon pairs, your enemy mostly has already a defense or attacked you badly
posted on August 23rd, 2009, 6:45 pm
1337_64M3R wrote:I'm not sure anyone has noticed... but I think this is an important strategy for N00B Players like me.

Quick Game Strategy for N00BS:

Step 1: Quickly take 3 moon pairs to get a fast startup.
Step 2: Have at least 2 shipyards building your fastest building ship (destroyers often at times)
Step 3: Continuously attack enemy mining posts before large defenses can be erected.
Step 4: Have the your cruiser with highest defensive value guarding your base allowing some lasting defense.
Step 5: As soon as all levels or research (for support vessels) are complete, have a shipyard start building support cruisers.


What kinda settings you have it on, three moon pairs? do you play on game speed 5, were mining ships are fast enough to grab three moon pairs.Sorry, but you shouldn't hand out noob strategies, because they are nooby. And If you consider yourself a noob, why not try and read Dominus's guide, so your not a noob anymore. Where you trying to advise me?
posted on August 24th, 2009, 1:53 am
Nah... I just think that people who aren't strong should have a starter strategy so that they can actually "survive" on a battlefield with some mediums for more than 15 minutes. I'm not advising anyone forcefully I'm just suggesting things.
posted on August 24th, 2009, 11:36 am
But how many times has Dom said he is not going to put up any AI strategies? If you are a beginning to the game, follow Dom's strategies and play other players online.
posted on August 24th, 2009, 12:23 pm
Unleash Mayhem wrote:But how many times has Dom said he is not going to put up any AI strategies?

Yes... I wasn't talking of AI. I'm talking of medium experience HUMANS.
posted on August 24th, 2009, 2:29 pm
Ok, well it is actually impossible to go for 3 moon pairs straightaway without losing against a player with any skill.

I don't mean to be rude, but it did seem like you meant AI so it was easy to misunderstand. Sorry :)
posted on August 24th, 2009, 8:57 pm
1337_64M3R wrote:Nah... I just think that people who aren't strong should have a starter strategy so that they can actually "survive" on a battlefield with some mediums for more than 15 minutes. I'm not advising anyone forcefully I'm just suggesting things.

I can say that you should play a little more, if you were talking about humans why not say medium players, why say it like a computer difficulty. And that strategy wouldn't work against anyone, or any computer. unless you had it on some ridiculous setting.

Dominus, I needed your advice on the best way to counter federation torp stations, without lossing your entire fleet. I recentlly lost a game were the guy just slowly moved forward with those stations, and blew my station up, I was romies, I tried Serkas's, and tavara's, he would have lines of three. And he protected his mines with them.
posted on August 24th, 2009, 9:28 pm
Hehe, encountering the old "Torpedo Walking" strategy  ^-^. Well, here's the fun part about Torpedo Turrets: you can't control them, they are less cost effective then vessels and each torpedo goes to a separate target if a another target is present. There are two ways to solidly defeat such a tactic--assuming that your opponent has sensor turrets near by).

Use your Talon to increase your sight range. Move a few low movement autonomy (and green alert) Serkas vessels at a time (preferably upgraded with their Silent Resolve ability) and target the area just above the stations. This will put your Serkas just out of firing range of the torpedoes, but the blast radius of the quadcobalt torpedo will wear down the torpedo turret eventually. Remember to keep some ships on low movement autonomy to take out any targets that try to move in range of your artillery.

The second strategy is more straightforward. You'll need lots of Shield Recharging Generixes, and lots of other ships. If there are 6-10 turrets about 15-25 vessels should be sufficient. Engaging at range is a bad idea against these turrets of course, so just march in there, get to minimum range and use your Generix to alternately disable the turrets as well as recharge your own shields. Also, you must send all your ships as compactly as possible, that way all the torpedoes are spread out against the vessels, and thus no one vessel takes an incredible amount of damage. Using this strategy I rarely lose even one ship, because while the turrets are powerful, spreading that damage out does next to nill against one particular unit. Thus, many small cruisers will work better than many destroyers (harder to recharge shields and regenerate shield energy) or a few battleships (those will bear the brunt and get quickly destroyed).

If you ask me, I think that those turrets should either get a range reduction to long again or a little bit more of a cost hike, because turret walking is a strategy that works on small maps--and is painfully effective against the Borg and Klingons (against the Dominion the Hyperspace works to kill it, and against the Federation the increased shielding to your swarm of ships gives you a great advantage... and Romulans see above) :)

Hope that helps some  :thumbsup:
posted on August 24th, 2009, 9:40 pm
Thanks, I'll try it out, I wasn't in a small map though. The game was four hours long, I got pretty frustrated. Anyway, thanks alot.
posted on August 24th, 2009, 9:43 pm
Youch  :blush:

Good luck :)
posted on August 24th, 2009, 11:55 pm
Last edited by Dominus_Noctis on August 25th, 2009, 12:00 am, edited 1 time in total.
Ok folks, probably the last version before the upcoming 3.0.8 patch... here is version 3.14 for THGTFO ... yes, the acronym isn't very pretty... but it does spell a swear!  :lol:

The Hitchhiker's Guide to Fleet Operations V3.14.pdf

...and for those of you who have asked for a printer friendly version... here's one with a white background :)

The Hitchhiker's Guide to Fleet Operations V3.14 (Printer Friendly).pdf
posted on August 24th, 2009, 11:58 pm
Can you give an idea of the main changes?
posted on August 25th, 2009, 12:01 am
Yup, sure: tis on the first post too :)

Added a little bit more Klingon strategy (to Martok specifically), added a little more security information for the Wippien section (what to turn off in the adaptor specifically etc), added some more Team Strategy stuff and a few things to the Basics section.
posted on August 25th, 2009, 12:58 am
Interesting... very interesting... can't wait to see you dealing with the Notexer for your guide.
posted on August 25th, 2009, 1:02 am
Yeah, you and me both  :lol: :D
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