Online! The Hitchhiker's Guide to Fleet Operations (Patch 3.
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posted on June 14th, 2009, 2:35 pm
Hmmm, let me try and explain what my strategy has been with her. If you read the second strategy listed for Mayson in the guide, that is the sort of thing you can do. Since warp-in takes longer to set up, it's more defensive I should mention:
I begin by pumping out Sabers and Canaverals with Blackout, build a second Antares, tech up to Intrepids for quick strikes with artillery, and eventually tech up to Akiras combined with Remores from an Eraudi yard after that. Then everything goes crazy because I still can't figure out what to do with phalanxs and avalons... Excelsior II's are much less useful in my opinion because of how much weaker they are and no special: I'd prefer to build Akiras because of how powerful they can become, and since Remores are available at the same time... I build those instead (so my force looks like a raiding force of Sabers and Intrepdis, plus Canaverals to supplement Akiras and Remores). Teching up too early to Akiras without building Intrepids imo is a death sentence, because you have no way to protect your assets though.
Late game I will use Sovereigns with engine overload (which have the ability to use it more times and have higher shield regeneration due to the increase in system values) and a few Defiants... but I never am able to figure out what to do with Phalanxs because they are so high in the tech tree and don't allow me to do anything against battleships (more they are good against Klingon who still rely on some B'rel and K'vort). Let me know if any of this makes sense to you KLOK
Thanks Dondaggi
I begin by pumping out Sabers and Canaverals with Blackout, build a second Antares, tech up to Intrepids for quick strikes with artillery, and eventually tech up to Akiras combined with Remores from an Eraudi yard after that. Then everything goes crazy because I still can't figure out what to do with phalanxs and avalons... Excelsior II's are much less useful in my opinion because of how much weaker they are and no special: I'd prefer to build Akiras because of how powerful they can become, and since Remores are available at the same time... I build those instead (so my force looks like a raiding force of Sabers and Intrepdis, plus Canaverals to supplement Akiras and Remores). Teching up too early to Akiras without building Intrepids imo is a death sentence, because you have no way to protect your assets though.
Late game I will use Sovereigns with engine overload (which have the ability to use it more times and have higher shield regeneration due to the increase in system values) and a few Defiants... but I never am able to figure out what to do with Phalanxs because they are so high in the tech tree and don't allow me to do anything against battleships (more they are good against Klingon who still rely on some B'rel and K'vort). Let me know if any of this makes sense to you KLOK

Thanks Dondaggi

posted on June 14th, 2009, 3:36 pm
Last edited by KL0K on June 14th, 2009, 3:41 pm, edited 1 time in total.
hm, yeah it kinda makes sense, but...
i would definitly skip the intrepids, aslong as you dont plan to harrass your oponent, cause the torps miss to much and the phasers arent that powerful, plus they go down pretty fast.
sure they are nasty as a fleet for hit n runs, but when you see the first mid ships you can say good bye to them, cause they got such a low hull value.
and thats basicly why i stick to akiras and try to techup as soon as possible, cause they can last longer in a battle (specially with their upgrade) and do more damage, even if the torps dont hit.
so, last games it looked like this:
keeping round about half dozen sabres, trying to intercept any incoming vessels (hopefully gaining ranks - i had a few vet-sabres last game, thanks to the repair hotkey
), one caneveral as a backup with sensor blackout and the moment you bring in the first 2-3 akiras, its getting easier.
so you have lesser ships in the beginning, but vets and that will equalize at that point anyways.
after that i had 2 exelsiorII, 1 remore, and 3 phalanx in the queue. (and a few distress-call ships, plus a descent)
funny thing is, the moment the third phalanx rolled out, the AI was already done. cause i had a full fleet with some vet-akiras, cause some of the sabres died, but the akiras lvled up pretty fast, so it was like an exchange
and with them i killed their expansion and after that i sat just right infront of the base, waiting for reinforcements, in form of a second fleet, built up like the first one, to finish him off.
the main point for all this is..
i didnt even ran out of ressources for that long, that i couldnt build a thing for minutes, even had enough to set up another outpost at a choke point.
it was just a lil hard at the beginning to micro the sabres around to prevent them from dying. but after that it was quite easy.
i would definitly skip the intrepids, aslong as you dont plan to harrass your oponent, cause the torps miss to much and the phasers arent that powerful, plus they go down pretty fast.
sure they are nasty as a fleet for hit n runs, but when you see the first mid ships you can say good bye to them, cause they got such a low hull value.
and thats basicly why i stick to akiras and try to techup as soon as possible, cause they can last longer in a battle (specially with their upgrade) and do more damage, even if the torps dont hit.
so, last games it looked like this:
keeping round about half dozen sabres, trying to intercept any incoming vessels (hopefully gaining ranks - i had a few vet-sabres last game, thanks to the repair hotkey

so you have lesser ships in the beginning, but vets and that will equalize at that point anyways.
after that i had 2 exelsiorII, 1 remore, and 3 phalanx in the queue. (and a few distress-call ships, plus a descent)
funny thing is, the moment the third phalanx rolled out, the AI was already done. cause i had a full fleet with some vet-akiras, cause some of the sabres died, but the akiras lvled up pretty fast, so it was like an exchange

the main point for all this is..
i didnt even ran out of ressources for that long, that i couldnt build a thing for minutes, even had enough to set up another outpost at a choke point.
it was just a lil hard at the beginning to micro the sabres around to prevent them from dying. but after that it was quite easy.
posted on June 14th, 2009, 4:22 pm
You're not using the AI to test your strategies are you?
And what does hull value mean? Defensive or system? In my opinion, harassment is necessary because the Federation have such good anti-building specials that it seems a waste to sit there and do nothing. Intrepid's torpedoes also won't miss against stations and battleships.
And what does hull value mean? Defensive or system? In my opinion, harassment is necessary because the Federation have such good anti-building specials that it seems a waste to sit there and do nothing. Intrepid's torpedoes also won't miss against stations and battleships.
posted on June 14th, 2009, 5:17 pm
testing things against the AI first, and then online.
with the low hull value, i meant, that they get shot down pretty fast, so i'd prefer more sabres and defensive playstyle with this avatar, over a few intrepids and harrassing (and risking to lose them through it, cause they prolly get shot down due to low distance weaponry, specially against the roms with rhienns). the upgrade takes a while and the same for a reasonable ammount of intrepids. and by the same time you could get out the first akiras.
thats what i meant. so, first of all you get more ships if you stick to sabres in the beginning, and after that you get the real damage dealer with the akira (specially if you manage to keep them alive all the time and gaining ranks, which is of course essential in this case). the only thing giving me a headache is the long buildtime for the sabres, compared to the other factions *cough* hello optec *cough*
with the low hull value, i meant, that they get shot down pretty fast, so i'd prefer more sabres and defensive playstyle with this avatar, over a few intrepids and harrassing (and risking to lose them through it, cause they prolly get shot down due to low distance weaponry, specially against the roms with rhienns). the upgrade takes a while and the same for a reasonable ammount of intrepids. and by the same time you could get out the first akiras.
thats what i meant. so, first of all you get more ships if you stick to sabres in the beginning, and after that you get the real damage dealer with the akira (specially if you manage to keep them alive all the time and gaining ranks, which is of course essential in this case). the only thing giving me a headache is the long buildtime for the sabres, compared to the other factions *cough* hello optec *cough*

posted on June 15th, 2009, 2:43 pm
Awesome!
Nice job! 


posted on June 17th, 2009, 11:59 am
Dominus, can I distribute this on other websites to other people who play FO? Or would you rather I link them here?
posted on June 17th, 2009, 1:21 pm
It'd make sense to get more of the players involved in the community.
Also, we need a "so you've decided to play real people" section, since I used to think I was very good against the AI, however, playing the game online, it's a completely different experience.
Also, we need a "so you've decided to play real people" section, since I used to think I was very good against the AI, however, playing the game online, it's a completely different experience.
posted on June 17th, 2009, 2:15 pm
Last edited by Dominus_Noctis on June 17th, 2009, 2:41 pm, edited 1 time in total.
Hmm honestly I'd prefer it to be linked here or (see below*) that way comments can in addition be localized if the other players so choose (and because I will be updating this regularly, I want people to know where the source material is so they can get it at their leisure).
*Since the maximum size of the document has become prohibitively large to be loaded on this site (unless Doca decides to allow it)... I'll be uploading a new version today (!!) to AII files... thus linking to that file would also work.
However, if you think it is best, you can post it to other forums as well: just maybe post a link back here so that they might leave comments
I like Google_bot's suggestion: I always did find it odd that the MP and SP strategy sections were combined together and that sometimes people will comment on a multiplayer thread when they only play singleplayer.
*Since the maximum size of the document has become prohibitively large to be loaded on this site (unless Doca decides to allow it)... I'll be uploading a new version today (!!) to AII files... thus linking to that file would also work.
However, if you think it is best, you can post it to other forums as well: just maybe post a link back here so that they might leave comments

I like Google_bot's suggestion: I always did find it odd that the MP and SP strategy sections were combined together and that sometimes people will comment on a multiplayer thread when they only play singleplayer.
posted on June 17th, 2009, 9:05 pm
It would just be to my clan's Starfleet Reserves Section (EF1, A2 and other games). Might put me in good standing and be good for our community to put FO more out there; including your guides and all our maps. I'll just link to FF when you've uploaded it.
Ever thought about doing a Fleet Ops For Dummies? Like a short guide to get new players up and running, learning the basics of the game, and maybe with suggestions on BO and strategy etc. at the end, leading into your real guide.
Would be perfect for new players, and then we could really say we had a manual for FO. I would give it a go, if I really thought I had spare time to commit.
If it's too much work for you too, maybe a collaboration? You are definitely the superior strategist, so I wouldn't be able to write much on that anyway .
Ever thought about doing a Fleet Ops For Dummies? Like a short guide to get new players up and running, learning the basics of the game, and maybe with suggestions on BO and strategy etc. at the end, leading into your real guide.
Would be perfect for new players, and then we could really say we had a manual for FO. I would give it a go, if I really thought I had spare time to commit.
If it's too much work for you too, maybe a collaboration? You are definitely the superior strategist, so I wouldn't be able to write much on that anyway .

posted on June 17th, 2009, 10:17 pm
Awesome, go for it 
Do you mean something like the AII manual: where it covers the basic resources, various build buttons etc? Might be interesting: however I'll need you to tell me what you think needs to go in the "Dummy Section" (maybe titled "for new players" or something). Perhaps fitting it before the general tips and suggestions portion would work, as that requires you to be a bit more familiar with the game--> thus leading into the strategy sections which definitely require more experience. I'm sure I can make time, as long as you give me a sense of the direction and things that need to be addressed
As always thanks, for the compliments (you too funnystuffpictures)

Do you mean something like the AII manual: where it covers the basic resources, various build buttons etc? Might be interesting: however I'll need you to tell me what you think needs to go in the "Dummy Section" (maybe titled "for new players" or something). Perhaps fitting it before the general tips and suggestions portion would work, as that requires you to be a bit more familiar with the game--> thus leading into the strategy sections which definitely require more experience. I'm sure I can make time, as long as you give me a sense of the direction and things that need to be addressed

As always thanks, for the compliments (you too funnystuffpictures)

posted on June 17th, 2009, 10:20 pm
Uh, you might wanna talk with Zebh first since that's what his guide is for. BTW the thread title says 2.6 and the guide still says 2.5 even though you're on 2.7.
posted on June 17th, 2009, 11:15 pm
Hmmm, good point RCIX: however, two guides might cover the info better than just one. Afterall, we both have info on ships as well, but I don't have anything on map making, while Zebh does 
Yup, I'm aware that the version number was wrong when I posted it... just I did so many changes the same day that if I posted a new one right after that... you'd see a lot of unfinished stuff
. Next time (aka, tonight) I'll get it right, I swear! 

Yup, I'm aware that the version number was wrong when I posted it... just I did so many changes the same day that if I posted a new one right after that... you'd see a lot of unfinished stuff


posted on June 18th, 2009, 1:23 am
A new version of the guide has been released, however, due to the size constraints of this forum you can download it here The_Hitchhickers_Guide_to2.pdf Download File
or... when Armada II files reviews it and deems it (hopefully) acceptable... at their site (link will be posted). Comment, criticise and suggest as always: may the Schwartz be with youuuuuuuuuu
or... when Armada II files reviews it and deems it (hopefully) acceptable... at their site (link will be posted). Comment, criticise and suggest as always: may the Schwartz be with youuuuuuuuuu

posted on June 18th, 2009, 2:18 am
One thing u may want to add to the Fleet Actions section is that pressing 'R' will Recrew Borg ships and the Romulan Tavara class, rather than send them for Repairs like most other ships. I just thought, someone reading it might not realize why they aren't going for repairs when pressing R.
I do think that maybe once everyone finishes their guides, perhaps combining them into a single mega-guide (simply in different sections) covering all aspects would be nice, instead of multiple smaller guides.
I do think that maybe once everyone finishes their guides, perhaps combining them into a single mega-guide (simply in different sections) covering all aspects would be nice, instead of multiple smaller guides.
posted on June 18th, 2009, 3:39 am
Another! lol I just barely got through the last one.
Thank you Dominus!

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