Avatar/Race Selection

Share and discuss your gameplay strategies.
posted on September 16th, 2011, 3:24 am
Last edited by trekkiefan2 on September 16th, 2011, 9:27 pm, edited 1 time in total.
This is mostly for the newer players who haven't yet decided on what race/avatar would be best for them. So I've been playing since 3.0ish (just joined site recently though) and I've played extensively with each of the races (probably not as much as some thought :D). So anyways, here is some of the gameplay types and options for each of the races.

Federation:
- Usually played much more defensively than any of the other races. After all, their heavy shields combined with their defensive platforms make them a rather dangerous opponent. A good Federation player should be skilled at defending, but also being able to use the ships and abilities effectively. Federation ships are somewhat more expendable than others since they generally have the lowest supply costs. But as always, your highest priority should be the preservation of your forces. After all, you can't fight if you have no ships :)
- Mayson vs. Risner: Mayson, with his Norway, Nova, and alternate turrets is generally a more defensive player than Risner. Generally, you will want to make extensive use of Excelsior II (due to its increased values and ACS torps) as your main vessels, and put a few Novas in your fleet to make extra use of those wonderful photon torpedoes. His main ships will probably be warp-ins, Nova/Norway, and Excelsior II. For Risner, you will want to try to upgrade relatively quickly to at least chassis 2; Risner is more of a 'big bad guns' type than Mayson, and as such should try to bring out the Eraudi Yard units more quickly. She relies mostly on the Akira, Defiant, and Sovereign, with a few Avalons (oh how much fun those carriers are :rolleyes:)mixed in. (if there are any I'm forgetting please let me know, I don't generally play Risner all that much, just cause Mayson has Nova-class)
- Federation Major Advantages:
    - Warp-ins are the most obvious. For one they can be sent anywhere, anytime. Usually they have a free heavy cruiser/battleship, which is always fun.
    - Descent - Although part of warp-ins, I believe this ship should have its own category. With 2 Quantum torpedo launchers, heavy shields, and being nearly impossible to kill, this ships most fearsome quality is abilities. It can fully recharge ALL ship shields in range, in addition to itself, for the measly cost of 20 supplies. It gets worse when it reaches Veteran level and can use this every twenty seconds. This ship is pretty much the Federation 'uber' ship, and as such should usually be used no matter who you play as.
    - Turret system - The main reason turtlers choose Federation. Their turrets are pretty cost effective, in addition to being extremely powerful (much more so for Mayson than Risner). I believe it was stated that 6 torpedo turrets could kill a Borg Cube. Their main problem is that they're stationary.
- Federation Disadvantages:
    - Weak weapons systems - Since the Federation is so shield-happy they neglected to have strong weaponry on many of their ships (exception would be Norway Plasma Coil, although I hear that's going to be replaced).
    - Reliance on shields - Although shields are one of their greatest advantages, they can turn into a disadvantage real fast. Most of Federation Defensive Value is in their shields, so if you fight an enemy that does direct hull damage or you fight in a nebula, your ships will die left and right.

Klingon:
- Aggressive play is a necessity for playing Klingons. Since their supply costs are so high, you have to be highly mobile and hit-and-run to play as them (for those of you who don't know, Klingons receive supplies whenever one of their ships kills another; this also means they have incredibly high supply costs). As such, they have lower Defensive Values but increased Offensive Values and strong hulls. Preservation of your ships is an important part of playing Klingons. Large-scale Klingon ships are more cost effective, so you will want to try to upgrade quicker than other races.
- Martok vs. TaQ'roha: Martok is the big guns of Klingons, with the LuSpet and Susa...Thats about it, although he has some avatar bonuses I can't remember at the moment. TaQ'roha is a bit more 'piratey' than Martok, and makes more extensive use of Field Yard ships. Her Chargh is useful against retreating enemies, and her artillery ship can be effective too.
- Klingon Advantages:
    - Cloak - Incredibly useful, Klingon ships take 4 seconds to cloak.
    - Qaw'Duj - A powerful support ship, its third ability is one of the most useful in the game, especially when used in numbers.
    - Bortas - High-tier support ship, Ion Storm is...well...just UNFAIR. I played just as Klingons against Merciless Rom AI, won w/ just the 3 of this ship (had my fleet vs. theirs, did ALOT of hit-and-runs on their fleet and stations w/ this power and did alot of damage; but as we all know, AIs are morons who keep moving/building the SAME things into the SAME places, so its probably not possible to do this against an actual human player). I'm not saying though that the ability needs to be rebalanced, every race has a few things that seem completely unfair if you look at them, this is one of the more powerful ones though.
    - Special Station - Increases firing power/rate by double, making it like two ships for every one. Doesn't last too long though, and takes awhile to recharge. Best saved for big battles.
- Klingon Disadvantages:
    - Supply costs/system - Klingons have one of the highest supply costs in the game, aside from Dominion/Borg, and it plays a much bigger role than in the other races. The supply system the Klingons have is actually both an advantage and disadvantage, depending on how you look at it. Playing well as Klingons doesn't necessarily mean constant fighting, but rather guerilla tactics and picking off lone ships/miners. An important part of playing Klingons is effficiently using your ships and resources.
    - Research - Klingons (for obvious reasons) have the longest and generally most expensive research, which means to pretty much only research what you intend to use.

Romulans:
- The Romulans, true to their nature, make extensive use of subterfuge tactics. Romulans are the most effective race for hit-and-run tactics, due to their 2 second cloak and their unique weapons setup (Something like 30% faster firing rate for the first few volleys and then 10% slower after that, resets after 15 sec of non-use). Romulan ships generally have powerful special abilities and powerful weapons and shields, and as such generally cost more than ships of other races; it is absolutely vital for a Romulan player to conserve their ships.
- Mijural vs. Helev: Mijural is the 'heavy ship' avatar for the Romulans; her defensive play is more powerful too (turrets and transmitters survive longer, use less energy). For her, you will want to build a few (if any) lower yard vessels aside from the Shrike, as their supply costs are especially high and not really worth it without the Helev supply reduction. Helev, as you can probably figure, is the lower yard focused avatar. All Staryard ships have 50% reduced supply costs, making them just that much easier to build. His 'heavy ships' actually have boosts too, just not nearly as extensive.
- Romulan Advantages:
    - Weapons system - I already mentioned it before, but it can be especially useful, particularly in 'hit-and-runs' against enemy fleets; attack, back up, attack. etc.
    - Tavara-class - One of the most powerful ships in the game (Mijural can build two & Helev can build one), can instantly capture any ship with 60ish crew or less (two ships can instantly take any ship with a crew of 125 or less, which is nearly half the ships in the game). You can also upgrade cloak, attack, and defense by a signifigant amount. (Another example of a game I won with two of these ships alone)
    - Romulan special stations - The Romulan stations are probably more powerful than the ones of any other race, except perhaps Federation. The Cloaking Generator can cloak all stations and miners for a brief period of time (they have shields, can build, can fire) and the Defense Batteries can cloak forever. Their Intelligence Center is capable of giving insight into enemy fleet movements, as well as sabotaging/destroying enemy vessels. Sorry though, only one of these can be built at a time :(
- Romulan Disadvantages:
    - Defense Batteries - Their main problem is that they have to be near a Transmitter to even fire more than a few volleys. Also, they are just about the weakest turrets in the game. Not really worth building without the Cloaking Generator.
    - High ship cost – In general, Romulan vessels are much more costly than their Klingon and Federation counterparts. Hence, the loss of a battlegroup could cost you the match, whereas Klingons might eventually be able to recover and to the Federation it would merely be a slight setback (in comparison at least).

Dominion:
- Dominion play offers a unique method of economy and building; they are the only faction (aside from the Borg, to some extent) who can mine supplies. They also build their ships differently than any other faction, having to build prototypes before building regular ships of that type, and if the prototype is destroyed it has to be rebuilt again.
- Puretech vs. Breen - Dominion avatars arn't as clear-cut as the other factions, with only slight differences that somehow drastically affect the outcome of the game. Puretech is slightly more defensive and more reliant on preplanned assaults (Sensor Station and S-7 Defender) and Breen are slightly better at hit-and-run tactics (Breen Cruiser has cloak, takes 3 seconds).
- Dominion Advantages:
    - Unique Economy - If successfully mastered, the flexibility of the Dominion miners (which are also your construction ships, how convenient :D) can be your greatest strength, trading priorities between resources and supplies as needed.
    - Hyperspace Artillery - Inexpensive (although taking a fair amount of time to build) can be a powerful physical and psychological weapon. Capable of heavily damaging many ships and stations, it is usually a one-shot weapon as the enemy will often go after it first. Puretech can build 2.'
    - V-13 Battlecruiser - This is the lowest-costing battleship (excluding warp-ins) while being among the most powerful that the Dominion has to offer. With fearsome stats and a powerful special ability, this ship is a force to be reckoned with.
    - Perimeter Stations - Mini-starbases in their own right, these are the most powerful defensive stations in the game. Can upgrade attack, defense, and add AT charges.
- Dominion Disadvantages:
    - Prototype system - Although many view this as an advantage, I view this as the opposite: Why? Think about it. Wheras the other races require one or two resource stations to be built, usually at a cost of 600/300 or so, most prototypes cost nearly, if not more, than this, plus they take much longer and have to be protected. Most importantly, prototypes limit your options because players will usually only reasearch some ships at the expense of others.
    - Supply costs - Dominion forces have extremely high supply costs, especially the prototypes. This is mostly due to the fact that you can mine it, hence balancing this feature. Also, the Dominion is the only race that uses supply during research.

Borg:
- I don't want to say much about the Borg, given that they'll be having a redo pretty soon, so I'll just go over the basics. Borg fleets play with small groups of powerful ships, many quite costly; as such, the loss of a single ship could cost you the game. You use Collective Uplinks to build ships, and you have the additional resource of Collective Connections.
- Optimize vs. Assimilate - Optimize goes for lower cost and higher efficiency, wheras Assimilate goes for more powerful ships (and of course, assimilating :assimilate: )
- Borg Advantages:
    - Powerful ships - As seen in the show, a single Borg vessel can decimate entire fleets of regular ships (this was a command cube, but still... ;) )
    - Chassis selection - Borg can customize their vessels to a level almost never seen (except in a game like this B) ). It allows you to customize special abilities, attack, defense, and passives, among other things. After you select the chassis (ship type) from the Uplink, you have a customization menu for it.
    - Transmission Matrix - Allows FREE research of some pretty powerful abilities that can make the difference between victory and defeat.
- Borg Disadvantages:
    - High cost - Ships are probably the least cost-effective in the game, with the possible exception of the Borg Cube.
    - 4 Resources - The main purpose of the collections is to limit what you can build, and make sure you don't put all your resources into a Cube at the start of the game. It is an effective balancer for what the Borg can build.

On a sidenote: Every race has a 'dreadnaught' type ship, even if many don't realize it:
- Federation=Descent
- Klingon=Bortas (More so for Ion Storm)
- Romulan=Tavara...kinda obvious
- Dominion=Dreadnaught (mixed-tech)
- Borg=Do I even need to say it? :D Probably Command Cube too when it comes out.

So long as even one person was helped by this, all my typing will have been worth it :) I also encourage everyone to read the Fleetops Guide, as it goes into even more detail about the races, strategies, and background information. I also have a strategy guide for individual ships, I'll post it when its finished.
Anyone with additional tips is free to add to this :thumbsup:
posted on September 16th, 2011, 5:35 am
I don't agree with the point about the descent. Its slow, its torpedos miss smaller targets a lot, phaser does almost nothing, which means prety measly guaranted damage against small and mid targets. and 20 supplys is a LOT in mutiplayer terms, plus it takes up 4 warpin slots thst could be traded for more DPS in the form of more "lesser" warpins, i would only recomend this ship in mid/late game and against borg, NEVER vs klingons, those small fast ships will rip her apart.

The Descent is FAR from an uber ship, and in terms of power, Risners Sovie would do way better in a fight jus cuz of its teeth :badgrin:

About klingons, just scout and raid, and you'll keep your supplys floating
Klingon Vorcha counters fed early game stuff nicely

rommie Rehein Does AMAZING Vs. klingon Earlygame when equiped with phase plates.

Just wanted to add that.
posted on September 16th, 2011, 7:46 am
As an addition to the feds.
The Monsoon, mixed with Intrepids, counter almost everything!
Monsoon have that awesome sniping ability with their special. Intrepids do loads of damage against anything medium ranged. Bare in mind though that Intrepids get slaughtered by any support vessel!
posted on September 16th, 2011, 1:58 pm
Styer Crisis wrote:I don't agree with the point about the descent. Its slow, its torpedos miss smaller targets a lot, phaser does almost nothing, which means prety measly guaranted damage against small and mid targets. and 20 supplys is a LOT in mutiplayer terms, plus it takes up 4 warpin slots thst could be traded for more DPS in the form of more "lesser" warpins, i would only recomend this ship in mid/late game and against borg, NEVER vs klingons, those small fast ships will rip her apart.

The Descent is FAR from an uber ship, and in terms of power, Risners Sovie would do way better in a fight jus cuz of its teeth :badgrin:


I was saying it was the Fed 'uber ship' because of this:
1. It's FREE! and instant build
2. It couldn't win vs. Sovie but it CAN save it from certain destruction.
3. It is the hands-down most powerful of the Fed warp-ins.
4. I fought w/ it against the 3 ship warp-in (I was playing as Feds vs. AI & was bored, I wanted to see who would win :lol:) and it killed them all, with enough strength left to probably take on a 4th. Hence, worth it in terms of slots.

I disagree about the Shield Recharge being not worth it as well. Since it can recharge EVERY ship within range, there are MANY solutions where that can be incredibly worth it, and these are just two:
1. Nanites, Ion Storm, Hyper Artillery, etc. which do alot of all around shield/hull (sometimes) to your ships, rather than lose your entire fleet just bunch them together and recharge them all at once  :)
2. If you were allied with Dominion/Romulan who had a dreadnaught ship out there, you can save that ship from certain destruction, since most enemies will focus on that and tear down its shields. Wouldn't it be great if after all their hard work you denied them a kill? ;)

Basically though, my main point about the Descent being the Federation 'uber ship' is when its used as more of a support ship than a battleship (although its effective at that too)
posted on September 16th, 2011, 2:40 pm
Well, its special has a 172 second cooldown, it gets a massive supply penilty (40 or 50) when it dies, so its not completely free. And btw, its special is DOGFIGHT range, so it doesn't rechage every thing in range of it sensors.

Play online a few times with it and you'll realix=ze, this is hardly the godship you say it is .


PLus, with it you cannot raid,, the torps miss too much, so in cost to benefit ratio, the slots would be beter spent on three fast warpins.
posted on September 16th, 2011, 5:40 pm
Last edited by Arash8472 on September 16th, 2011, 5:41 pm, edited 1 time in total.
cube is cost effective?  since when? did the price of a cube get lowered from 5,000~8,000 dilth and 1,000~2,000 trit and  200~300 supply to something that makes more sense and is buildable in a multiplayer game without sacrificing a lot of your own fire power?
posted on September 16th, 2011, 8:22 pm
Cube is incredibly cost effective Arash :) Run the numbers for DPS or hitpoint+regen and compar to its cost and you'll see how it works out  :thumbsup:

All late game vessels are much more cost effective than early game units  ^-^
posted on September 16th, 2011, 8:32 pm
the cube is definitely cost effective. its not cost effectiveness that keeps people away.

in a 1v1 for example, lets assume a middle of the road cube costing 5k dil and 130 cc. you have to save up all the stuff before you can even start building. if you assume you and your enemy gain resources at exactly the same rate, then every time you collect 700 dil, your fed enemy has made another e2. so by the time you reach 4900 dil and still have not increased your fleet's effectiveness at all, the enemy has 7 new e2s that just destroyed your handful of spheres. the cube is great, but during that saving time you are completely stalled and the enemy isnt.

thats why most people just go the easy way and spam diamonds. their torp damage is good enough to crack bases, and they can spam a ridiculous number of nanites and other specials as needed, and even buff each other with otc. and their cost is easier to manage.

personally im hoping the redo includes a cheaper and less effective normal cube, and the command cube costs a bit more than the current one. that way we will at least see some cubes that arent scubes.

cubes in team games are a little easier, as you have more players gathering at the same time. 4 players can gather the cube's cost quickly, hopefully before the enemy can put their temporary advantage to use.
posted on September 16th, 2011, 9:33 pm
Last edited by trekkiefan2 on September 16th, 2011, 9:36 pm, edited 1 time in total.
Styer Crisis wrote:Well, its special has a 172 second cooldown, it gets a massive supply penilty (40 or 50) when it dies, so its not completely free. And btw, its special is DOGFIGHT range, so it doesn't rechage every thing in range of it sensors.

Play online a few times with it and you'll realix=ze, this is hardly the godship you say it is .


PLus, with it you cannot raid,, the torps miss too much, so in cost to benefit ratio, the slots would be beter spent on three fast warpins.

1. Vet Descent has a special allowing you to use it every twenty seconds
2. Its called moving your ships in close
3. I've played against other players a few times with it, thats how I know it works ;)
4. I've never said it was a godship, just that its one of the best Fed ships, assuming you don't mind spending a few supplies. Since Feds have the lowest supply costs in the game, I'm pretty sure they can afford it ;)
5. Not supposed to raid with it, its mostly a fleet support ship
I dont think this will be something you and I will ever agree on, so its kinda pointless to argue about it. Everyone has their different opinions, the only real way for each individual player to be sure is to try it themselves and come to their own conclusions :)
posted on September 17th, 2011, 12:27 am
trekkiefan2 wrote:
    - Descent - Although part of warp-ins, I believe this ship should have its own category. With 2 Quantum torpedo launchers, heavy shields, and being nearly impossible to kill, this ships most fearsome quality is abilities. It can fully recharge ALL ship shields in range, in addition to itself, for the measly cost of 20 supplies. It gets worse when it reaches Veteran level and can use this every twenty seconds. This ship is pretty much the Federation 'uber' ship, and as such should usually be used no matter who you play as.


I'd just like to point out that the Descent is actually pretty easy to kill.

Since in most fights ships autotarget or manual target the same ship at once, you usually only have one or two ships with any damage at a time during a battle, as the rest are dead or fleeing for repair.

The Descent can be useful if you have a group of ships that survived a battle and all have damaged shields, or as a way to make a starbase last longer in a fight, but otherwise the descent is NOT that effective as it's a single ship and killable.
posted on September 17th, 2011, 3:35 am
Tok`ra wrote:I'd just like to point out that the Descent is actually pretty easy to kill.

With a defensive value of 74, I'm not so sure bout that. I agree it goes down pretty quickly against a fleet, but can usually survive any single ship (apart from the Borg Cube that is :D)

Tok`ra wrote:The Descent can be useful if you have a group of ships that survived a battle and all have damaged shields, or as a way to make a starbase last longer in a fight, but otherwise the descent is NOT that effective as it's a single ship and killable.

If agree here, this ship is NOT by any means invincible or offensively powerful, but rather for supporting your ships and saving some from certain destruction (allied dreadnaughts for example  ;))
posted on September 20th, 2011, 3:03 pm
trekkiefan2 wrote:With a defensive value of 74, I'm not so sure bout that. I agree it goes down pretty quickly against a fleet, but can usually survive any single ship (apart from the Borg Cube that is :D)


lol, well, I could play you in a multiplayer game and show you the futility of this statement? :D
posted on September 21st, 2011, 12:32 am
Styer Crisis wrote:lol, well, I could play you in a multiplayer game and show you the futility of this statement? :D

Sounds like fun, well have to do that sometime :) My computers having problems right now though for playing multiplayer, slows it down IMMENSELY, the last game I played against others was probably 3.2.4ish or right when 3.2.5 came out, I can't for the life of me figure out whats wrong :(
Reply

Who is online

Users browsing this forum: No registered users and 3 guests

cron