How do you implement and use the new Ktinga?
Share and discuss your gameplay strategies.
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posted on December 4th, 2010, 1:15 am
Last edited by godsvoice on December 4th, 2010, 1:25 am, edited 1 time in total.
This isn't really a complaint, and I'm not making any suggestions at this point, but I was just curious how everyone is using the new Ktinga design.
Specifically, you can only unload the cargo to make a Ktinga near a mining station, + the use of the cloak isn't usable until after the sudden boost in ship stats is gone that makes the Ktinga a tougher ship. I believe this lasts 35 seconds or so, if I'm not mistaken, and during this time can't cloak.
It seems to have turned into a much better defensive ship, then an offensive rusher. Since it has to be near mining stations anyways, it is a decent early defensive because you have a 35 second boost in performance. While it is short lived...
If you attack with the Ktinga, you start at your home base, or mining expansion, and have thirty 5 secondish to get to your enemy target and attack.. however without the cloak the only thing on your side is the temporary boost in ship stats. (no surprise element, they see you coming)
So, I was just curious what everyone is doing with the new way the Ktinga I'm just wondering about how to make it work best to a players advantage... and I'm thinking through a defensive guard, at least for the early portion of the game.
I mean.. technically, nothing has really changed. After the thirty five seconds from when you are at your mining station, the Ktinga is the same ship its always been... and then you can use it to do everything like normal. I just mean in the sense of trying to take advantage of the temporary upgrade. Perhaps now, it is best to set aside maybe 5-6 freighters, wait to be attacked... use the boost to upgrade a couple of your ktingas ranking, and then go on an offensive rampage.
Also, as far as your expansions go... it works out much better when your lone miners get attacked at expansions, because if you are forced to turn them into ktingas, they get some bigger teeth and so it might force an opponent to attack a Klingon expansion with more than just a couple ships, because of the new ktinga design. So that is good.
Curious about anyones thoughts on this.
Specifically, you can only unload the cargo to make a Ktinga near a mining station, + the use of the cloak isn't usable until after the sudden boost in ship stats is gone that makes the Ktinga a tougher ship. I believe this lasts 35 seconds or so, if I'm not mistaken, and during this time can't cloak.
It seems to have turned into a much better defensive ship, then an offensive rusher. Since it has to be near mining stations anyways, it is a decent early defensive because you have a 35 second boost in performance. While it is short lived...
If you attack with the Ktinga, you start at your home base, or mining expansion, and have thirty 5 secondish to get to your enemy target and attack.. however without the cloak the only thing on your side is the temporary boost in ship stats. (no surprise element, they see you coming)
So, I was just curious what everyone is doing with the new way the Ktinga I'm just wondering about how to make it work best to a players advantage... and I'm thinking through a defensive guard, at least for the early portion of the game.
I mean.. technically, nothing has really changed. After the thirty five seconds from when you are at your mining station, the Ktinga is the same ship its always been... and then you can use it to do everything like normal. I just mean in the sense of trying to take advantage of the temporary upgrade. Perhaps now, it is best to set aside maybe 5-6 freighters, wait to be attacked... use the boost to upgrade a couple of your ktingas ranking, and then go on an offensive rampage.
Also, as far as your expansions go... it works out much better when your lone miners get attacked at expansions, because if you are forced to turn them into ktingas, they get some bigger teeth and so it might force an opponent to attack a Klingon expansion with more than just a couple ships, because of the new ktinga design. So that is good.
Curious about anyones thoughts on this.
posted on December 4th, 2010, 8:22 am
You could use 4-5 Ktingas per moon as defensive force...or you can lay traps by waiting for emenies to attack your mining...decloak your fleet and pop ktingas...
posted on December 4th, 2010, 7:00 pm
Yep, it certainly seems like the Ktinga rush no longer includes cloaked Ktinga's .
posted on December 4th, 2010, 7:27 pm
7 forward compressor beams, forward plasma torpedo, aft plasma, and 1 aft compressor beam. and a repair bay. That's how.
posted on December 4th, 2010, 11:08 pm
You can still ktinga rush, just takes a bit more thought...
posted on December 5th, 2010, 10:35 pm
Yes, I was mostly wondering what the general idea was behind the new set up, was this made with the intent of giving the Ktinga an advantage or disadvantage? From what I'm seeing... it gives them a temporary defensive advantage for defending against an early unprepared expansion (they can fend off fewer ships better, requiring your opponent attack miners with more than just a couple ships), but somewhat puts the offensive at disadvantage... or at least a lag.
What I used to do with my first three Ktingas, is cloak them and send them off finding a weak spot. Then as the others were built, I'd cloak them and send them to whatever lone construction ship, or mining expansion there was. The first three would be there already, and just uncloak and get things started, while I reinforced them with a steady line of Ktingas.
But now, those three Ktingas have to either wait 35 seconds so that the Ktinga can get there while cloaked *thereby evading any enemy ships along the way - which there often are* or take the route uncloaked and risk being attacked by itself.
So now, it is more a matter of building the entire Ktinga fleet, waiting the 35 seconds then sending them out with the cloak. But this means giving more time to your opponent to set up his expansion better.
I mean, this doesn't change things to any great extent. The Ktinga is only to be used in the very early portions of the game, or to pop miners and fend off ships at whatever point (which I can certainly see this helps out with). I was just wondering what the change was meant for.
What I used to do with my first three Ktingas, is cloak them and send them off finding a weak spot. Then as the others were built, I'd cloak them and send them to whatever lone construction ship, or mining expansion there was. The first three would be there already, and just uncloak and get things started, while I reinforced them with a steady line of Ktingas.
But now, those three Ktingas have to either wait 35 seconds so that the Ktinga can get there while cloaked *thereby evading any enemy ships along the way - which there often are* or take the route uncloaked and risk being attacked by itself.
So now, it is more a matter of building the entire Ktinga fleet, waiting the 35 seconds then sending them out with the cloak. But this means giving more time to your opponent to set up his expansion better.
I mean, this doesn't change things to any great extent. The Ktinga is only to be used in the very early portions of the game, or to pop miners and fend off ships at whatever point (which I can certainly see this helps out with). I was just wondering what the change was meant for.
posted on December 5th, 2010, 10:57 pm
I think you've basically explained the entire thinking behind this ktinga change. An undefended mining colony can throw up a quick defense in the early game, because the mining ships are warriors at heart.
-People would often cloak and run with their ktingas immediately, which isn't very warrior-like. Now the options of fight-or-flight are more even.
-Ktingas do a very crappy job of defending themselves, only viable in the very beginning of the game. Now they remain effective for longer into the game.
-Rush strategies are okay when the enemy has a chance to scout them, but hidden rushes are nasty. Now a person using the ktinga rush can't hide it from his enemies as well as he could before.
Seems like a good change to me. There's no reason for people to use them any differently than before.
-People would often cloak and run with their ktingas immediately, which isn't very warrior-like. Now the options of fight-or-flight are more even.
-Ktingas do a very crappy job of defending themselves, only viable in the very beginning of the game. Now they remain effective for longer into the game.
-Rush strategies are okay when the enemy has a chance to scout them, but hidden rushes are nasty. Now a person using the ktinga rush can't hide it from his enemies as well as he could before.
Seems like a good change to me. There's no reason for people to use them any differently than before.
posted on December 7th, 2010, 4:45 pm
Don't forget, according to what I read, if the K'ting'a levels while still under the effects of the buff, it's stronger permanantly compared to a normally leveled K'ting'a. So after a successful defense, they can be reinstated into the KDF.
posted on December 7th, 2010, 5:03 pm
But the bonus is only +1 to Off/Def
posted on December 7th, 2010, 5:08 pm
A bonus is a bonus, regardless of the level.
posted on December 7th, 2010, 5:08 pm
It's actually +1/+2, but there's obviously a typo/bug
posted on December 10th, 2010, 3:19 pm
hm, it should be +3/+3 during the dispatch buff and +1/+1 as a permanent if it gains a rank during the effect period, is there something wrong?
posted on December 10th, 2010, 3:24 pm
Yup, if you check in game stats of the K't'inga it goes to 12/12, and base stats are 11/10 (assuming I read correctly )
posted on December 10th, 2010, 4:47 pm
Base stats are 11/10, but arent rank 1 stats 11/11?
posted on December 10th, 2010, 4:57 pm
Ah, I understand the issue now - didn't get that it was +1/+1 compared to level up stats. I just added it from base stats
No problem then
No problem then
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