Martok vs Mayson Overkill
Share and discuss your gameplay strategies.
posted on December 14th, 2010, 2:09 am
Ok.... I am currently having yet another dilemma. Klingons Martok VS Federation Mayson.
Feddie Strategy: Long Range Spams
Details:
Well, I tried playing with my bro. And he has come up with a rather annoying strategy. I am Martok and He is Mayson. And what does he do? First, he gets two Antares yards up and starts spilling out sabers at ridiculous numbers. I have been enduring that with bulldozing him with B'rels and K'Vorts. And after a while seeing nothing but Sabers, Akiras, and Canaverals coming out. And I was simply bulldozing with B'rels, K'Vorts, and Vorchas. I thought for a moment I had the upper hand.
It turns out that when I was teching up through the tech tree. He was literally spamming Quantum turrets. I found this out when I lost 3 fleets of mixed units to a thick moat of turrets circling his base (very thick, 6 turrets deep, and all packed in tight with almost no wasted space) And I could not bypass this annoying wall of his. And trying to take out his expansions was nearly as bad as he had Quantum turrets circling all his expansion stations. I was about ready to freak out.
Anybody know a Martok strategy to overcome this overkill? I've tried cloaking fleets but he kinda learned from me in previous games to always mix a few sensor stations in there. Any help?
Feddie Strategy: Long Range Spams
Details:
Well, I tried playing with my bro. And he has come up with a rather annoying strategy. I am Martok and He is Mayson. And what does he do? First, he gets two Antares yards up and starts spilling out sabers at ridiculous numbers. I have been enduring that with bulldozing him with B'rels and K'Vorts. And after a while seeing nothing but Sabers, Akiras, and Canaverals coming out. And I was simply bulldozing with B'rels, K'Vorts, and Vorchas. I thought for a moment I had the upper hand.
It turns out that when I was teching up through the tech tree. He was literally spamming Quantum turrets. I found this out when I lost 3 fleets of mixed units to a thick moat of turrets circling his base (very thick, 6 turrets deep, and all packed in tight with almost no wasted space) And I could not bypass this annoying wall of his. And trying to take out his expansions was nearly as bad as he had Quantum turrets circling all his expansion stations. I was about ready to freak out.
Anybody know a Martok strategy to overcome this overkill? I've tried cloaking fleets but he kinda learned from me in previous games to always mix a few sensor stations in there. Any help?
posted on December 14th, 2010, 2:23 am
Don't give him time to put up so many turrets.
posted on December 14th, 2010, 2:26 am
Best thing you've ever said ever, TCR!!! 

posted on December 14th, 2010, 2:35 am
@TCR
Well, the fact I am a slow builder makes it a tough challenge. But Next time, I'LL GET YOU KAAAAAAAHHHHHHHHHHHHHHNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN! lol
In the mean time. Counters?
Well, the fact I am a slow builder makes it a tough challenge. But Next time, I'LL GET YOU KAAAAAAAHHHHHHHHHHHHHHNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN! lol
In the mean time. Counters?
posted on December 14th, 2010, 2:38 am
Gamer, if your brother is putting a bunch of turrets at his base, then he's not building as many ships and you pillage his expansions and box him in. You can go in, he can't come out. Then you build up expansions and make as many ships as you feel are necessary to win. I mean, you're the klingons. You've got 3 Bortas and Moqbara station, for crying out loud. How would YOU whittle down his defenses? 

posted on December 14th, 2010, 6:40 am
How did you let him have that much resources? A single quantum turret is nearly 1k di/500 tri, and a pretty healthy chunk of supplies. All around his base, 6 quantums deep?
You could have enough Negh'var for the same costs to smash the whole defense aside like it wasn't even there, in some kind of unholy, bloodwine-soaked flyby orgy of weapon overloads.
You could have enough Negh'var for the same costs to smash the whole defense aside like it wasn't even there, in some kind of unholy, bloodwine-soaked flyby orgy of weapon overloads.
posted on December 14th, 2010, 9:26 am
Last edited by Megadroid on December 14th, 2010, 9:30 am, edited 1 time in total.
Well, since his turrets can't move, just set up shop around his base. Control the entire map, get ludicrous amounts of cash, quintuple yard Vorcha (or 12 (!) yard Sangs) or something and attack the corners of the square ( they are the weakest ). Alternatively attack him before the 16 hour mark.
posted on December 14th, 2010, 10:09 am
Against stacked defences the Bortas is your friend. Send a cloaked Bortas + a cloaked scout next to the turrets.
Decloak the scout, it gets destroyed and in the time the turrets need to reload Decloak the bortas and create an ion storm. If you retreat the bortas fast enough you may even get it out in time.
Decloak the scout, it gets destroyed and in the time the turrets need to reload Decloak the bortas and create an ion storm. If you retreat the bortas fast enough you may even get it out in time.
posted on December 14th, 2010, 1:56 pm
gotta agree with everyone else, if he is turtling up, u should expand everywhere. He wont have a fleet capable of fighting your fleet. Then bortas his turrets to death. Or sangs, maybe chonaqs, whatever u can find.
i think sabres lost their 25pc damage reduction from short range when hyper impulse is on, so brels will smash sabres.
i think sabres lost their 25pc damage reduction from short range when hyper impulse is on, so brels will smash sabres.
posted on December 14th, 2010, 5:31 pm
Myles wrote:i think sabres lost their 25pc damage reduction from short range when hyper impulse is on, so brels will smash sabres.
Actually, that's not necessarily true


posted on December 14th, 2010, 5:50 pm
The pulse hit rate is still only 75% with Hyper impulse, plus the chance for there to be no damage done.
posted on December 14th, 2010, 5:59 pm
Ok... just to clear some things up. Him and I were 1 on 1 on blue amber. Plenty of moons and both of us were seated on opposite corners of the map. And I basically was teaching him what I knew about expanding quickly and what not. And apparently he took my advice quite well.
I had 3 expansions when he had 6 or 7. And I was focusing on teching up while he was just turtling. I'll take your advice. In the meantime, I am going to give him a long lecture about balance and fairplay.
Thanks.
I had 3 expansions when he had 6 or 7. And I was focusing on teching up while he was just turtling. I'll take your advice. In the meantime, I am going to give him a long lecture about balance and fairplay.
Thanks.

posted on December 14th, 2010, 8:11 pm
Boggz wrote: Actually, that's not necessarily true. Try it - it's insanely difficult to smash a bunch of well-commanded Sabers with B'rels
its better than kvorts. brel gets 50% +dps against sabres, and miss more. while kvorts get 0% boost and miss the same amount more. also brels are faster than sabres even with hyper impulse on and can cloak, making it hard to get the kill in return. im not saying this is a strong counter (smash was meant in the sense of destroy), but they certainly beat kvorts. i'd mix brels and kbqs. the kbqs can tank damage and can snipe retreating sabres with their special.
hopefully you can get 1 kill on decloak and 1 kill sniping on retreat. better to attack them a lot though.
Mal wrote:The pulse hit rate is still only 75% with Hyper impulse, plus the chance for there to be no damage done.
how often is cover fire triggered? and what are the chances it causes the 4 second dodge period?
1337 64M3R wrote:Ok... just to clear some things up. Him and I were 1 on 1 on blue amber. Plenty of moons and both of us were seated on opposite corners of the map. And I basically was teaching him what I knew about expanding quickly and what not. And apparently he took my advice quite well.
I had 3 expansions when he had 6 or 7. And I was focusing on teching up while he was just turtling. I'll take your advice. In the meantime, I am going to give him a long lecture about balance and fairplay.
Thanks.
wait, so you let him expand to 6 moon pairs and let him turret all of those?
there is no way to turret all those locations unless your enemy is asleep. you should have wiped him from his expansions.
playing on such a big map is just asking for turtling as well.
posted on December 14th, 2010, 8:14 pm
In that case, there may not be much you can do other than expand more/faster next time.
If someone's economy is twice as good as yours at that point in the game (meaning he's been profiting from it for a while) there's not much you can do.
If an opponent is turtling, the general assumption is that they don't control more than half of the map. If they do it's certainly excessive for them to turtle, but there's not much you can do.
If someone's economy is twice as good as yours at that point in the game (meaning he's been profiting from it for a while) there's not much you can do.
If an opponent is turtling, the general assumption is that they don't control more than half of the map. If they do it's certainly excessive for them to turtle, but there's not much you can do.
posted on December 23rd, 2010, 10:08 pm
If you are Martok you shouldn`t forget Su'sas as they are specialized station killers. BortaS are cheap, Susas are too, you should be able to get a lot of them.
But I must admit: If I'd see a wall of Fed torp turrets I'D quit the game
. I remember my 8player game where me(Borg), little Timmy (I think)- Fed and someone else(enemy, Fed) were the only left players and that Fed player built loads of turrets. In the end we killed him with 6tactical Cubes and 40 cloak Defiants
.
But I must admit: If I'd see a wall of Fed torp turrets I'D quit the game


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