Trouble learning the game

Share and discuss your gameplay strategies.
posted on January 4th, 2012, 12:18 am
As a new player, I have been playing fleet ops trying to learn how everything works. I can't seem to notice who does what better very easily while in a match and I really don't have the time to sit down and sift through all the info in the guide, piecing it all together. If some could give me the information on the factions in the following categories that would be much appreciated.

Scale of 1-10

Ship Build Speed:
Flight Speed:
Defensive Ability:

Im doing this because I need something summarized. Sorry if this settup is a hastle for anyone.
posted on January 4th, 2012, 3:20 am
Last edited by kainalu on January 4th, 2012, 3:24 am, edited 1 time in total.
A new version of Fleet Operations is in the works, that will change game play and add some of this info to the tooltips.

See here:
Star Trek Armada II: Fleet Operations - News

Some of the more recent articles explain some nifty new features

Edit :

See reply # 48
Star Trek Armada II: Fleet Operations - The Next Generation
posted on January 4th, 2012, 4:04 am
that is good to know, thank you
posted on January 4th, 2012, 7:49 am
You should be able to get a handle on most of those bullet points just from the guide's database  :)
posted on January 4th, 2012, 11:38 am
all of these things you ask are pretty general things, but if you want the very vague answers:

Ship Build Speed: dominion are the ship spammers, they can easily make lots of low def ships and can afford more than 1 yard.
Micromangement: romulans need loads of micro and have fewer ships, which are expensive and very useful. losing ships as romulan is very damaging. borg need fair amounts of micro to control position in the mid game, you will have few ships and will need to make every ship work hard.
Macromanagement: dominion are the race with the most macro work, they have a huge need for supply and can mine it, knowing when to mine is important. map control is a topic they can have a big say in with their yards.
Flexibility: feds are pretty flexible for newer players, see def ability
Flight Speed: running away? all races have fast ships, borg can survive with raiding scubes for a while, feds get mon/intrep, klinks get small yard. so those 3 races are most likely to have a fleet of faster ships.
Firepower: klinks have the guns in fleetops, they hit hard (having high o value) and have ships that do burst damage. without cloak they retreat poorly.
Defensive Ability: feds, they have the highest average def value and have more of their hitpoints in shields (preventing beaming and protecting subsystems). they hit less hard than other races, so getting early kills is harder. but this is where their flexibility helps them be good. having ships that are easy to keep alive is really good, as later you get the fedroll, where you have a large number of ships, even though they each do less damage, the numbers help you get kills. so for new players having ships that are easy to keep alive is a huge bonus. none of their stuff is terribly expensive, and they aren't easy to stop with raiding, they can survive raids and have warpins to fall back on.

these are all very general points, klinks have the hard to kill vorcha for example, and feds have the spammable sabre/monsoon.

assigning 1 to 10 numbers would be kinda pointless for something so general and vague. the numbers would either be wildly wrong or just wouldnt help you much.
posted on January 4th, 2012, 12:13 pm
Thanks Myles, quite helpful.

Perhaps I was learning the wrong race back 6 months ago.  :lol:
posted on January 4th, 2012, 4:12 pm
I've been working on a little pet project in Excel for a bit, and tweaked it to come-up with something like what you're asking for (See attached Image).  It's not numbers you were asking for, but rather a ranking based on available data (without analyzing the ODFs).

One note:  This chart does not take into account Passives, Ship Ranks, or pure Tech research like improved shields/weapons/engines.  It is just a generalization using the available stats in the Guide Database.


posted on January 4th, 2012, 6:19 pm
Thank you all so much
posted on January 5th, 2012, 7:31 am
An note on NeroDan's excellent spreadsheet: late-game ships that you'll almost never see skew the rankings slightly in some places. For instance, the Dominion's ungodly slow S7 Defender doesn't mesh with the extremely quick S2's that you're likely to face.
posted on January 5th, 2012, 4:27 pm
Yea, I haven't been able to balance that out yet.    What I had seemed to fit what he was looking for though....  ^-^
posted on January 5th, 2012, 9:09 pm
Perhaps weigh the values according to a factor based on the amount various ships are typically used in multiplayer?
posted on January 5th, 2012, 11:01 pm
I'm not so sure I agree with that chart. It really depends on what ship it is for firepower. The Romulans certainly don't fall in last place. When they decloak, they really pack in a punch. They can incinerate your forces in seconds, but it gets slower the longer then battle draws on.
posted on January 5th, 2012, 11:58 pm
I agree with Funny.  I would make the chart more along the lines of "requires less attention" and "requires more attention"

Also, divide ship defense and map defense.  The Dominion have the worst ship defense, and the Klingons actually have very good map defense because of all their yards.
posted on January 6th, 2012, 2:21 am
Again, it was just an attempt to "generalize" the overall the context of Korloros' initial question. 

I don't know how to "generalize" Romulan weapon fatigue, or ship vs. map defense in a manner that is easy for someone new to understand...  that comes with experience.  ^-^
posted on January 6th, 2012, 5:05 pm
Guys, Guys. He did a good job with his chart. All I needed was a thought process to go on when I play, his chart is actually helping me a fair deal.

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