Hey, everyone! Just a quick strategy question. A friend and I played two games tonight, and in both games the following happened:
-We were teamed up and working together
-Enemies posed no apparent threat
-Suddenly, BOOM, upwards of 30 enemy ships jump into a planet of ours, not more than 10 minutes into the game, accompanied by a Capital or three.
We're not poor players by any measure, and we historically are very strong when working together. However, we can't seem to figure out any possible strategy to deter a rush. In the first game the rushing ships were Assailants, and in the second they were Disciple Vessels. We assume that one player is being fed by another, but seeing as a Star Base is not only temporary but ignorable and a counter-rush is cataclysmic and rather luck-based, how do we counter this god-awful strategy?
Thanks in advance!
LoL - I just play with friends. Let those guys play with themselves. I mean that literally.
You pretty well have to do the same to them. If your partner gives all to you, and colanize a planet near each other to help defend one area. Always play random but even then its fairly easy to know where you are.
To me this is not a fun way to play at all but has been there since the 1st rts. Hence I NEVER EVER play online and no matter how much people try to talk me in to it the ansewer is NO. I wonder why ICO is dead lol.
try to counter a rush with healing structures and this will make your smaller army more powerful
I like SwerdyAss's response... P.S. Im chikumis friend he is reffering to.
Hi. A warning - everyone rushes online, all of the time. You will never see anything different.
In Sins, it is fairly difficult to counter a rush. I think maybe the best thing you can try is play vasari, which gives you access to starbases and the "planet lockdown" with only 2 military labs.
As soon as the game starts, drop 2 military labs, and research starbase tech. Also, build a skirantra (carrier) capship, because you will need fighters to protect the starbase from bombers, and the skirantra can heal the starbase.
Build a vasari starbase at whatever planet you are trying to protect. Set the skirantra on hold position, and right click it on the starbase. 2 strats you try with the skirantra. 1 is select the healing special ability, and build all fighters so you can defend against bombers. 2 is select scramble bombers special ability, and build all bombers in order to kill enemy capships.
You will need AT LEAST 1 upgrade for the hull on the starbase to deal with a minimum attack, so upgrade it. You may need further hull upgrades, and weapon upgrades as well. Also, repair platforms in strategic locations are your best friend, along with keeping that skirantra following your starbase closely.
Properly executed, this strat will deal with assailants and disciples. Thing is, if your enemy is smart, he will come back with a bunch of bombers. Fortunately for you, you have the BEST COUNTER IN THE GAME for this, with the "phasic trap" ability on your hanger bays. Thing is though, you'll need 4 mil labs to get this technology. But what you would do is put a couple hanger bays in strategic locations (near your repair bays, for instance), DON'T BUILD ANY STRIKECRAFT so as to save all antimatter for the special ability, and when he targets your starbase with bombers, make sure the starbase is near a hanger. The strikecraft are frozen and useless for a while, and you are free to attack him with your starbase. When the strikecraft are released and he targets your starbase again, you go to another hanger, rinse, repeat.
If he bombs your planet with his capships, all you have to do is research the ability which locks the planet down with your starbase (it's only tier 2 with vasari). Then he is wasting his time and must kill your starbase before he can take your planet.
Other than that, make sure you build all your planetary structures on this planet in a good strategic location, all clustered together so they can be protected by repair platforms and your starbase, and you will be in good shape, unless your opponents are pros, in which case there is nothing you can do except lose
Drop in the occasional turret too. Your best bet is to get 10 scouts out and discover your chokeponts early, and colonize those first, then drop all your resources into getting those defended first and work backwards with just enough ships to colonize what planets you have available. (Exception, grab any roids along the way, they're a quick source of income and take less that 60 sec to claim with an early game fleet)
-Twilight Storm
Hey, thanks for all the responses. Some of it seems do-able, but let's take... uh... a hypothetical. This definitely has never happened to me. What are you talking about?
I follow closely the idea that if I can keep my choke-points heavily defended, then I've nothing to worry about because if the enemy can't get past that one defended planet then I've bought myself all the time I want. So, I have a (fully-upgraded Vasari) Star Base and Regeneration Bays a plenty, accented by several upgraded hanger bays, quite the network of point defense platforms, and a moderately large fleet containing a carrier capital ship and a Kortul. As fully expected and predicted by my expansive scouting fleet, a large enemy force jumps in and...
NO BATTLE ENSUES. They leave. No, not the way they came, but in fact towards my more core worlds, which by and large are rather undefended. EVEN WITH the Vasari's Phase Tunneling, which I did have in place, allowing my ships to in fact intercept the enemy fleet, which due to the fact that they jumped out of a well with a Star Base in it had significantly lower hull integrity among all its ships, I was totally eradicated without a single shot fired from or on anything in my choke well.
I mean, I'm sure no one is smart enough to figure this out, so it could never ever happen again... I mean, at all, it could never ever happen at all! But should someone randomly be clicking about the screen and just so happens to ACCIDENTALLY send their fleet on a similar course as the one described above, what would you, the wise strategists of the Sins Forums, suggest?
Thanks again! ^-^
P.S. It wasn't a hypothetical!
Were you playing AI or Human player? (Uhh...I mean, hypothetically, against a human or AI )
Human player would most likely plow through, knowing your other planets were defenseless with that much firepower in one place. Then colonize around you and throw it superiorly supplied fleet at you until you lose.
AI I believe chooses its target and just goes there, no matter what it has to run over to get there.
It's not a choke point without PJI's, it is simply a heavily defended planet.
You need to make them engage your fleet or defenses or expect to take heavy losses if they try to jump out with the 700% jump time increase.
If they still jump you need to to pound on them while they are jumping and then have basic repair bays on the internal planets and follow their fleet into your system and continue hitting on them. A Kortul and Skirantra and your moderately large fleet should have been able to perform this beautifilly.
Also, How large was this map? Why invest in Phase Tunneling at all? Plus thats a lot of labs, research and structures that could be turned into fleet. Just curious.
If your having a hard time keeping up with them add a antorak marauder with only the speed ability on autocast.. they will never outrun you
Also as they are running through concentrate fire with your bombers on the smaller ships...you will only get a few at a time in each gravity well but by the time they get to your home planet you should have nickel and dimed them down to a managable size.
zombie is right about using the phase jump inhibitors to hold them in the well also the space egg gravity warhead works good to trap a capitol ship.
PJIs are 700%!!! Wow. *Face-palm* Why have I never used these??? Did they get a buff since Vanilla?
You can check the replay or look at the end game stats.
But..., A Disciple rush is really easy to pull off. Build one lab your choice and start slamming build disciples. I've timed it and you can colonize a roid, two terrans and make five jumps in the process and have 40 disciples, 10 scouts a capital (mothership or carrier) and colony frigate in 15 minutes flat. I'm embarrased to say I've done it online once, to be fair I didn't know they were less experienced (less experienced usually comment on your record if it's higher) but since then I avoid the pure rush on smaller games in favor of building for a larger battle. I may lose but it's more fun that way atleast for me.
Well, it depends in my experience. This is the rule in 4v4 or 5v5 for sure. It's a guideline in 2v2 or 3v3.
I spent a GOOD deal of my early games getting pwnd by illum and general LRF spammers/rushers and sitting there going WTF how did that happen until I watched the replays and saw snarky smurf gloating to his teammate while acting like newb who got lucky openly.
There are also some great maps that deter rushing or outright prevent it such as Dopplegangers.
Not sure since vanilla, since I wasn't around back then and don't remember much of the four or five games I played before I patched, but as long as I've been playing they've been at 700%.
Of course, they don't affect the entire gravity well so you just have to move outside of their area of effect, which makes them less than useful on any non-asteroid. Sufficient bombers can destroy a PJI pretty easily, too, which limits their usefulness.
Disciple rush was huge in 1.18, but since the 1.19 patch it's been somewhat diminished since LRF spam no longer has a hard early game counter. Some would say it doesn't really have a hard counter at all...
Could more players provide a replay when they comment on games they've played? Replays are really easy to upload somewhere and then link. Its a shame that this site isn't really being maintained well enough to function as a replay site itself, but its easy enough to upload a replay elsewhere.
It can be quite difficult to work out what's happened in a game from comments alone. Also, replays are good to have and help to introduce players to how online plays out.
Against a light frigate rush, turrets can help- if you already have repair bays. Also, try to ensure that you have factories at more than one planet, and don't feed ships straight into a battle if they're going to be heavily outnumbered. The most effective defence is to detect a rush early though, scout the enemy to discover how many factories they have, prevent them building any factories near you. If an enemy hasn't got a colony capital perhaps try to take out his colony frigate before it can colonise a nearby roid, if this isn't going to cost too much.
Was this the full game- if the new expansion was involved I doubt there would be feeding?
Pretty sure it has been 700% the entire time, maybe it was changed in one of the earliest patches, but it has been that way for longer than it hasn't.
The best thing right now for online that I've come up with is fast Flak if you are going to be defending a rush. (Basically, if you aren't going to rush) Bombers and LRF were the common item in the last two games I played, with fighter support. Flak rapes fighters, damages bombers, and i BELIVE gets extra damage to LRF, but I'm not possitive. (And the extra damage is only 25% of the flak's DPS) But a critical mass of Flak should counter their initial push and let you expand with relative ease until they come back with LF. (Might try fast flak, then switch to LRF when thebattle looks won, cuz they will be sending LF next.
Totally agree with this.
As the game's resident historian, I will tell you that they got a buff sometime after vanilla was first released (maybe 6 months or so after). When the game shipped, PJIs were a pathetic joke. For some reason, the devs catered to a select group of beta testers who just didn't like the idea of PJIs, so they were nerfed into oblivion right before the game released. THEY DID NOTHING. They were buffed when siege frigs took their big nerf.
This is why I said to build a starbase at the planet you are trying to protect. This is in fact why I avoided the use of the word "chokepoint" at all.
The truth of the matter is, there really are no such things as "hard chokes" in this game. It's just the way the devs designed it. Like I said above, in 1.0 vanilla, you couldn't even create soft chokes with PJIs. Now, with starbases and PJIs that function, you might can create a soft choke (something that might make the enemy pay a small price if he bypasses the world) but you still can't create a hard choke.
My advice is tailored for a newb to execute, and is specifically to counter a rush situation only (the topic of this thread). In other words, you need to put my recommended starbase at the planet you are trying to protect from a rush (i.e. your homeworld, perhaps?).
Darvin is right in that, at the end of the day, you're gonna need a fleet to beat your opponent's fleet.
Well, this sorta makes my point. The whole idea with setting up PJI's is to try to force them to engage on that planet. However, undefended or poorly defending choke points are no better off than they were before adding a PJI. Properly setup the enemy has to decide if they can dedicate resources to destroying the repair bay, fighter and maybe flak protected PJI or will they have to deal with the advancing choke point fleet and bombers that are moving at their position. Better yet, did they even notice the PJI, lol. I've destroyed many capital ships and fleet online because they failed to notice a PJI whether advancing or retreating.
At most a single PJI on a Terran, Desert, etc will slow one phase lane into your system. You most likely won't be slowing their jump out and if there is more than one phase lane into your system it probably isn't much of a choke point candidate. It would also make sense to setup more than one PJI overlapping if you are attempting to deter access into your system. PJI's will only slow their jump so it's pretty much useless if you don't have some DPS dealing unit(s) nearby.
Asteroids make great potential choke points as pointed out because the PJI covers the entire gravity well.
I personally don't consider choke points as an early game strategy as it requires multiple labs/research to make effective (I would rather be building fleet). As indicated by others well placed repair bays (future choke points maybe) and frigate factories can add more to early game defense then overlly worrying about choke points. The best way to defeat an advancing fleet is to have the upper hand on your worlds as he tries to pass through. Also with those repair bays in place it's easy to retreat a capital ship or high value frigate out and around the repair bay and back into the action. Having those fortifications in place also helps in the same fashion if you gain the upper hand and start to advance as you can retreat your high value capital ships and frigates (i.e. carriers) back to your previously fortified position repair and re-engage.
Wow, thats a ton of advice. Thanks guys! We'll try some of this out, thanks a bunch!P.S. Twilight_Storm, nice... Code Geass!
i think i was in both games...lol
obviously i was the one rushing
first things first...you or your friend...ur not very good (the minute u can acknowledge this fact the better u will get)
second and most important thing for any and all rts...SCOUT...SCOUT..SCOUT...cant stress this enough
third...u cannot feed early in diplomacy because u must research 2 techs after building 3 civic labs to do so...
fourth...its not hard to have 30 ships and 2 caps within 20-30min. if u do not u will be crushed by who does
this game uses a rock-paper-scissors system...simply know what ur enemy is building (by SCOUTing) and build the counter..or go rock vs rock. true rushes are actualy scarce in this game...if a player colonizes towards u whilest making ships then attacks u when he gets to u...NOT A RUSH. a rush is when he heads for u immediatly at start (skipping colonizing) true rushes usualy only happen in 5v5 games where players start within 2-3 jumps of each other
this is a military rts....if u cant get a grasp of that fact then my advice is to stick with easy ais in single player...(or go play sim city ...)
This is why I like your posts even if I don't always agree with you.
Your attitude is why there are fifty people online tonight. This game has a high learning curve with no ladder or ranking system. It would be more useful to help players than to mock them!
lolz. I'm not the only one.
*Points at Xer07*
He got me into it.
Kallen/Karen FTW!!!
Yeah, Code Geass rules. Ive started excessing scouting as well and I'm glad you consider that good as well.
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