Some of you may remember me from a few months ago on here. i got a bit bored of the game after playing nonstop for weeks lol. took a break and came back.
I'm looking for some advice on some general strategy in the game. Mainly, whether to maintain 1 huge fleet, 2 large, 3 moderate sized etc.. and whether to place a fleet at my home world and or choke points for defensive purposes along with a seperate fleet/fleets to take up offense. I usually play as TEC loyalist and sometimes TEC rebel. I like to take advantage of dual fortress and to use my SB for trade bays and fighters/lasers etc.. just overall deck them out into all out defense and offensive/economic machines. Then on advice from others i would make a large number of Javelin, along with a few corvettes, garda, and a few hoshiko and bomber frigates. But i'd appreciate some help on overall fleet makeup (i.e. size of fleet, how many fleets, purpose of each fleet, what type and how many of each ship in fleet etc..)
Thanks, Andrew
If you're playing against AI then 1 huge offensive fleet and dual upgraded starbases strategically placed (i.e. with supporting repair bays) will give you a good chance to win on most maps. On larger maps you may need to go with multiple fleets and if the AI pushes hard you may want an Akkan (with the range upgrade) and a handful of Javelis LRMs to assist in your defensive operations or a fleet of carriers and corvettes that can move about your planets quickly and aid worlds under attack.
Playing with multiple mid sized fleets is also viable and I personally find helps make micromanagement easier and I generally form fleets based on the role of the ships they contain. For example:
Combat Fleet (goes in and does the heavy lifting):
Carrier Fleet (not built for direct combat and should avoid such):
Support Fleet (keeps your ships in the fight longer):
Long Range Fleet(sits back and hammers the enemy from afar):
Worth noting is that I don't have a siege fleet. If you do want one then I would suggest a Marza with Raze Planet and Krosovs (or just research Loyalist Novalith Deregulation and spam that on planets). I also don't have the Corsev in any fleet as it can fit just about anywhere but I've found it to be ideally suited to none of these roles (compared to the other capital ships selected. I would suggest putting it in the Combat or Supporting Fleet but as I said, I have not used it extensively.
Using the above fleets I stomp around with my Combat Fleet and keep my Carriers one jump away with my Support Fleet. If the fighting gets tough for my Combat Fleet I'll bring in the Carriers to provide extra firepower and clear the "skies" while the Support Fleet repairs my main Combat Fleet. I generally send my Long Range against worlds with lots of turrets and defenses but no actual fleets (or very small fleets) as Javelis with Targetting Uplink will out range most (maybe all, I haven't played TEC in awhile) structures.
Hope that all helps, sorry for the lengthy post.
I don't have rebellion (yet ), and I haven't played against human players (I've started to play against Hard AI's), so I can't give you advice for those. However, I can tell you what I'm currently using.
I prefer to use a single massive fleet with a mix of everything really. When I have large fleet supply and command crews, that includes an Akkan, a Sova, a Marza, a Dunov, 2 Kols, greater ratio of Javelis to Cobalt and Cobalt to Garda (around 30 Javelis, 24 Cobalt and 18 Garda), around 6 Percherons, 8-12 Hoshikos (not that they end up repairing as much as I'd like ), 6-8 Ogrovs, 3-4 Cielos and 10-15 Kodiaks. This means I can walk into most enemy fleets or planets and win with at most moderate losses. The large numbers are somewhat a reflection of the approximate ship numbers in smaller fleets, with a large number of Javelis and Cobalts, some Gardas, then introducing cruisers in this order: Hoshikos, Percherons, Ogrovs, Kodiaks and Cielos.
I also have a fairly weak, amateur fortification strategy focused on border worlds; I usually only have at most 1 repair platform and 2 hangars at any other worlds. Border worlds will have about 2 repair platforms, 3 hangar defenses and 6 Gauss platforms, all close together and patterned for maximum coverage. I also usually dump a star base at the border worlds with a healthy mix of offensive modules (typically 2 in weapons, 2 in armour, 2 in hangars and 2 in safety override) for added security, leaving my fleet able to pursue offensive actions instead of being held back on assault response and relying on static defenses to hold off enemy fleets (unless I know that the defenses will be overwhelmed). I have a feeling that I'm going to have to mix this up so that I can adapt to the harder AI's.
As for fleet positioning, I keep my über-fleet at my border worlds at all times for immediate assault response and spearheads. The only time I take my fleet away from the border is if I think I'm going to lose the battle, the world I'm defending, or taking it home on some sort of victory march.
I wouldn't build a Kol, and certainly not more than 1 Kol, unless you are facing a ton of enemy fighters. If you want a damage dealer the Marza does much better. In order I would take an Akkan/Sova(if Rushing), Marza/Sova, then an Akkan if you don't have one already then finally a Dunov. You really want your Akkan and Marza to hit level 6 as soon as possible because their ultimate abilities are some of the best the TEC has to offer.
I don't disagree with your frigate ratios, though you might have too many capitalships but since you didn't give me percise numbers for the smaller ships I can't be sure. Basically at the start of the game your Capitalship to Frigate ratio (by fleet supply) starts at 1:1 and should steadily decline to 1:2 or 1:3 as the game goes on.
Generally I don't build Ogrovs unless I am already winning the game and there are substantial enemy defenses in the way. Otherwise mid-late game it is generally more efficient to build carrier cruisers with bombers instead. They still do good damage to Starbases but can attack ships too. If I do build them I do not include them in my main battle fleet, I keep them in their own task force and only send them in when they are needed.
Your planet defenses need more repair bays, especially as TEC. Repair Bays are by far the best tactical structure. Two of them and a Starbase are my standard defensive pattern, but I only fortify planets I have reason to believe they will be attacked. I may thrown in a hangar defense for the flak guns and fighters to counter the Starbases strikecraft weakness if I have the funds, but generally more repair bays are better. Either they'll keep you from taking losses or they stall the enemy better than anything else, either way is a win as far as defenses are concerned.
I use Ogrovs in around mid-game because by that time I don't want my fleet bogged down taking care of the fifty thousand defence platforms built by the AI. I can't give you a ratio of frigates to cap ships, because my focus is the ratio of frigates to each other, but I don't have the Kols until I have the resources late game, and by that point I'm really just splurging on my fleet and building more ships than I need.
i also use Percherons with 1 fighter and 1 bomber each for tactical flexibility, and the same for my cap ships and hangar defence. My cap ship progression in all games is as follows: Akkan, sova Marza, dunov, then whatever I feel like afterwards. Akkan at the start is overkill when backed up.
If I change my defence layout, I think I'd keep the gauss platforms and swap a hangar defence (outfitted with fighters) for one or two repair platforms, depending on tactical slot price.
Dunov should be the first. It is undeniably the most powerful and versatile ship in the game.
If a new player who visits the forum sees your comments and actually believes you, that will do not much good, not everyone can realize trolling.
Seriously, a Dunov is a bad choice for a starter even if you face the AI.. Slows down your expansion, it's abilities are not really useful in the early game and lacks firepower to compensate for it.
Akkan has the best colonize ability, and Marza has awesome firepower and the best ultimate ability, Missile Barrage. And what does the Dunov have? Lame firepower, support abilities, and offensive abilities that are not really useful early game.
Undeniably the most powerful ship? What about titans? lol ridiculous troll attempt.
You dont even play online. Stop commenting on things you don't understand.
Partly correct, I used to play online, and I was (and maybe still) a good player, never kicked from skilled games and not a fat boy (picked last).
Don't question my understanding of the game, I learnt from very good players and figured many things out myself. Your accusation is ridiculous that I don't understand something just because you have not seen me online or commenting actively on these forums.
PS. Dunov is the worst starter
If dunov is such a crap ship, why is it one of the most common TEC capitals online?
In short, it just doesn't counter flak spam...
Wow, so Seleuceia finally decided to stop trolling?
I have to agree with Ragnorak here... dunov is a nasty capital ship...
Sin...wait like 10 months when people forget all these accounts are yours...
Uhh what? You admitted last night Turchany was yours... No takebacks, sorry...
I was drunk, it doesn't count...also I meant to say "Sinperium", not "Turchany"...they are very similar names, you know, they share at least 4 letters...
It doesn't matter who's account belongs to Sel because, at the end of the day, they're all mine
Wow fail, sinperium and turchany share 3 letters, not four. And you expect me to take you seriously with that kind of elementary mistake?
Uhm, pretty sure it is four.....
So now in addition to his trolling, Seleuceia forgot how to count? Is it time for him to retire yet?
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