com vettes definately help, if you go with 12 ints + 2 com vs 14 ints, 12 will win always. but the thing about the comm vette, while good, that it's a single squad, which means, 3 int squad or a single pulsor/missile will screw it in 5 seconds, or a single torpedo will kill it 100%, so, unless you're good at hiding it (which means, if you just move comm vette to a certain position and let it sit still, it's so dead, so, you will order comm vette to follow your own side ships, so it doesn't look like there's one.), they will die so fast. but if you get to hide them well in the flock, you will gain a big advantage. and more than 2 comm vette doesn't change much difference, as far as i have labbed before about fire control tower and comm vette.
emp, this you will always need. vaygr emp tends to be better with accurate shot and faster scout movement (although if you try, hig scout can achieve a faster speed than vaygr, but that's an irregular upgrading method). when vaygr can hold 18 fighters, i usually go with 4 emp 14 fighters. and i always give team mate about 3-4 emp scouts, so they can be individually controlled by other players for more effect.
and if you have 4 emp, do target different ship for every emp, or they will waste 4 emp on a single position, which can be a big difference. fighters/vette/plat/cols can be emp'ed with a single shot from a healthy scout, a frig needs 4 healthy scouts to be emp'ed if emp'ed at almost exact same timing.
busting emp on a flocked ion frig/plat can make a huge difference, if done right, especially against plats, a single proper emp on a 10 stacked ion plat can change alot.
also, talking about support craft, the defense field frigate, often so under estimated, but can make a big difference as well. when the fight is about dd and frigs in a medium sized map where there's no bc (coz bc ion can penetrate defense field. but lasers can also kill it pretty quick too.), it can almost block every ion/dd attack and if you make 2 of those (or even more by passing them to team mate) and turn the shield on one by one, they can make a serious difference. but if one sees a dff, they usually get toasted as a first priority... (and you should if you see one) so, what you do to just win the show, is, put a cc close to the dff, and turn the cloak on. dff becomes invisible from them (unless they're good enough to have proxy (even with cloak turned on to hide it, so no one gets the probe)), they will lose dff out of sight but only the shield until their fleet are really that dead. this cloak tactic also works for marines, since they cloak until they're almost attached on ships, which makes them pretty hard to run away from them. and it also works for comm vette too. make comm vette sit as close to the battle field as possible, while in range of a carrier cloak mod, cloak them, and they won't know why they can't win the swarm fight or dd/ion battle (since comm vette/fct increases fire power too.)
also, while talking about cloak mod, if you make a fighter dock when it's damaged, turn the cloak on the docking ship, and the chasing enemy ships will lose the docking ship, thus making it much more possible for it to dock than getting chased to death at the last moment. but do be warned that if you keep the cloak turned on, the undocking ship will stay still no matter what until you manually target something, so only cloak when ships are about coming to dock.
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