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 Post subject: cap ship managements
PostPosted: 17 Aug 2007, 12:45 
Demon

Joined: 13 Aug 2007, 15:03
Posts: 375
if you dont manage dd and bc properly, they die fast, make u lose fast...

dd - theres not much to do about this, but against bc, its obviously nice to move right above or below to avoid all ion beams or to avoid trinity cannon. and pulling it back against ions is a nice way to avoid some of the ions attack thats not all lined up.

bc - this, needs to be handled properly... first, line them all up and attack the same bc one by one by asking team which needs to be attacked, attacking alone having few bc still walking behind is such a big waste. also, turn around the bc as soon as it reaches the firing range to let other bc hit the engine instead of hull. and get fct on every bc possible... no one puts fct but putting 2 fct is a big difference than having just one or 2 sorry dd that can help so much against bcs...

and vaygr bc has quite a different approach as it just behaves quite different from the hig's. first, move sy lower, so when bc pops up, it's already at a lower position than hig's to avoid ion beam. and keep moving it lower as it attacks to avoid hig's ion. then it can still win as level 1 vay bc and level 2 hig bc.

but at the same time, it's so fragile, if countered properly vay bc is kinda lame... for one, if engine is down, not only it can't move, it can't even trigger the strongest trinity cannon seeing no one right in the front making it kinda useless with just 1 mod kill. if bunch of ints just damage half of the engine, hig bc can move around to avoid trinity cannon totally since vay bc has no ru to upgrade speed while hig bc can go up to level 2 speed quite early, making the battle kinda lame and even if the engine is alive, dd can move fast enough to avoid all of trinity cannons if dd can get that close. and then... defense field frig can kill vaygr bc missiles... when hig ion beam can't be killed. so, engine kill and dff and vay bc is just a metal box in a show case...


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 Post subject: Re: cap ship managements
PostPosted: 22 Aug 2007, 19:30 
Little puppy

Joined: 19 Aug 2007, 20:10
Posts: 12
If you have a Vaygr player on your team...couldn't you have them make you a command corvette and wouldn't that save you a ton of rus from building 3 fct's on all your bcs?


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 Post subject: Re: cap ship managements
PostPosted: 23 Aug 2007, 01:06 
Demon

Joined: 13 Aug 2007, 15:03
Posts: 375
actually, that's quite debatable, but I do disagree. for one command vette is a single squadron vette, which means, a single torp or just a couple pulsors will take it down immediately if they do find it. if bc has a cloak to claok the command vettes surrounding it, it may live long, but the cost of cloak is already half of a fct. and at last, if you do sell fct, you get 80% of ru back if you're good enough to do it before it blows up. so in the end, fct is more stable and you get most ru back if you do it proper. when command vettes doesn't usually return home. so, i'd say get fct.

the best one to use command vette is probably to get cloak on center bc and let 2 or 3 command vette sit near it and follow it. that would save some ru, but, it's still risky in losing them when that cloak bc blows up or they have just a proxy.


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 Post subject: Re: cap ship managements
PostPosted: 20 Sep 2007, 12:54 
Demon

Joined: 13 Aug 2007, 15:03
Posts: 375
also very often seen... and kinda looks very sad but many people make a cloak mod on sy, only to have it fire on incoming ships and never actually cloak... :roll:

it is just natural to hit F2 on sy as soon as it is built... and just press the cloak as soon as anything comes flying onto it...


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 Post subject: Re: cap ship managements
PostPosted: 20 Sep 2007, 13:37 
Little puppy
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Joined: 16 Aug 2007, 01:38
Posts: 28
Hideki wrote:
dd - theres not much to do about this, but against bc, its obviously nice to move right above or below to avoid all ion beams ...

3rd option (courtesy of Freakwave and sfu, and thx to AO for help with second pic):

Image
Image


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 Post subject: Re: cap ship managements
PostPosted: 20 Sep 2007, 13:40 
Demon

Joined: 13 Aug 2007, 15:03
Posts: 375
that would be my last strat to master :lol:


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 Post subject: Re: cap ship managements
PostPosted: 20 Sep 2007, 15:50 
Demon

Joined: 27 Aug 2007, 04:42
Posts: 24
Ahaha, thought that might work but only in theory. Nice job 8-)

On command Corvettes And Vay BC, Most good Vay Swarms have 2-3 CC's flying around and since Vay BC NEEDS swarm support.

Fun Fact 3 V BC's with max FCT support can kill a Hiig BC before it even fires Ion.


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 Post subject: Re: cap ship managements
PostPosted: 23 Sep 2007, 15:07 
Demon
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Joined: 13 Aug 2007, 23:31
Posts: 74
Nice job on that. You would think that would take a lot of micro to stay inbetween the bc's ions.

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 Post subject: Re: cap ship managements
PostPosted: 29 Sep 2007, 08:29 
Demon

Joined: 13 Sep 2007, 16:48
Posts: 18
Well that bc isnt targeting that DD in particular is it?


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 Post subject: Re: cap ship managements
PostPosted: 29 Sep 2007, 08:40 
Demon

Joined: 13 Aug 2007, 15:03
Posts: 375
to spoil on behalf of the lab'ers, no, its targetting something else out there.


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