everyone else would wonder wtf is the outcome of this overly confusing build...
it's supposed to have double 4 min hyper torp (no improved torp for now, but possible) followed by 6 minute or so quad hyper cap (now hope they don't have 30 bombers ready) followed by bc landing before 10 min if all goes good.
hyper cap had the problem when other side goes quick bc around 11-12 min, but it should solve it... (by bringing a few more problems obviously)
the point of jumping sy is, if sy sits in back, its damn so lonely that any player who have played the game for over a month can kill cap fac with a single proxy probe and since hypering that sy in their grav range will save all of the hyper cost later on, it's probably good idea, which can even protect bombers from raping cap fac with flaks nearby. and slowly but sy can even get inside their grav range and pop bc there, if all goes well...
it has its problems but so does any other strat but still a proof of concept for an extreme tactics. if other side isn't so smart to be ready they're boomed up fast.
and we can't forget one important addition to this strat...
smurf!!! and look innocent and newbish everyone using 1 patch and only 3rd guy barely taking second patch later on and look like quitters having 2 ms go boom only to have other side panic that they're getting owned by horrendous single patch newbs. since it only includes 30 cols, it is once again possible to let 1 guy quit and things can be slightly simplified