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 Post subject: 30 col winning move (theoretically)
PostPosted: 09 Oct 2007, 04:56 
Demon

Joined: 13 Aug 2007, 15:03
Posts: 375
ok... since its about as bad as learning new math equation, here's my part for a brief note.

for easy reference, use 'SY' (pos2) for sy guy, 'BC' (pos3) for bc guy and 'FG' (pos1) for frig guy.

me @ pos 2 going 10 cols.

ms - gets scout, blows it up right after. use the cols to harvest.
cc - get res mod from start, 4 cols following, stick 2 on primary patch, rest on pos 3 secondary patch where mob is coming. and get a mob for own too.

when res mod on cc is done, get hyper mod, and when thats done, get sy and frig mod on cc. and when sy is out, give to BC guy and recieve ms from BC guy shortly after (originally FG's) and pass cc to BC guy so he gets improved manufacture.

wait till it's returned, by that time, u have a res mod hyper mod and frig mod on cc, move it close to FG guy so his frigs can hyper in. and i get the ms with a frig mod. get a grav on ms, and jump with double advanced frig pump.

and thats all for my role.


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 Post subject: Re: 30 col winning move (theoretically)
PostPosted: 09 Oct 2007, 05:13 
Evil Soul

Joined: 16 Aug 2007, 23:58
Posts: 124
myself at position 3 gets 10 colls (BC guy - also know as transfer lord :P )
res mod on cc
1 coll on ms
3 coll and 2 mob on cc
blow ms and collect 4k
get adv and frig mod on cc
after reciving FG's cc pass it back
after reciving FG's ms pass it back
pass FG 1500-ish ru
*set up 4th patch w/ one of your mob's for teamates to send colls to
once adv's done get FG's ms with cap fac and start bc res
pass FG's ms to SY guy
Get cap on the sy that SY guy gave you
then get cc with hyp mod from SY guy and start imp sy manu res
pass SY's cc back
now pass your cc w/ res/adv/frig mod to FG
jump your sy after FG jumps and start your bc

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Last edited by cloaked on 09 Oct 2007, 05:25, edited 1 time in total.

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 Post subject: Re: 30 col winning move (theoretically)
PostPosted: 09 Oct 2007, 05:22 
Evil Soul

Joined: 16 Aug 2007, 23:58
Posts: 124
Edit: Quick note, FG is responsible for frig upgrades since SY guy is doing gw and cloak mods. Also i'd like to get a cloak mod on that sy so at some point, i'm gonna have to borrow somebody's res mod for a minute to build that cloak while still pumping frigs for ya.

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Last edited by cloaked on 09 Oct 2007, 06:02, edited 2 times in total.

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 Post subject: Re: 30 col winning move (theoretically)
PostPosted: 09 Oct 2007, 05:31 
Little puppy
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Joined: 16 Aug 2007, 01:38
Posts: 28
FGuy pos1:

MS: 1 col, 1 scout, cap fac
CC: 1 col

- pass CC to BCguy after col built

- after BCguy finishes Res mod on his own CC, he passes your CC back to you.

- when you get CC back, start frig fac on CC, start building mob from CC and pass MS to BCguy.

- when you get MS back from BCguy, start frig fac on MS.

- start moving MS/CC to pos2 so you can jump torps and caps using SYguy's hype mod (and drop mob from CC at your starting patch).

- start one torp each on MS and CC, and qeue 2 cols on CC after torp.

- when MS finishes torp, transfer MS to BCguy.

- jump torps.

- the 2 cols from CC go to "Big Rock" back/right pos3 patch.

- when BCguy gives you his CC with ARM, move it up to hype mod at pos2. (because you now have ARM, you're responsible for researching frig upgrades)

- stack frigs and jump your two CCs.

(die horrible death when Team2 greets you with mass bombers and prox)


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 Post subject: Re: 30 col winning move (theoretically)
PostPosted: 09 Oct 2007, 10:02 
Demon

Joined: 13 Aug 2007, 15:03
Posts: 375
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 :lol:


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 Post subject: Re: 30 col winning move (theoretically)
PostPosted: 10 Oct 2007, 02:55 
Biting dog

Joined: 23 Aug 2007, 05:40
Posts: 69
Hand wrote:
....
(die horrible death when Team2 greets you with mass bombers and prox)


hahahahhahaha

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 Post subject: Re: 30 col winning move (theoretically)
PostPosted: 10 Oct 2007, 07:56 
Demon

Joined: 22 Aug 2007, 19:40
Posts: 28
dang that looks detailed ;)

Should try it out sometime.

Have you guys labbed it much? And if so, how did it go


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 Post subject: Re: 30 col winning move (theoretically)
PostPosted: 10 Oct 2007, 10:31 
Demon

Joined: 13 Aug 2007, 15:03
Posts: 375
not on a real target yet while we were struggling against expert cpu's bombers. i was hoping you'd be the first victim.


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 Post subject: Re: 30 col winning move (theoretically)
PostPosted: 10 Oct 2007, 23:39 
Evil Soul

Joined: 16 Aug 2007, 23:58
Posts: 124
Wouldn't it be much better if BC guy went double dd instead. By nine minutes, I could have 6dd, instead of 1bc. And we wouldn't be half as vunerable to bombers, since i can pop the first 2 dd right after we jump rather than hopeing they don't take out our sy cap fac as soon as we jump in. This would require 1 less res mod (1500ru), no sy (3500ru), 2ms jump cheaper than one sy, and dd research is much cheaper than bc research. So even though were not getting the extra 8k, from skuttling 2 motherships, were saving just as much ru. Flak+ions+6dd at 9minutes sounds way cooler than Flak+ions+(hopefully)1bc at 9:30.

All we gotta do is have hideki swap his ms for my cc, have hid do the adv instead of the sy, while i go double dd instead of bc.

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 Post subject: Re: 30 col winning move (theoretically)
PostPosted: 11 Oct 2007, 01:32 
Demon

Joined: 22 Aug 2007, 19:40
Posts: 28
6 dds definitly sound smore productive than a bc.

Plus you can do more damage to cols and other units with more firepower.


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