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#1 McDman

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Posted 12 August 2010 - 06:56 PM

So anyone want to share their thoughts on strategies to work against the AI? I know that I like to move fighters in first, then frigates, all the way up the capitals (which go last). But that comes from my old habit of playing as the Empire and not wanting my expensive cap ships destroyed by a few squads of bombers. I like to take fighters in and take out any bomber squadrons I encounter, and use frigates to take out fighters. After gaining fighter superiority, I usual bring in the Capitals for what Han Solo called "a slugging match" in one of the Rogue Squadron books.


Side note, do you guys position your ships certain ways? I know the AI tends to suck when you tell your ships to attack, so I usually just move them where I think they will get the best firing position and hope they actually do something useful. I know the Empire AI fails to realize that it can't attack ships directly behind it. Used a few Mon Cals to take out a Praetor that way.

Another side note: Rebel ships that eat fighters alive? I know the Empire has Dreadnaughts and Lancers, do the Rebels have anything close?

#2 Zeta1127

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Posted 12 August 2010 - 08:04 PM

The AI is like a charging reek, can't maneuver for anything, and the AI is a known problem, once one figures out how things work. The Rebel ships will be able to focus fire better in v1.2, and their anti-fighters are Dreadnaughts, CR90s, and DP20s, concussion missiles are the best weapon for dealing with fighters.
"I'm just a simple man trying to make my way in the universe." - Jango Fett
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"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
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#3 Tropical Bob

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Posted 12 August 2010 - 11:55 PM

When it comes to organized maneuvers, I tend to keep whatever anti-fighter elements in between whatever heavy hitters I have. Small caliber frigates go in front of it all.

Edited by Tropical Bob, 13 August 2010 - 12:06 AM.


#4 Ghostrider

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Posted 13 August 2010 - 07:52 AM

I never bother with anti-fighter stuff for the empire. Lancers seem to last about 0.1 seconds in a running battle, even if you put them behind the ISD's.

Best Imp defense: ISD's and keep spamming TIES!

#5 Invadious

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Posted 13 August 2010 - 09:45 AM

I never bother with anti-fighter stuff for the empire. Lancers seem to last about 0.1 seconds in a running battle, even if you put them behind the ISD's.

That might be because of the amount of damage everything deals. I usually multiply all the <Damage>X</Damage> values in Projectiles.xml with 0.8. It also makes it a bit more realistic.

Edited by Invadious, 13 August 2010 - 09:45 AM.


#6 McDman

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Posted 13 August 2010 - 01:57 PM

I never bother with anti-fighter stuff for the empire. Lancers seem to last about 0.1 seconds in a running battle, even if you put them behind the ISD's.

Best Imp defense: ISD's and keep spamming TIES!


To which I respond, (upgraded) E-wings and A-wings, and yawn. :p

#7 Tropical Bob

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Posted 13 August 2010 - 04:09 PM

I never bother with anti-fighter stuff for the empire. Lancers seem to last about 0.1 seconds in a running battle, even if you put them behind the ISD's.

Best Imp defense: ISD's and keep spamming TIES!

My staple Imperial fleet recently has been Tectors and Venators. The Venators provide the fighter screens while the Tectors offer the heavy hitting, as well as the carrier protection. Not that the Venators necessarily need it, as they have some big guns of their own, as well as the hangar-mounted SPHA-T as a holdout blaster cannon.

Else...I would probably do something like Tectors supported by situational Lancers. The little buggers may not be able to take much damage, but they're so cheap that you'll have plenty to replace whatever you lose. If you hold them in reserve, you can drop two or three out of Hyperspace right into their fighter cloud, wreaking too much havoc to recover from. Rinse and repeat whenever you need to.

#8 SpardaSon21

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Posted 13 August 2010 - 10:03 PM

The Recusant for the Rebels eats fighters pretty well. Its anti-warship firepower isn't exactly poor either, and it gets better once it gets the experimental turbolaser cannon installed.

#9 Tropical Bob

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Posted 14 August 2010 - 03:48 AM

The only problem I have with Recuscants is that they can be pretty flimsy. I think I did a oombination of Reef Home MC80s and Recuscants for one campaign, and lots quite a few more of the latter when it came to fighting Imperials and Praetors.

#10 SpardaSon21

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Posted 14 August 2010 - 05:46 AM

Reef Homes are classed as Capitals, and Recusants as Destroyers. I'm not surprised you lost more Recusants, especially since it is classed as a light destroyer. With its speed and weapons, it has more in common with a battlecruiser than a ship of the line, which means Recusants should be used against ships that are cruisers and smaller, and be running away from other destroyers and anything bigger.

Recusant-class Light Destroyer
Length: 	1187 m
Speed: 	60 MGLT
Acceleration: 	11 MGLT/s
Maneuverability: 	5 DPF
Hyperdrive: 	Class 2.0
Shielding: 	2560 SBD
Hull: 	1640 RU
Armament 1: 	1 swiveled advanced turbolaser cannon
Armament 2: 	6 turreted heavy double turbolaser cannons
Armament 3: 	4 heavy turbolaser cannons
Armament 4: 	5 turreted turbolaser cannons
Armament 5: 	30 turreted double laser cannons
Armament 6: 	12 turreted light double laser cannons
Armament 7: 	60 turreted light laser cannons

I don't have PR installed due to a computer format (hopefully I can find a Gold version in the computer store when I buy ME2 tomorrow), so I can't list its armament when fully upgraded, but sixteen heavies, an advanced, and five regulars isn't bad firepower, especially if you try and take on frigates and cruisers. Keep in mind sixty lasers and eighty-four light lasers will chew up fighters, which is handy against fighter-happy pirates and other brigands who can't afford to maintain large fleets.

#11 Tropical Bob

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Posted 14 August 2010 - 09:49 AM

It's because of my fleet positioning. Having Recuscants placed in between my MC80s means that everything usually engages everything.

#12 McDman

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Posted 15 August 2010 - 06:42 PM

I will have to look into the Recusant, I tend to worry about buying larger ships to help with fighters, as I don't want my investments to meet untimely ends.

#13 Casen

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Posted 16 August 2010 - 06:28 AM

Recusants have underpowered anti-capship weaponry for a ship of their size but god damn they have a ridiculous amount of laser cannons. They're literally the LAST thing I would think of sending fighters/bombers against.

#14 Ghostrider

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Posted 16 August 2010 - 04:24 PM

Recusants have underpowered anti-capship weaponry for a ship of their size but god damn they have a ridiculous amount of laser cannons. They're literally the LAST thing I would think of sending fighters/bombers against.



Don't forget about the humble Dreadnaught and the Assault Frigate though. Both carry 20+quads and make a hash of starfighters. Ok - their guns aren't as good as the recusant, but they have the hull strength to slug it out and take a few torpedo hits without too much risk.
Try getting Mark II's into point blank range and watch the quads shred everything in sight.

The more advanced DP20's are quite bad as well. However, if you want to see really nasty anti-starfighter stuff just hit (or is it hutt) one of the badder pirate worlds and watch out for some of the more bespoke corvettes.... ;)

#15 McDman

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Posted 16 August 2010 - 09:46 PM

I like using the Dreadnaughts, very well armed and armored for the price.

The more advanced DP20's are quite bad as well. However, if you want to see really nasty anti-starfighter stuff just hit (or is it hutt) one of the badder pirate worlds and watch out for some of the more bespoke corvettes.... ;)


You have way to much fun with those pirates Ghost. :p

#16 Ghostrider

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Posted 17 August 2010 - 11:14 AM

I like using the Dreadnaughts, very well armed and armored for the price.

The more advanced DP20's are quite bad as well. However, if you want to see really nasty anti-starfighter stuff just hit (or is it hutt) one of the badder pirate worlds and watch out for some of the more bespoke corvettes.... ;)


You have way to much fun with those pirates Ghost. :p



You just wait till my next post..... Mu ha ha ha :p

#17 Zeta1127

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Posted 17 August 2010 - 04:00 PM

My problem is all of these laser-equipped anti-starfighter ships don't seem to be accurate enough to me, that is why I prefer concussion missiles over lasers.

I still don't like the idea of not having a capital ship or two, when my enemy has several.
"I'm just a simple man trying to make my way in the universe." - Jango Fett
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion
Admiral Zebulon Wilhelm of Task Force Mystic/Fleet Junkie

#18 Ghostrider

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Posted 17 August 2010 - 05:07 PM

My problem is all of these laser-equipped anti-starfighter ships don't seem to be accurate enough to me, that is why I prefer concussion missiles over lasers.


Try flying against Gozanti Cruiser groups (in V1.2) and get back to me. You might re-phrase that sentence at that point. :p

Gozanti Cruisers are really lethal to starfighters. Their laser armament is much better than missiles because the lasers fire all the time while missile systems have 'do nothing periods' while they reload. These light cruisers cut squadrons apart like a buzz-saw through chipboard ~ Very noisy with clouds of very small pieces and dust!

You should find the odd one or two in starting forces for V1.2.
Look after them because they are non-buildable. They also make superb medium bombers with quite a nasty proton torpedo barrage and being transports are damn hard to hit. The only drawback - they are pretty slow so that pirates could not use them!


Ghost.

#19 Tropical Bob

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Posted 17 August 2010 - 07:12 PM

The Invincible is another hot knife through the butter of starfighters. The Full Salvo ability really rocks everything out when it goes down.

One really has to wonder how starfighter pilots make their living when this much stuff kills them all the time.

#20 McDman

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Posted 17 August 2010 - 07:20 PM

One really has to wonder how starfighter pilots make their living when this much stuff kills them all the time.



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