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Fight Dirty?
Okay, so I'm in a PBW game with some local friends. Sure enough, the two people in the game who get along the least well got shoved right next to each other in a corner. That being me and this other guy. (We'll call him Hippo to protect identities here and 'cause I'll need a name for him.)
So, Hippo's got like a dozen systems and 30+ planets. I've got 3 systems (boxed between a black hole with the #1 player's home system on the other side of it and Hippo's empire.) with perhaps 18 planets. Most of those are brand new gas giants I'm working towards colonizing since getting the tech to do so about a game year ago. Naturally he's able to utterly out-produce me, he's got the support of two other complete newbies who've fed him a lot of tech before I informed them how bad an idea that was. So he's got Dreads, I've got... (don't laugh) cruisers but really I use Frigates and light carriers. Looks like I'm hosed right? Well, there's more. Hippo, you see, is a complete newb. He's done such classic things as build space stations on battleship frames. Not a big deal, right? Well, except he didn't give them engines or supply storage so they're just dead weight. Other ships have DU1s and DU5s on the same frame... it's a mess. What's more, he doesn't group his ships into fleets, he just leaves them in a big stack. He's camping the warp point, as am I, but I'm doing so with intent to build Psychic academies and such and build up a fleet of small, high-potency ships to work him over with. Meanwhile I find his newest, biggest ships and hit them with intel projects. (I'm pretty sure he has intel tech, but can't find the intel button, etc.) So every 3 turns or so I get a new battleship or dreadnaught or space station. I then run his ships in suicide attacks at his colonies 'cause he has no mid-system defense. I've taken to grabbing the occasional mine layer to boot so I can lay mines in his back quarters and make life hell on him. The problem is, I see dreads and I'm getting nervous. I know he's got minefields to boot. It'll be very hard for me to extract him from his position. If you guys would be so kind as to help me put a newbie in his proper place and teach me not just to fight off this obviously superior foe, but to fight DIRTY so I can possibly win enough to build an industrial base, I would really appreciate it. The Last thing I need is this guy gloating for eons and eons. |
Re: Fight Dirty?
Well, although he's got issues with the finer details and micromanagement, it sounds like he understands the fundamentals of play very well. He got lotsa colonies, and exploited other players effectively. Are you sure he hasn't practiced on the side, say vs the AI? I didn't play SE3 Online until I could beat 9 hard AIs on computer vs. humans team play, and I never lost a game (although I was accused on one occasion of being a second ID for a known player, which seems less of a possiblity if you know this guy).
If he gloats, set him up in a game with an expert. That'll "put him in his place." If he doesn't bite, then he's got less justification to gloat. Newbies that think too highly of themselves tend to get smacked. If he has no system defense, can you get to him with stellar manip? Not many people are going to give you their dirty fighting tricks, cause those are majorly important strategy secrets, brought out only when necessary. |
Re: Fight Dirty?
Work up to communications mimic, then screw over all of his alliances. If he is an uber-newb, he's going to be ultra-reliant on trade with his allies. You would seriously hamper his economy, and thus buy yourself some vital breathing room.
Also, once you can get into his space, consider sending some plague bomb ships (with as much ECM/stealth&scattering armor/ship&fleet experience as you can muster) in to his colony worlds. Go for the ones least likely to be defended and pick them off one at a time. After that, try to plague his major colonies. Then follow up with your primary invasion force. That should be enough to get you started. |
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Thanks for the advice though. I do appreciate it. |
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Here is a tip I don't know if you thought of it yet.
When you capture his high tech ships with your intel projects, take those ships back home and analyze them. You will gain a level in ship construction for free basically this way. If you do this 2 or 3 times, you will have Dreads as well floating around. |
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Sounds like the only WPS in and out are guarded pretty heavily, so that probably won't work too well. Unless he can get one of the blockading ships, and newly acquired ships don't engage on the first turn.
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If he is inexperienced, he might neglete using point defence. If so, then your cruisers with missiles will shatter his ships out of existence before he has a chance to shoot.
Oh, I forgot to mention that with cloacking you can get past his ships in the warp point if he uses no scanners. [ May 05, 2003, 07:27: Message edited by: Karibu ] |
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ooh, cloaking, good point. But if he has a lot of tech, he prob. has sensors
[ May 05, 2003, 07:39: Message edited by: Gwaihir ] |
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Im not an expert and have little experience in PBW but...
scanners are annoying and if he is the way you describe him he prolly has none. Remember that Stealth armor gives you cloaking. Dont send in a fleet - send in hunter ships that would pick on colonies and lone ships. Find his central production sites and plague them (not useful this time tho as it seems). Also find his mining colonies and rad-bomb them. If you need to take on a planet remember to bring in some planetary napalms, they're quite useful. Vary your tactic - once try on with a lot of fighters and missile cruisers, then when he gets PDC go in with some direct-fire weapons. For warp-point combat consider the Graviton Hellbore weapon. though many might jump on me here nothing compares with it in a single-shot. Either that, or ripper beams. SHield depleters, dont forget these. And hopefully you do have ID's. Part of fighting dirty is exploting those special weapons. Some are economically taxing though. You're psychic? Why arent you using your psychic weapons then? they're some of the best in the game. having cruisers armed with psychic weapons can bring you a couple of victories. |
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Psychic, hmmmm...well, unless he's gone to using exclusively Master Comps, the Alleigence Subvertor would probably do wonders against his ships. And most probably if he's as new to this as you say, he probably hasn't....but then again, I don't know him so I could be wrong. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Does he have ships or bases with space yard components on them? If so, steal one of those. Then use the space yard to deconstruct and analyze on the spot! This works, but I don't know if this happens at the beginning of the turn before any combats or at the end so best move it to a vacant sector first.
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I tried grabbing his shipyard ship to do deconstruct/analysis in the field but I can even run away he just hoses me before the ships get one square of moment. |
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Sensors he doesn't use, that much I'm certain of. Certainly not scanners. How exactly does cloaking/stealth armor work? This is a very confusing point to me. It's not very well explained. All it seems to do is make me 5% harder to hit. Who cares? |
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Geoschmo</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Hmmm. Point. Is there any way to discern if they're in a fleet? Intel project of some kind? I doubt he's using fleets, I don't think he knows how to. If he /is/ it's because the guy helping him pointed it out. But the guy helping him doesn't know what he's doing with fleets either. (He always uses Optimal Range/Arrowhead) |
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Useless AS ???? For God sake, refit your small ships with AS and get all his Dreads for free http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif Once he swith to MC, give virus to every your ship and replace AS with TK !!! If he is really newb, he is a toast.
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Allegiance Converters could turn this tide for you if he doesn't have Master Controls on all his ships. You have their designs, you're sure to know, now. AS Frigates are mean. What a mess that will make. And if he is all about the MC, then throw the virus at him.... crunchy on the outside, chewy on the inside. BTW, a MC ship with busted MC is just a floating hulk, right? It cannot be captured or anything else cool that you can do to a floating hulk either... can it? |
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I LOVE the AS.
If you have drones, make AS drones en masse! Now you can move them back through a wormhole after theyve been used and pick them up again with a drone launch ship and reuse them. Bus ususally I make ordinary ships with ordinary weapons and one AS. When you're up against some other psychic race and get lucky you can convert his entire fleet in an convert cascade! (Capture a ship with a converter - that ship captures a ship with a converter....and so on, if you have better offensive/defensive values than the enemy!) A MC hulk can be capturd with troops, repaired with a shipyard ship and put to use. [ May 05, 2003, 19:16: Message edited by: Ruatha ] |
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First off, thanks again, all, for your advice and assistance. I'm just glad that he doesn't do his own research! =^.^=
As for AS... is the AS/Talisman combo as disgusting as it sounds? And hmmm. ECM+Stealth+AS on a Frigate sounds properly evil and currently undefended against. Okay, after I get Intel 3 I'm racing up the psychic weapons tree. =) |
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Or not... |
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In addition, no one has mentioned Combat sensors and ECM. Get them! Use them! If he doesn't have them, you can take out his dreads with a pea shooter. You will rarely miss, he will rarely hit. Stealth (and scattering) armor give a defense bonus of 5, 10 or 15% depending on the level you have. Believe me, this adds up. To get the cloaking effect just click on the appropriate icon (a ship with a green ring around it). If he doesn't have sensors to see through this, you can waltz in as you please. Warning: all your ships in a sector must be cloaked to avoid combat. If even one is decloaked, all ships will be discovered for the purposes of combat. If he is just viewing from a distance (one sector or more away) he will only see the uncloaked ship. |
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Just build ships with longest range direct fire weapon you have, put RT, set up strategies to max. range and send them for a joly ride ! You should not have a problem against a person who let you live so long as to use the full benefits of Psychic+Religious. Just kill him wholesome for Aaron sake ! [ May 05, 2003, 20:57: Message edited by: oleg ] |
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Just build ships with longest range direct fire weapon you have, put RT, set up strategies to max. range and send them for a joly ride ! You should not have a problem against a person who let you live so long as to use the full benefits of Psychic+Religious. Just kill him wholesome for Aaron sake !</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">*snerks* Yeah, Religious + Psychic (then gaining bonuses by sucking hits to radioactive/organics mining, etc.) is my trademark. I don't have RTs yet. In fact I don't even have ShrineIIs. But I can, and I was just considering that the AS seems to have a percentage-to-covert based on certain things. I just wondered if maybe the RT made it basically an auto-convert. |
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I'm thinking... you should check out the the Newbie FAQ stickied to the top of the forum. |
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BTW. use optimal firing range for AS+RT and max. range for "anyother weapon" +RT ships !! |
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Oh! In case this gets out or someone else gives him stealth tech in some sort of 'balance of power' play... which sensors defeat cloaking/stealth armor? Is it combat sensors? Or something else?
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[ May 05, 2003, 21:37: Message edited by: oleg ] |
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If you are playing unmodded use fighters. I've never played PBW, but unmodded fighters are really, really mean.
Six carriers with a full complement of fighters should send his fleet to the bottom of the galactic sea. Don't forget to include in your fleet enough minesweepers to clear the way ahead of you. Also, don't waste more money in satellites, fighters are more cost efficient for warp point defense. Research fighters all the way up and cloaking, so you get some stealth carriers into his territory. Still, sooner or later he is going to get his main fleet together and drop it on you. When that happens make sure you don't let your ships be taken one by one. Park your fleet on the most valuable planet on the system the battle happens so you can bring your weapons platform to bear, add some mines on top of your fleet if possible, transport all weapons platform, troops and fighters avaliable on the system to this planet, and don't lose your patience when he glass the other colonies. If he is a newbie he will fall for it. He will not dare to leave your fleet behind unblooded. |
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I agree though, fighters scare me. A mix of small rocket-equipped fighters sent to hunt bigger ships and a pack or two of SDU3s sent to hunt enemy fighters and smaller ships. Damn does that make a lot of dead metal in the simulator. Sats don't need supply though, which is a very nice bonus in my book. Mines too. I find that combined arms is the way to go. After I get stealth and AS I'll go for bigger fighters. |
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Build only "DUC 3" fighters. Those rockets can only fire once per battle.
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It really demoralizes the other guy. That's why I mix it up. |
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If you can pull it off and take out his WP fleet, it would be nice to have troops and transports ready to capture some choice worlds from his empire. Of course, if your economy is already strained, you might have to settle for glassing and recolonizing the worlds.
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Sounds like you've got some good suggestions already, but I wanted to point out one thing.
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Geoschmo |
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"Build only "DUC 3" fighters. Those rockets can only fire once per battle."
The greater damage over time of the DUC3s is canceled out by the way fighters die- in droves. Especially if the enemy is using PD, you may only GET one shot. EDIT Rocket pods III: 100 damage, 6 kT DUC 3: 15 damage, 3 kt 30 damage vs 100 per shot..the DUC fighters have to fire for four rounds before they overcome the instant kill advantage of the fighters. 100 fighters, the enemy can kill..lets say 10 per turn, constant. rocket pods: turn 1, 10000 damage turn 2-30: run away DUCs: turn 1, 3000 damage turn 2, 2700 damage turn 3, 2400 damage turn 4, 2100 damage turn 5, 1800 damage turn 6, 1500 damage turn 7, 1200 damage turn 8, 900 damage turn 9, 600 damage turn 10,300 damage turn 11, 0 total: 10000 rocket pod 16500 DUC3 so you gain 6500 damage..and loose all your fighters. The rocket pods would probably loose only a few fighters, since they run away. [ May 06, 2003, 00:14: Message edited by: Phoenix-D ] |
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Hey, you know, I just had this thought, wouldn't it be funny if just at this moment we were also helping Pooka's opponent in some other thread? http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Hey, you know, I just had this thought, wouldn't it be funny if just at this moment we were also helping Pooka's opponent in some other thread? http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">What level stops Stealth Armor's cloak ability? (I'm assuming one.) Oh, and I doubt he's in another thread. I doubt he even knows this forum exists, and if it did, I doubt he'd know how to post. =^.^= |
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This discussion about cloaking interest me enormously http://forum.shrapnelgames.com/images/icons/icon7.gif
Som can we assume that stealth armor is level 1 cloaking, whereas the 3 cloaking devices range from 1 to 3 ? And the 5 kinds of sensor, does they have an uncloaking value of 1 to 3 ? |
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"Allows [Cloak/Scanning type] scanning at level 2 (or 3 or 4)." for the three levels of sensors. IIRC, you need a higher level of scanning than the level of cloaking. |
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Any sensor or stealth penetrating shyper optics/receptors penetrates the cloak of stealth armor. To hide from the lower levels of sensors you need cloak technology. But as long as he has no kind of sensors/receptros you're safe from discovery. [ May 06, 2003, 08:39: Message edited by: Ruatha ] |
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as mines are cloaked at level 5, does someone tried to modify the sensors values to check if they could be detected theorically? I'm unsure though that a MOD enabling that would be a good thing.
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nice idea about the large mines. You maintain which mod Q ?
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Something no-one has mentioned in this thread so far...
while sending in cloaked ships are a great idea, you'll have to watch out for mines. Even cloaked you will still be vulnerable. I'd recommend capturing a few enemy ships using intel and using them as minesweepers before sneding any cloaked ships into his territory. Then slip a few planetary assault ships (plague/ troops/ napalm/ your choice) past his frontline to wreak havoc in his core systems. Being a newb he'll probably panic and divert ships from his WP defence to to counter the threat, then you can hit the warp point with a stack of AS frigates. Have a defence fleet and/or unit launchers waiting to secure the newly-exposed system(s). Also, when the AS fleet captures loads of big ships, you'll have to be careful that their maintenence doesn't cripple you. Have a spaceyard ship handy to scrap any that you can't afford to keep. Make use of the resource theft intel project if you have it, too, that will help. |
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he's camping the minefield, which is what worries me. Is it the minefields that destroy the captured ships before I can run with them? |
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