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Revised tatics For 1.670 |
NZ-juex16 Admiral *Renegade Space Marines*
Joined: December 13, 2010 Posts: 102 From: Southland, New Zealand
| Posted: 2011-08-06 00:56  
Well personaly i'm a bit sick of people constantly complaining about ICC nerfed here UGTO bufted here Etc and while some good points are made (by both sides of the argument) it's also a simple matter of adjusting Fraction tatics to match the situation-Again.
All ships unless stated will be the bread and butter ships of each Faction Heavy cruiser fof ICC, Battle Cruiser for UGTO and Partdise for our Alien Friends with stock layout and no enhancments (unless Stated before hand)
Each part with detail basic Scenario for the three against one another and simple things to help you live that wee bit longer!
First off we must know for what Faction do what and there main Weakness and Strengths.
United Galactic Trade Organistion-
Well rounded Ships which can happy fight both the K'luth or the ICC stock or with Minor changes can be faction Specific Eg my Torpedo cruiser's armour has been changed with reflective to fight against K'luth ships. UGTO ships tend to be more a Mid-range group around 500-700GU is usally a good place to be and with a few enhancements can Fire weapons as far out as 1100GU or increase damage enough to be more then a threat to any K'luth Driver at point blank range.
Intersteller Cultural Confederation-
Masters of Long Range Combat and Defensive Positioning with a few enhancments can fire right out to 1500GU plus. Unfortanlly cannot play close so must try to fight in a Defensive postition to be effective. With there Long range Combatilys and played correctly, an ICC System are hard nuts to crack when you already Hulled by the time you get close enough to fire you own weapons.
Alien K'luth-
Undisputed Masters or the Hit and Run and Ambush, the Dictionary in ICC and UGTO systems should under Ambush and HIt and Run have K'luth as the defation. Between 0 and 300GU these Aliens are king and will give and Human a Challange, when fighting the K'luth when heavly damaged have the option of Cloaking or Jumping increasing survivabilty greatly.
UGTO VS ICC
-Well a simple Tactic here is for the UGTO player to try get as close as possible to the ICC player.
-Between 1200 to 800GU you cannot fire your weapons unlike the ICC who by 700GU are already in torpedo range, your objective is to get close as possible and get on there Six just like a Dogfight, Abrative armour on your ships will increase survival time with the cost of having to get rapired by Depot or Supply ship/Platform/Station.
-If in something smaller then a Cruiser and your jumped by a ICC dread (not missile Dread though) although you may survive it's best to try get away if your damaged allready. If you spot a lone Command or Missile Dreadnaught you have an easy kill if your in anything bigger then a Firgate.
Remember- Your a mid-range fighter so don't be afraid to resort to this, ICC are known to missile spam so make sure Lazors are in PD mode. And finally-When in doubt Jump out, no shame in doing so no matter what everyone else says.
UGTO VS K'luth
-The two Jugganaughts clashing horns.
- Best Tactic for facing K'luth is to stay at range, usally around 300-400GU will be enough, in range of both guns and torpedos for you and only torpedos for K'luth, which in anything smaller then a dreadnaught are pretty easy to dodge.
-If in a Battle dreadnaught or a Command Dread you may consider fighting fire with fire and slowly charge head on with the emeny (Dreads) firing every weapon you have inculding you Flux wave.
-If your got full Relfective armour the above tactic will leave the K'luth dread with comparible damage to you or worse off, making them (normaly) cloack giving you the time to jump out if you want. (they typicaly run out of Energy before you as well)
-EAD pilots with Refelctive armour pretty much will destroy anything short of krill (from what i've seen anyways)
-Torpedo Cruisers with Refelctive Armour are the order of the day for would be dreadnaught pilots as these little puppys can easily kill a Mandible, two-three slavos of Torpedos can hull everything short of a hive (there around 6-7 slavos maybe more) after the head on part (which you should be going around 10-15GU per seconed) slow and turn into them so you behind around 250-300GU and just fire slavo after slavo till it's cloacked or dead.
-If your in anything like a Carrier Or Argy and are jumped or attacked by anything around cruiser + espically in the Argy jump out stright away. Same goes for anything Battle Crusier and Below.
ICC VS UGTO
-If in a group it's a good idea to have someone in a Incintor ship as this will prevent being jumped and keep them at Bay while you pound them from afar, just keep moving.
-Don't play chicken
-Always aim for the ship that are close range fighters like an EAD or Torpedo Cruiser and damage them as much as possible before they ju,p you to shut you up, this will then lead on to the first point.
-If you decide to ingore the 2nd point, make sure you have your Fore shield in defence mode to add that extra layer of protection.
-When fighting from range, and you have you main group forward of your Missile and Carrier ships have the dictor ship and a few smaller ships protecing them, a Dreadnaught would be better if you can spare one.
-Kepp all supply ships rearward of the main battle so that there not killed.
-When spaming eachother, make sure you have a line of PD ships...
-If you have the option too, use ECM's so that the enemy cannot target the ships shooting him/her and sitting at 1000GU they wont know what the hell is going on.
When in doubt jump out.
ICC Vs K'luth
-Don't play Chicken, please for the love of god don't even think about it you'll die.
-Like Fight UGTO keep them at range, although the dictor field wont hepl as much seeing how they can just cloack, it helps.
-When you know that K'luth are around but can't see them, put all shields in defence mode and fly a lazy S to make it harder for them to snnek up on you and fire them weapons get ready to Fire a Slavo of weapons and jump out when the time arrives.
-Hug Planets as these will provide both an indictor field and provide extra fire power, don't be tempted to jump out to met them, let them come to you, while you pound them to hell along the way.
-When damaged and getting chased by a K'luth in orbit around a friendly planet, if your smaller out run them and fly to the other side of the planet and keep the planet inbtween you and them, this will do these things-
Rapair you
Damage him
Keep you safe
Reload you
Unload him
Allow your jump drive to charge
Freeze his
-If somehow you've gotten in range of there weapons and can't outrun them (dread Vs dread) don't turn and run, but rather charge them, firing everything you got, this will put you behind eachother which you have normally more rearwards firing weapons the he does, this will give you the time to find a E-Jump location and get out while he's still trying to turn around to fire his weapons.
-If the above happens and your front armour is already gone, you screwed sorry.
-If theres a swam of them, aim for the smaller ships as you'll kill them quicker and wont be shot as much.
-If they have a dictor ship, he's got a dread buddy near by so don't try jump him (you shouldn't anyways) just pound him from range, if he jumps you kill him quickly and jump without hesating.
-If jumped, jump out.
K'luth-
Well there;s no real K'luth vs ICC or UGTO you have on simple tactic get close, uncloack kill and reclock
-Use a Dictor ship to trap Captial Ships
-Watch out for UGTO Torpedo cruisers and EAD's, there your main threat.
-Cut a hole in there Armour and just fire at that gap
-You fight head to head for long so get whatever you need done done and get out.
feel free to chime in Any corrections or your on surrgestion.
Please don't troll on whats changed do it on another thread.
_________________ Capitaine de vaisseau, U.W.S Ajax
U.W.S Melborne
I.S.S Achilles
Author of Stanger in a Strange land.
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2011-08-06 04:46  
Heavy cruiser fof ICC
no. Border Cruiser is our forerunner.
"If you decide to ingore the 2nd point, make sure you have your Fore shield in defence mode to add that extra layer of protection."
Defense mode offers no "extra layer of protection". Turning your fore shield on defence mode is just a waste of energy. Turning your aft shield on def mode howerver Oh tha powah!
overall sound advice. I saw nothing in there that would get you killed if you try it. May not be the best tactics in the world, but they are better than most i see nowdays.
[ This Message was edited by: *XO*Defiance on 2011-08-06 06:11 ]
_________________ Defiance and Opposition, a tribute to teamwork. I will remember always
339,144
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Borgie Chief Marshal Pitch Black
Joined: August 15, 2005 Posts: 2256 From: close by
| Posted: 2011-08-06 08:06  
ugto vrs luth, runhome and get more of your friends, icc vrs luth, run to your closest planet and wait for us to attack you.
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Necrotic Chief Marshal Pitch Black
Joined: March 19, 2002 Posts: 378
| Posted: 2011-08-06 10:29  
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On 2011-08-06 08:06, Borgie wrote:
ugto vrs luth, runhome and get more of your friends, icc vrs luth, run to your closest planet and wait for us to attack you.
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thats about right
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No matter how hard they have tried. They havnt figured out how to nerf skill yet :P
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Ravendark Marshal Sanity Assassins
Joined: July 01, 2010 Posts: 443
| Posted: 2011-08-06 11:22  
-If the above happens and your front armour is already gone, you screwed sorry.
lol
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Iwancoppa Fleet Admiral
Joined: November 15, 2008 Posts: 709
| Posted: 2011-08-06 15:18  
ICC cruisers WILL withstand a full alpha up the bumm from a , for example, siphon or mandible if they have energy. Put defence mode on and mash those numpad keys.
On another note..
The reason why ICC allways feels underpowered is they use the least reliable method of hurting the enemy - long range projectiles. A station could dge then by the time they got to the target - plenty of misses. On the other hand, K'luth for example, damages(mostly) in a method that is 100% guarenteed to hurt: Beams.
So therefore the reason ICC is allways feeling underpowered is because we have crappy damage transmission!
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2011-08-06 15:21  
The side that got buffed would say they're sick of people complaining about the buffs and nerfs. Put yourself in ICC's shoes.
These buffs and nerfs don't really call for different tactics. UGTO armor buffs mean ICC (and Kluth) need to bring more firepower, and ICC weapons nerf means that will be just a bit harder for them to do
There's nothing you can do tactically that will change that, except maybe if you're ICC to stay at your max range if you don't already. Staying at max range means you won't be using your lasers, but you will maximize your cannon damage while minimizing UGTO's. That's about all you can do.
Wait till the Kluth armor nerf. If it's more than 10% it's not going to be pretty around here. (think about it: ICC get nerfed, Kluth get nerfed even harder, UGTO get buffed pretty well. Yeah, get your popcorn ready.)
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2011-08-06 17:38  
Ugto getting a armor cutback in upcoming patch as well.
At least its in beta right now.
Just remember its beta. Nothing is set in stone yet.
_________________ Defiance and Opposition, a tribute to teamwork. I will remember always
339,144
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MarineKingPrime Marshal Exathra Alliance Fleet
Joined: October 04, 2010 Posts: 239 From: CSS CheezyBagels
| Posted: 2011-08-06 18:50  
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On 2011-08-06 17:38, *XO*Defiance wrote:
Ugto getting a armor cutback in upcoming patch as well.
At least its in beta right now.
Just remember its beta. Nothing is set in stone yet.
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Wouldn't it be better to have ugto have some of its armor but ICC get it's damage back? Things were pretty good ICC vs Kluth when kluth doesn't have 7 krills to instantly destroy everything, this would help restore the balance.
[ This Message was edited by: darksmaster923 (3IC) on 2011-08-06 19:16 ]
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-08-06 21:02  
Amateurs talk tactics. Professionals discuss logistics.
Well, that's an old saying anyway. But if you think about it, it couldn't be more true now that damage has been buffed and depots have been nerfed.
Supply plats, supply plats and more supply plats. Keep your combat suppies close. Make sure your Support stations are there and protected. Especially in enemy space....
Do this and you can keep your ships running. Don't, and the enemy will whittle you down once you start running out of usable ships.
_________________ ... in space, no one can hear you scream.....
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Pakhos[+R] Chief Marshal Pitch Black
Joined: May 31, 2002 Posts: 1352 From: Clean room lab
| Posted: 2011-08-07 01:42  
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On 2011-08-06 17:38, *XO*Defiance wrote:
Just remember its beta. Nothing is set in stone yet.
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It's been 10 years for god sake!
_________________ * Josef hands [PB]Quantium the Golden GothThug award for best melodrama in a miniseries...
[-GTN-]BackSlash: "Azreal is a master of showing me what is horribly broken in the game."
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