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It would take me a bit of convincing to accept that ~8% extra range and ~6% extra speed is better for early game farming than halving the number of shots it takes to kill your targets, even if some of those are wasted.
Heh, you're missing the point. With your normal speed and attack range you can only get into position to kill so many fighters while your starting attack is more than enough to kill as many fighters as you can catch. The range and speed upgrade however allows you attract more fighters from a larger area so you can cover more ground over the same period of time. Increasing the area you can cover is more important than killing individual fighters faster.
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I gave this a shot yesterday and it was hella fun.
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On December 16 2010 12:59 Duban wrote:Show nested quote + It would take me a bit of convincing to accept that ~8% extra range and ~6% extra speed is better for early game farming than halving the number of shots it takes to kill your targets, even if some of those are wasted.
Heh, you're missing the point. With your normal speed and attack range you can only get into position to kill so many fighters while your starting attack is more than enough to kill as many fighters as you can catch. The range and speed upgrade however allows you attract more fighters from a larger area so you can cover more ground over the same period of time. Increasing the area you can cover is more important than killing individual fighters faster.
Well it comes down to what your limiting factor is for getting kills. Don't forget that you're also often competing with your own side's fighters for creep kills, and 2x damage is better for clearing out enemy onboard fighters when you happen to encounter them.
I'll concede that it isn't clear-cut.
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They made the cost of Feedback 300 mineral now. But it still seems too strong for me.
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On December 16 2010 13:39 Ryalnos wrote:Show nested quote +On December 16 2010 12:59 Duban wrote: It would take me a bit of convincing to accept that ~8% extra range and ~6% extra speed is better for early game farming than halving the number of shots it takes to kill your targets, even if some of those are wasted.
Heh, you're missing the point. With your normal speed and attack range you can only get into position to kill so many fighters while your starting attack is more than enough to kill as many fighters as you can catch. The range and speed upgrade however allows you attract more fighters from a larger area so you can cover more ground over the same period of time. Increasing the area you can cover is more important than killing individual fighters faster. Well it comes down to what your limiting factor is for getting kills. Don't forget that you're also often competing with your own side's fighters for creep kills, and 2x damage is better for clearing out enemy onboard fighters when you happen to encounter them. I'll concede that it isn't clear-cut. If you're competing with teammates for kills, a longer range and faster speed would help..... Because it would allow you to get kills that they can't.....
It definitely isn't clear cut, and I only tried it because I accidentally got 3 engine ups at the start. I was like "fuck it, lets try range with those last 25", since 1 attack up was pretty useless. I dunno what's ideal, but I definitely think that being faster, even if it isn't as efficient at killing stuff at that point, is a little more versatile.
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On December 12 2010 22:53 saltygrapes wrote: I've said it before and I'll say it again
The skill ceiling on this map is about a 1/10. This map will not go anywhere in the competitive scene =/. Which sucks, cause the guy making it seems to know what he's doing and there are very limited amounts of good custom team games out there.
I don't understand. We play the game to have fun, not to be competitive. So if it's fun to play, that's all it matters.
If you want something competitive there is BW
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If you manage to find some of the better farming patterns in the game, always having the ability to 1shot fighters will give you much more farming potential than any non-ability upgrade.
For instance, just outside the range of the science vessels, on the 4 laser/2speed/warp opening, you can easily move back and forth clearing out 3 rows of fighters, wave after wave.
If you can't push up that far forward, you can clear the two rows on the sides of the map where the outer fighters turn and change directions.
I'm pretty convinced that the 4 laser/2speed/warp opening is the strongest/most versatile build for your average capital ship (don't know about VR/Leviathan). I'm less convinced, but are still experimenting, with going up to 7 laser by 10 min and 11 laser by 20 min in order to keep the 1-shot on fighter farming. Going to 11 laser especially is rough if you are playing a losing game and need some hail mary type of game-play in order to catch up (I think I've turned the tides with nukes more than secured a lead with them).
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My last post to you, since you obviously understand nothing and are wasting my time. My new points in bold.
On December 16 2010 05:20 Rflcrx wrote:Show nested quote +On December 16 2010 04:39 Edmon wrote: Cloak is only used to "dodge" specials in high level play.
Nope. The author will shortly be removing cloak from the carrier because "It is only used to dodge specials" and "It will be replaced with something for interceptors". God how stupid do you look now?Show nested quote +On December 16 2010 04:39 Edmon wrote: Staying cloaked is massive waste of energy
Who said anything about staying cloaked? Even a short cloak is more than enough to turn around and run away/losing the focus And that matters how? Why would I target you?Show nested quote +On December 16 2010 04:39 Edmon wrote: and your energy will not regenerate while it's active.
Now we at least know you played before (was a bit unsure). Show nested quote +On December 16 2010 04:39 Edmon wrote: Plus if you bought cloak with your starting money you will literally have -nothing- else.
Who said anything about getting cloak with your starting money? YOU DID! My godfathers did you read the post you were answering?!Show nested quote +On December 16 2010 04:39 Edmon wrote: There is only one way to mitigate the strategy There are plenty of strategies that easily beat it. Play some more, in time you will get some basic understanding of the game. More advice you need to take yourself?.
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On December 16 2010 19:16 Edmon wrote: The author will shortly be removing cloak from the carrier because "It is only used to dodge specials" and "It will be replaced with something for interceptors". God how stupid do you look now?
Not stupid at all, since it wasn't only used that way. Doesn't really matter if the author said it was, if it wasn't. Yeah you look pretty stupid now..
On December 16 2010 04:39 Edmon wrote: And that matters how? Why would I target you?
Uhm..to, like you said..kill me? Which you can't because of it? Hurr durr
On December 16 2010 19:16 Edmon wrote: YOU DID! My godfathers did you read the post you were answering?!
Nope I didn't.
I would ask you to: - read more carefully - learn how to quote - play the game till you have a basic understanding, before you make claims on what is unbeatable and what is not (because right now you add absolutely zero to the thread).
Thank you.
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On December 16 2010 15:31 Magic1264 wrote: If you manage to find some of the better farming patterns in the game, always having the ability to 1shot fighters will give you much more farming potential than any non-ability upgrade.
For instance, just outside the range of the science vessels, on the 4 laser/2speed/warp opening, you can easily move back and forth clearing out 3 rows of fighters, wave after wave.
If you can't push up that far forward, you can clear the two rows on the sides of the map where the outer fighters turn and change directions.
I'm pretty convinced that the 4 laser/2speed/warp opening is the strongest/most versatile build for your average capital ship (don't know about VR/Leviathan). I'm less convinced, but are still experimenting, with going up to 7 laser by 10 min and 11 laser by 20 min in order to keep the 1-shot on fighter farming. Going to 11 laser especially is rough if you are playing a losing game and need some hail mary type of game-play in order to catch up (I think I've turned the tides with nukes more than secured a lead with them).
3 Speed + other ups: safer start for farming 2 speed, 4 attack warp = better farming potential but much less safe. If you cross the map and a void decides to ride your ass all the way back you're dead. 3 speed you can generally make it; the 2 speed 4 attack you HAVE to be careful and not get overgreedy and don't wait too long to warp
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On December 16 2010 22:42 baconbits wrote:Show nested quote +On December 16 2010 15:31 Magic1264 wrote: If you manage to find some of the better farming patterns in the game, always having the ability to 1shot fighters will give you much more farming potential than any non-ability upgrade.
For instance, just outside the range of the science vessels, on the 4 laser/2speed/warp opening, you can easily move back and forth clearing out 3 rows of fighters, wave after wave.
If you can't push up that far forward, you can clear the two rows on the sides of the map where the outer fighters turn and change directions.
I'm pretty convinced that the 4 laser/2speed/warp opening is the strongest/most versatile build for your average capital ship (don't know about VR/Leviathan). I'm less convinced, but are still experimenting, with going up to 7 laser by 10 min and 11 laser by 20 min in order to keep the 1-shot on fighter farming. Going to 11 laser especially is rough if you are playing a losing game and need some hail mary type of game-play in order to catch up (I think I've turned the tides with nukes more than secured a lead with them). 3 Speed + other ups: safer start for farming 2 speed, 4 attack warp = better farming potential but much less safe. If you cross the map and a void decides to ride your ass all the way back you're dead. 3 speed you can generally make it; the 2 speed 4 attack you HAVE to be careful and not get overgreedy and don't wait too long to warp
So I don't understand (and really this isn't a troll) 3speed > 2sp/4las/warp because you have to play well? 3 speed surely doesn't allow you to push up all the way to enemy science vessels alone; and it won't let you escape if you have 2 or 3 ships on you before you turn around. Even if you have 1.71 speed, 1.61 will still be able to keep up with you for a pretty long time.
All it seems is that 3speed brings you more of a peace of mind rather than actually being that much better than being able 1shot, and thus, to farm a bunch more fighters. Not to mention you can discourage people following you with 4 laser ups (that stuff hurts a ship a lot more than you'd think).
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On December 17 2010 01:04 Magic1264 wrote:Show nested quote +On December 16 2010 22:42 baconbits wrote:On December 16 2010 15:31 Magic1264 wrote: If you manage to find some of the better farming patterns in the game, always having the ability to 1shot fighters will give you much more farming potential than any non-ability upgrade.
For instance, just outside the range of the science vessels, on the 4 laser/2speed/warp opening, you can easily move back and forth clearing out 3 rows of fighters, wave after wave.
If you can't push up that far forward, you can clear the two rows on the sides of the map where the outer fighters turn and change directions.
I'm pretty convinced that the 4 laser/2speed/warp opening is the strongest/most versatile build for your average capital ship (don't know about VR/Leviathan). I'm less convinced, but are still experimenting, with going up to 7 laser by 10 min and 11 laser by 20 min in order to keep the 1-shot on fighter farming. Going to 11 laser especially is rough if you are playing a losing game and need some hail mary type of game-play in order to catch up (I think I've turned the tides with nukes more than secured a lead with them). 3 Speed + other ups: safer start for farming 2 speed, 4 attack warp = better farming potential but much less safe. If you cross the map and a void decides to ride your ass all the way back you're dead. 3 speed you can generally make it; the 2 speed 4 attack you HAVE to be careful and not get overgreedy and don't wait too long to warp So I don't understand (and really this isn't a troll) 3speed > 2sp/4las/warp because you have to play well? 3 speed surely doesn't allow you to push up all the way to enemy science vessels alone; and it won't let you escape if you have 2 or 3 ships on you before you turn around. Even if you have 1.71 speed, 1.61 will still be able to keep up with you for a pretty long time. All it seems is that 3speed brings you more of a peace of mind rather than actually being that much better than being able 1shot, and thus, to farm a bunch more fighters. Not to mention you can discourage people following you with 4 laser ups (that stuff hurts a ship a lot more than you'd think).
The difference is if someone with 1.71 speed comes in your field of vision, typically cutting you off, you cannot escape. When you are on the opponent side of the map your 1.61 speed will not cut it, esp if more people warp to the person chasing you. 1.71 you can always get away provided you always stay moving (so you don't decelerate) and start running soon as someone appears.
Personally I prefer 2 speed/4 weapon ups but admittantly organised aggressive teams have costed me my life several times where I could've successfully ran with 1.71 It's a small difference but it can be noticable.
usually try to farm till ~600 then go back, get 1.71, rapid regen, movement buff and up mana to 300 (and 1 up into rapid regen) then go back to farming, but if the other team is agressive its not uncommon to have to return after 300-400 and not get all the upgrades right away just to get speed/rapid regen for safer farming
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Don't go for gimmicks. Seriously. 4la/2s/warp opening is best. If you're out of position, 1.71 is not going to save you any more than 1.6. Stay in position and you'll be fine and get more kills.
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Anyone have an tips/starting points for a very new player?
I've played a couple of games, but I don't really feel like I know what's going on a lot of the time. I feel like I'm always hurting my team more than helping, so I'd like to get a bit better. Unfortunately, I haven't encountered anyone in-game that could/was willing to help out a newbie.
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On December 17 2010 10:46 jaearess wrote: Anyone have an tips/starting points for a very new player?
I've played a couple of games, but I don't really feel like I know what's going on a lot of the time. I feel like I'm always hurting my team more than helping, so I'd like to get a bit better. Unfortunately, I haven't encountered anyone in-game that could/was willing to help out a newbie.
1. Always be moving: you never want to be caught at a dead stop when enemies come into vision range. More particularly, you want to learn the tight turning shown in the video above. The value of making sharper turns than your opponents is immeasurable.
2. Focus on a build. A lot of people have weaker ships because they get energy upgrades, and then an offensive technique, and then they want to upgrade missles/range; essentially they are all over the place. The only things you should weave into any build are speed (you'll usually max out at 1.8, but 1.7 will be good for any build most of the game), and keeping your lasers strong enough to 1-shot fighters (what this boils down to is open with 4 lasers, upgrade to 7 lasers by the 10 min mark, 11 by the 20min, and i think 15? at the 30min).
I still question whether its worth it to get 11 and 15, but going up to 7 will bring you much more money/pay for itself than any other upgrade up to that point.
3. Always be watching the mini-map. Because of the number of fighters on the field, fog of war doesn't really help much with concealing Capital Ship movements; so if you are vigilantly watching the mini-map, you will always know where your opponents are.
4. Always decide what you are going to do whenever you encounter an enemy ship. I've seen people flounder about trying to decide whether to try and chase and kill, or retreat/farm. Remember, it takes ships forever to maneuver, so one mistaken turn could potentially be game ending, even though it may not seem like it at the time.
Hope this helps a bit. Its an easy game to pick up and much more enjoyable once you get some of the basic maneuvers down, allowing you to find other teams and really work at the strategy aspect of the game.
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Another tip is to always pin the map to alert your mates if you need immediate assistance or if you see a teammate in trouble or if you find a lone farmer that is an easy kill
If a mate is in bad health and is being chased, warp in and protect.
Don't go solo hero and try to hunt down a lone ship by yourself. You will get killed. Stay with the pack until you have better understanding of the game.
Prioritize farming fighters for money whenever you can. As the game goes on, it's all about upgrades and who makes the first stupid mistake.
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On December 16 2010 19:53 Rflcrx wrote:Show nested quote +On December 16 2010 19:16 Edmon wrote: The author will shortly be removing cloak from the carrier because "It is only used to dodge specials" and "It will be replaced with something for interceptors". God how stupid do you look now?
Not stupid at all, since it wasn't only used that way. Doesn't really matter if the author said it was, if it wasn't. Yeah you look pretty stupid now..
When is Cloak used for something else than dodging nuking abilities? If you just cloak in the middle of a fight I'll just fire at the guy next to you.
I don't know who you're playing against, but I mostly face organized teams who believe that solid pushes is the way to go.
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I want to put together a team that doesn't consists of members of www.playstarbattle.com, who are either bad or are 13. PM me to apply. You should have a solid grasp of the basics of the game. Also, Vent and a mic.
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On December 16 2010 19:53 Rflcrx wrote:Show nested quote +On December 16 2010 19:16 Edmon wrote: The author will shortly be removing cloak from the carrier because "It is only used to dodge specials" and "It will be replaced with something for interceptors". God how stupid do you look now?
Not stupid at all, since it wasn't only used that way. Doesn't really matter if the author said it was, if it wasn't. Yeah you look pretty stupid now.. What the hell is cloak good for besides using it as a desperation dodge move?
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On December 18 2010 09:41 koreasilver wrote:Show nested quote +On December 16 2010 19:53 Rflcrx wrote:On December 16 2010 19:16 Edmon wrote: The author will shortly be removing cloak from the carrier because "It is only used to dodge specials" and "It will be replaced with something for interceptors". God how stupid do you look now?
Not stupid at all, since it wasn't only used that way. Doesn't really matter if the author said it was, if it wasn't. Yeah you look pretty stupid now.. What the hell is cloak good for besides using it as a desperation dodge move?
It's an energy-expensive way to buy time for yourself to escape (any fool can follow your silhouette, but it would reduce the time you are open to fire before you can hide behind allies or your base).
Edit: Not that I personally ever use cloak, but it'd be silly to deny its 'strategic breadth'.
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