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Author Topic: Basic Strategy Guide 2.2.1  (Read 14583 times)

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April 19, 2018, 09:57:26 PMReply #20

Offline Zardnaar

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Re: Basic Strategy Guide 2.2.1
« Reply #20 on: April 19, 2018, 09:57:26 PM »
I'm sorry, Allegiances are crap? Are you sure you are playing the game right?

You were right and I was wrong. I just had not found a fleet.

X3 Allegiances
X5 VSD/Providence/ CC VSD etc
X7 IPVs.

The death fleet.  Don't mix them with other capital ships.

April 20, 2018, 03:45:54 AMReply #21

Offline Ordo

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Re: Basic Strategy Guide 2.2.1
« Reply #21 on: April 20, 2018, 03:45:54 AM »
Cheers

April 20, 2018, 12:28:57 PMReply #22

Offline Zardnaar

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Re: Basic Strategy Guide 2.2.1
« Reply #22 on: April 20, 2018, 12:28:57 PM »
Cheers

Well you got me to go and test the fleets a lot. Now I have just stopped building ISD II, I build the unique units or Tectors. I was using them as flaships and they had toruble getitng to the fron or would drive in circles. Also found an appreciation for big ships.

 My new hotness/fun fleet Eridu Authority.

Delvardus +Praetor 32 Points (or 2 Praetors)
2 Torpedo Spheres
1 Interdicter
9 TIE Hunter Escort Carriers

 Go big 2 Praetors+ 2 Torpedo Spheres hurt alot.

« Last Edit: April 20, 2018, 12:32:33 PM by Zardnaar »

April 21, 2018, 10:59:46 AMReply #23

Offline Zardnaar

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Re: Basic Strategy Guide 2.2.1
« Reply #23 on: April 21, 2018, 10:59:46 AM »
Added Empire and Empire of the Hand.

April 25, 2018, 03:18:17 AMReply #24

Offline Zardnaar

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Re: Basic Strategy Guide 2.2.1
« Reply #24 on: April 25, 2018, 03:18:17 AM »
Added Zsinj+ New Republic

April 25, 2018, 07:13:19 AMReply #25

Offline Grand Admiral Rufaan Tigellinus

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Re: Basic Strategy Guide 2.2.1
« Reply #25 on: April 25, 2018, 07:13:19 AM »
I'm currently doing Endor Aftermath as the Eriadu Authority, and I agree with what was said above about Torpedo Spheres, they are indeed very useful. With EA, I'm mostly using the same type of fleet: 2 Praetors, 2 Tectors/ISD2s, 1 Torpedo Sphere, 5 Tartan Patrol Cruisers, 1 Immobilizer 418. I'm not a fan of fighter swarms (I'm more used to fighting against them, rather than inciting them myself), so I prefer pure firepower over it, especially with ex-Imperial factions (or the IR). The Executor needs a different approach due to its' pop cap, so my support fleet for it consists of 4 VSD2s, 5 Tartans and an Immobilizer. Or 3 VSD2s, one ISD2 or a Tector, and 3 Tartans. All of this works fine for me, with minimal losses so far. Although I will say that I am yet to encounter an SSD, as they have managed to evade me up to this point (I'm 43 planets in), so I'm yet to find out how this will do against an SSD. I've seen Iron Fist in proximity to my territories several times, but Zsinj keeps attacking neighboring Maldrood instead of me with it. But sooner or later I will catch him if nobody else kills him, and we'll see how it goes.

I remember killing him several times rather easily as Maldrood in the demo, using only CCVSD2s, ISD2s and a couple Allegiances, even with no losses at times, but the map was a massive help, it took place on Roche Asteroids the first time, and Iron Fist couldn't really move around freely on that map. Noticing it, I was trying to specifically catch Zsinj on Roche when I was completing the demo again (I did it 3 times as Maldrood), but it wasn't really difficult because he kept attacking it himself, and it became the place of his downfall every time.

Sorry for steering off-topic with that, lol. Torpedo Spheres are really cool, though! :) I like their range, reminds me of Praetors in 2.1 (and 2.15), allows me to bait ships the way I'm used to, when AI is being overly defensive again.
« Last Edit: April 25, 2018, 07:14:55 AM by Grand Admiral Rufaan Tigellinus »
"To live is to suffer, to survive is to find some meaning in the suffering" - Friedrich Nietzsche

"Maybe those nihilist philosophers are right; maybe this is all we can expect of the universe, a relentless crushing of life and spirit, because the equilibrium state of the cosmos is death" - Arthur C. Clarke

"We even ignited the first atomic bomb on the day commemorating the transfiguration of Christ, thus unconsciously signaling that we intended likewise to transform the world, not only after the light but after darkness - with a blast that burned several times hotter than the surface of the sun." - Stanislav Grof, "Human Survival and Consciousness Evolution"


April 25, 2018, 07:36:03 AMReply #26

Offline Zardnaar

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Re: Basic Strategy Guide 2.2.1
« Reply #26 on: April 25, 2018, 07:36:03 AM »
I'm currently doing Endor Aftermath as the Eriadu Authority, and I agree with what was said above about Torpedo Spheres, they are indeed very useful. With EA, I'm mostly using the same type of fleet: 2 Praetors, 2 Tectors/ISD2s, 1 Torpedo Sphere, 5 Tartan Patrol Cruisers, 1 Immobilizer 418. I'm not a fan of fighter swarms (I'm more used to fighting against them, rather than inciting them myself), so I prefer pure firepower over it, especially with ex-Imperial factions (or the IR). The Executor needs a different approach due to its' pop cap, so my support fleet for it consists of 4 VSD2s, 5 Tartans and an Immobilizer. Or 3 VSD2s, one ISD2 or a Tector, and 3 Tartans. All of this works fine for me, with minimal losses so far. Although I will say that I am yet to encounter an SSD, as they have managed to evade me up to this point (I'm 43 planets in), so I'm yet to find out how this will do against an SSD. I've seen Iron Fist in proximity to my territories several times, but Zsinj keeps attacking neighboring Maldrood instead of me with it. But sooner or later I will catch him if nobody else kills him, and we'll see how it goes.

I remember killing him several times rather easily as Maldrood in the demo, using only CCVSD2s, ISD2s and a couple Allegiances, even with no losses at times, but the map was a massive help, it took place on Roche Asteroids the first time, and Iron Fist couldn't really move around freely on that map. Noticing it, I was trying to specifically catch Zsinj on Roche when I was completing the demo again (I did it 3 times as Maldrood), but it wasn't really difficult because he kept attacking it himself, and it became the place of his downfall every time.

Sorry for steering off-topic with that, lol. Torpedo Spheres are really cool, though! :) I like their range, reminds me of Praetors in 2.1 (and 2.15), allows me to bait ships the way I'm used to, when AI is being overly defensive again.

 Off topic is fine always keen to learn.

 Wonderred about the Praetors they have been underperforming for the Empire and pentastar over 2.1. Ragne reduction explains it. Buffed ranges on Golans etc wreck havoc on VSDs and similar.

 I'm moving away from carrier fleet myself they do not work as well as 2.1. Venator for example seems to be underperforming compared to what I am used to,

April 25, 2018, 08:31:34 AMReply #27

Offline Grand Admiral Rufaan Tigellinus

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Re: Basic Strategy Guide 2.2.1
« Reply #27 on: April 25, 2018, 08:31:34 AM »
Off topic is fine always keen to learn.

 Wonderred about the Praetors they have been underperforming for the Empire and pentastar over 2.1. Ragne reduction explains it. Buffed ranges on Golans etc wreck havoc on VSDs and similar.

 I'm moving away from carrier fleet myself they do not work as well as 2.1. Venator for example seems to be underperforming compared to what I am used to,

Yeah, true, golans (especially II and III) are no joke now. And yes, the range on the Praetors was significantly nerfed from 2.1. As far as I know, the only reason of them having such long range in 2.1 in the first place was an attempt by Corey and the team to improve pathfinding, as it was supposed to reduce the need for Praetors to spin around, if they could just shoot halfway through the map. But obviously it hurt the balance of the mod too much, making Praetors somewhat OP, so they reduced their range in 2.2. The firepower is still there, though. I didn't notice them being much weaker in that regard than in 2.1.
"To live is to suffer, to survive is to find some meaning in the suffering" - Friedrich Nietzsche

"Maybe those nihilist philosophers are right; maybe this is all we can expect of the universe, a relentless crushing of life and spirit, because the equilibrium state of the cosmos is death" - Arthur C. Clarke

"We even ignited the first atomic bomb on the day commemorating the transfiguration of Christ, thus unconsciously signaling that we intended likewise to transform the world, not only after the light but after darkness - with a blast that burned several times hotter than the surface of the sun." - Stanislav Grof, "Human Survival and Consciousness Evolution"


April 25, 2018, 09:20:18 AMReply #28

Offline Zardnaar

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Re: Basic Strategy Guide 2.2.1
« Reply #28 on: April 25, 2018, 09:20:18 AM »
Yeah, true, golans (especially II and III) are no joke now. And yes, the range on the Praetors was significantly nerfed from 2.1. As far as I know, the only reason of them having such long range in 2.1 in the first place was an attempt by Corey and the team to improve pathfinding, as it was supposed to reduce the need for Praetors to spin around, if they could just shoot halfway through the map. But obviously it hurt the balance of the mod too much, making Praetors somewhat OP, so they reduced their range in 2.2. The firepower is still there, though. I didn't notice them being much weaker in that regard than in 2.1.

Yeah sometimes Praetors, SSDs and Allegiances piss me off due to spinning around. Generally why I prefer smaller ships at least if they do spin you can recover faster. It took me a while to find a fleet to make Allegiance work well enough.

 Falling in love with strike cruisers. I have liked them since the days of D6 RPG, but its a lot of firepower on a cheap unit. Maybe they got a range buff as well as they can sit behind allegiances/tectors and fire away easily enough.

 
« Last Edit: April 25, 2018, 09:23:38 AM by Zardnaar »

April 25, 2018, 10:02:55 AMReply #29

Offline turtle225

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Re: Basic Strategy Guide 2.2.1
« Reply #29 on: April 25, 2018, 10:02:55 AM »
I've played Hunt for Zsinj as Maldrood (didn't finish) and am now doing it as the NR, and I've never seen that coward leave Dathomir.

Makes it easier to survive I suppose but it does make it harder to kill him. Then again as the NR I don't really want to kill him yet because I don't need the Empire opening new fronts.

As for Roche Asteroids, that place is a deathtrap for the ai, not just SSD's. When I was Maldrood, Zsinj attacked with a fleet twice as strong as my defense including 5 Allegience and 11 Lucrehulk and a bunch of a other stuff and I defended it easily. The AI has no idea how to deal with that map, and they kept jumping in their reinforcements in the lower left corner instead of reinforcing the actual battle line.
« Last Edit: April 25, 2018, 10:04:59 AM by turtle225 »

April 25, 2018, 04:55:40 PMReply #30

Offline Zardnaar

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Re: Basic Strategy Guide 2.2.1
« Reply #30 on: April 25, 2018, 04:55:40 PM »
Zsinj turtles on Dathomir all the time. Dathomir is also one of the hardest planets to crack in space and land, at least until I found the sensor array.

April 28, 2018, 02:43:23 AMReply #31

Offline Zardnaar

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Re: Basic Strategy Guide 2.2.1
« Reply #31 on: April 28, 2018, 02:43:23 AM »
 Updated and tweaked some of the suggested fleets and the opening post.

May 05, 2018, 08:03:05 PMReply #32

Offline Zardnaar

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Re: Basic Strategy Guide 2.2.1
« Reply #32 on: May 05, 2018, 08:03:05 PM »
Updated again with some fine tuned Greater Maldrood, Eriadu Authority and Pentastar Alignment fleets. Generally less ISD II's more Secutors;).
« Last Edit: May 05, 2018, 08:22:53 PM by Zardnaar »

 

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