help against warp-in
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posted on April 25th, 2009, 9:47 pm
so have anyone an idea to beat the super duper fed rush? i mean i tried at with every race against the feds and failed with all of them. a nasty fed player builds starfleet command as fast as possible and thens starts with sabers and intrepids. but the point is you cant beat the feds cause they have the almighty warp-in on their side and therefore 2-9 extra ships for 0d/0t. maybe you can change the warp in a bit.
1. the first 3 warp-ins you get only 1 ship after this 3 like now or
2. bind the incoming ships to the chassis size for example
you havent researched any chassis level:
only miranda and excelsior
chassis lvl 1
excelsior and very few nebula/steamrunner
chassis lvl 2
nebula/steamrunner more frequent very few galaxy
chassis lvl 3
galaxy as often as now and a few nebula/steamrunner
ps: warp-in sucks (sry lost 3 times in the last 2 hours)....
1. the first 3 warp-ins you get only 1 ship after this 3 like now or
2. bind the incoming ships to the chassis size for example
you havent researched any chassis level:
only miranda and excelsior
chassis lvl 1
excelsior and very few nebula/steamrunner
chassis lvl 2
nebula/steamrunner more frequent very few galaxy
chassis lvl 3
galaxy as often as now and a few nebula/steamrunner
ps: warp-in sucks (sry lost 3 times in the last 2 hours)....
posted on April 25th, 2009, 10:37 pm
Lets play some games and I can show you how to counter it, hopefully
posted on April 25th, 2009, 10:38 pm
moved to online gaming
posted on April 26th, 2009, 7:54 am
no please Dominus_Noctis give me a hint. it is really really annoying and i have no plan to counter the fast warp-in
posted on April 26th, 2009, 10:55 am
just cause one person cant counter it doesnt mean it needs to be changed...
i get really annoyed when cause someone has trouble with something means its wrong and should be changed.
if they dont warp them in the odds are you would still lose, the 3 ships, even the galaxy are not enought to thow the battle if you play right.
i do know what you mean and it took me a while to find a counter, i usually play as feds or borg.
the borg its easy just build Scubes and assimilators, and arm them with torp modules, that will rip through most fleets in early game.
i dont play the klingons much but B'rell and Ktinga (i think thats what its called), spam them and you can fight the feds early game off.
Roms just use Riehns (spelling?) the strongest early games ship.
Dominion can spam ships pretty quick so focus on numbers. (you will probs faze the dominon bugship out after the early game).
and as feds just use the tactic in reverse, (but you want monsoons as there vet abilities are good).
Really the only other way that works for all of the races is first strike, you should try and hit first, balance slowing the other player (if its the AI dont bother they arent affected by resource limits) and building your own fleet.
it take a while to master but when you get there you will realise that the fed warp-in is nothing more that support or a stall.
i get really annoyed when cause someone has trouble with something means its wrong and should be changed.
if they dont warp them in the odds are you would still lose, the 3 ships, even the galaxy are not enought to thow the battle if you play right.
i do know what you mean and it took me a while to find a counter, i usually play as feds or borg.
the borg its easy just build Scubes and assimilators, and arm them with torp modules, that will rip through most fleets in early game.
i dont play the klingons much but B'rell and Ktinga (i think thats what its called), spam them and you can fight the feds early game off.
Roms just use Riehns (spelling?) the strongest early games ship.
Dominion can spam ships pretty quick so focus on numbers. (you will probs faze the dominon bugship out after the early game).
and as feds just use the tactic in reverse, (but you want monsoons as there vet abilities are good).
Really the only other way that works for all of the races is first strike, you should try and hit first, balance slowing the other player (if its the AI dont bother they arent affected by resource limits) and building your own fleet.
it take a while to master but when you get there you will realise that the fed warp-in is nothing more that support or a stall.
posted on April 26th, 2009, 1:36 pm
If you leave like 3 or 4 assimilators guarding your base w/ any kind of modules, you should be able to counter them effectively. Or just research the station holding beam tech early on
posted on April 26th, 2009, 4:28 pm
Last edited by Dominus_Noctis on April 26th, 2009, 5:44 pm, edited 1 time in total.
Writing you an explanation now Drone
I'll put it here when I'm done.
EDIT:
Although the early warp-on rush is difficult to defeat, it is not undefeatable and really depends on your build order. However, keep in mind that you will most likely lose one freighter at least, if they only attack your mining and not your ships. Even though they are “free ships” there is a cool down which means after you destroy these “free ships”, your opponent is defenseless for a time… giving you the perfect opportunity to retaliate or build up. The faster your opponent goes for warp in, the weaker he/she will be because it requires a considerable investment early game. That said:
For Klingons, you can immediately build a shipyard plus extension and a research facility, before mining, and get out I believe 4-6 K’vorts before the warp-in facility is finished (researching the shield breaking torpedo really helps against the Descent warp-in for instance). Or, you can start by building a mining outpost and a shipyard plus an extension and start pumping out B’rels. You will have six or more by the time the warp in comes.
For Romulans, building the first shipyard and one mining facility, then the next mining facility and the first tech structure (making sure to pump out Rhienns). Research disrupter refit and its special. Set weapon autonomy on high.
For Federation you can either choose to go for warp in really early, or moderately later. If you want warp in the fastest way possible, you build the first tech facility and the shipyard, and then build the second tech facility and a mining outpost, making sure to spread your miners evenly between both the tritanium and dilithium mine so you don’t cripple yourself (if you need more dil, then distribute miners accordingly). Then go for Starfleet command and voila. The second method is to go for one mining, one shipyard and start building sabers. Then you can either build both tech facilities at once at the cost of later mining, or progress slowly by building one at a time. Your opponent will have warped into your base by then, but you will have several ships to fight at least.
For Dominion, build one mining, one shipyard, and then another mining and another shipyard. Start pumping out bugs. I think you should have at least 8 by the time the warp in comes in. If a bug loses shields, it will have no chance to retreat, so instead cause it to collide with one of your opponent’s ships.
For Borg, build your conduction matrix, and start getting out some nodes and scout cubes. If you know your opponent will go for Descents, use two beam modules, if not, go for interception modules. As optimize, in the time taken to get out the warp in you can already tech up to adaptors, which will easily kill the warp ins. As Assimilate, you should already have at least one assimilator decked out with assimilation beams to take down the crew really quickly (much faster than you can destroy your opponents ships). You can try to take a gamble and fast tech to the Transmission Matrix after building 3 nodes (not building them into Scubes), and then researching slicer immediately to deal damage quickly. This is more tricky though, as they will have already warped in and begun attacking you if you use this technique.
In general go for killing Steamrunners first because they will do the most damage to buildings with their special and normal attack. Nebulas should be killed next because their pulse weapon will murder the freighters. Kill Excellsiors next because although they have a weak attack, they attack the fastest and killing them will reduce your enemies firepower faster. Last go for galaxies as they do the most damage through torps, which will often miss your ships and the freighters. If it is a Descent, it is pretty self explanatory. Take advantage of the fact that your opponent most likely is not microing these units so that he can keep building, so cycle your ships into repairing, and trick your enemy into letting his ships fly next to your starbase by taking the freighters/ships he is attacking, and retreating them into range of his starbase.
Hopeful some of this advice is useful, but again, the best way to beat warp in is to actually play games against people who want to show you how to beat it.
I'll put it here when I'm done.
EDIT:
Although the early warp-on rush is difficult to defeat, it is not undefeatable and really depends on your build order. However, keep in mind that you will most likely lose one freighter at least, if they only attack your mining and not your ships. Even though they are “free ships” there is a cool down which means after you destroy these “free ships”, your opponent is defenseless for a time… giving you the perfect opportunity to retaliate or build up. The faster your opponent goes for warp in, the weaker he/she will be because it requires a considerable investment early game. That said:
For Klingons, you can immediately build a shipyard plus extension and a research facility, before mining, and get out I believe 4-6 K’vorts before the warp-in facility is finished (researching the shield breaking torpedo really helps against the Descent warp-in for instance). Or, you can start by building a mining outpost and a shipyard plus an extension and start pumping out B’rels. You will have six or more by the time the warp in comes.
For Romulans, building the first shipyard and one mining facility, then the next mining facility and the first tech structure (making sure to pump out Rhienns). Research disrupter refit and its special. Set weapon autonomy on high.
For Federation you can either choose to go for warp in really early, or moderately later. If you want warp in the fastest way possible, you build the first tech facility and the shipyard, and then build the second tech facility and a mining outpost, making sure to spread your miners evenly between both the tritanium and dilithium mine so you don’t cripple yourself (if you need more dil, then distribute miners accordingly). Then go for Starfleet command and voila. The second method is to go for one mining, one shipyard and start building sabers. Then you can either build both tech facilities at once at the cost of later mining, or progress slowly by building one at a time. Your opponent will have warped into your base by then, but you will have several ships to fight at least.
For Dominion, build one mining, one shipyard, and then another mining and another shipyard. Start pumping out bugs. I think you should have at least 8 by the time the warp in comes in. If a bug loses shields, it will have no chance to retreat, so instead cause it to collide with one of your opponent’s ships.
For Borg, build your conduction matrix, and start getting out some nodes and scout cubes. If you know your opponent will go for Descents, use two beam modules, if not, go for interception modules. As optimize, in the time taken to get out the warp in you can already tech up to adaptors, which will easily kill the warp ins. As Assimilate, you should already have at least one assimilator decked out with assimilation beams to take down the crew really quickly (much faster than you can destroy your opponents ships). You can try to take a gamble and fast tech to the Transmission Matrix after building 3 nodes (not building them into Scubes), and then researching slicer immediately to deal damage quickly. This is more tricky though, as they will have already warped in and begun attacking you if you use this technique.
In general go for killing Steamrunners first because they will do the most damage to buildings with their special and normal attack. Nebulas should be killed next because their pulse weapon will murder the freighters. Kill Excellsiors next because although they have a weak attack, they attack the fastest and killing them will reduce your enemies firepower faster. Last go for galaxies as they do the most damage through torps, which will often miss your ships and the freighters. If it is a Descent, it is pretty self explanatory. Take advantage of the fact that your opponent most likely is not microing these units so that he can keep building, so cycle your ships into repairing, and trick your enemy into letting his ships fly next to your starbase by taking the freighters/ships he is attacking, and retreating them into range of his starbase.
Hopeful some of this advice is useful, but again, the best way to beat warp in is to actually play games against people who want to show you how to beat it.
posted on April 27th, 2009, 3:03 am
Dominus_Noctis wrote:For Federation you can either choose to go for warp in really early, or moderately later. If you want warp in the fastest way possible, you build the first tech facility and the shipyard, and then build the second tech facility and a mining outpost, making sure to spread your miners evenly between both the tritanium and dilithium mine so you don’t cripple yourself (if you need more dil, then distribute miners accordingly). Then go for Starfleet command and voila. The second method is to go for one mining, one shipyard and start building sabers. Then you can either build both tech facilities at once at the cost of later mining, or progress slowly by building one at a time. Your opponent will have warped into your base by then, but you will have several ships to fight at least.
One note is that you dont *have* to build the 1st research station sometimes ill skip it and build it after i have a little more resources saved up.
posted on April 27th, 2009, 3:06 am
Good point Dircome
posted on April 27th, 2009, 4:07 am
and sometimes its worth upgrading your hull to be able to build ships equal to those from the warp-in
for the cost of starfleet command
for the cost of starfleet command
posted on April 27th, 2009, 4:08 am
from my expirience at least when im feds, i will atack with warp in, only when i feel my base is safe in early game, what you really have to do is quickyl strike there base, so they dont feel safe, and keep warp in to protect it
posted on April 27th, 2009, 9:00 am
thanks Dominus
posted on April 27th, 2009, 11:05 am
ray320 wrote:from my expirience at least when im feds, i will atack with warp in, only when i feel my base is safe in early game, what you really have to do is quickyl strike there base, so they dont feel safe, and keep warp in to protect it
i said that in my first post but now it officialy signed as legit
iv used that strick first tactic a few times, it forces them to either call the warp-in at there end or waste resources defending.
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