The core problem with balanced fleet doctrine is that it convinces people that they need to build and use units that are unnecessary in a fleet. Another 40 percent should be Cruisers and Heavy Cruisers. Normal doctrine suggests 35 percent of the point value of your fleet will be Fighters. In a defensive role, you should plan to cover your weaknesses. If there are many Heavy Cruisers, then bring more Cruisers. Are there many Cruisers? Then bring more Destroyers. Calculate how many Fighters you need to kill his. What is his compostion? If there are a lot of Fighters, you will have to operate inefficiently to get rid of them. You are rewarded with the power, armour and shield of his units. You run through the attack sequence, stopping at the point where you would have to confirm the attack. How do you find your rival's technology? Sneak a Scout or Corvette into his fleet. However, Small Fleet assumes that Heavy Cruisers are generally the largest unit you will build. You investigate his fleet to determine where the chinks in the armor are. This requires you intelligently determine your rival's technology levels. The essence of SFD is to know thine enemy. We also learn that other units can be efficient under the right circumtances. While the P-Shield won't protect you from capital ships, they will protect you from the currently rampaging Cruiser and in lesser degree HC fleets.įrom the previous sections, we learn that the most efficient units are Fighters, Cruisers and Heavy Cruisers. Most players get P-Shield tech way before P-Ring tech. P-rings are the first deterrant to capital ships. Ion is also a cheaper technology to research. The major selling point of the Ion Turrets is the shielding they have, which helps them against unshielded units. Most defenders will keep two of their best turrets until they get to Disrupter Turrets, then they will build 4 or more of the D-Turrets. These are grouped together, because anything smaller than a Disrupter Turret is useless against Dreadnoughts or higher. A Heavy Cruiser with 10 CCs and medium plasma research (10-15 levels) will dish out 125 points of damage. Building ten is considered reasonable for a free player. Veterans will build ten to fifteen CCs on a base to improve the power of the defensive fleet up to 75 percent. Each Command Center boosts your overall defensive power by ten percent.
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