How do you stop Tridents?

vanasten1
vanasten1
Skilled Warrior
Joined Oct 2013 Posts: 321
edited 15 Dec 2013, 10:41PM

One of the most common way high lvl members can kill bases is to prep with say 4 tridents and 2 decoy revs.

How do you:

a.) stop the decoys from being as effective as they are?

b.) stop the tridents themselvs?

VEGA Conflict: Level 37

  • SaBeR2099
    SaBeR2099
    Greenhorn
    Joined Mar 2013 Posts: 3

    not sure if this ir relivent, but i would like to see a player be able to control the targeting of their base defences during an attack.
  • Carlos Gil
    Carlos Gil
    Minor Nuisance
    Joined Jul 2011 Posts: 187

    Buy a bubble.......


    You need to find a way to kill the Decoys. Lasers or Tachyon beams  with optic 4 or 5 can help. Torps are a must. 1 or 2 Gauss with magnet 3 or 4 help out a lot too.

  • vanasten1
    vanasten1
    Skilled Warrior
    Joined Oct 2013 Posts: 321
    edited 16 Dec 2013, 1:21AM

    I dont coin, but yeah sound good, thing is, would lasers with optc really reach decoys, and they did just dodge almsot all my plasma torps

    VEGA Conflict: Level 37

  • Macchaholic
    Macchaholic
    Greenhorn
    Joined Dec 2013 Posts: 10

    At my level I use 4 venoms with 2 NH decoys, and I can still stay out of laser range pretty well.  The range on tridents gives rev decoys a lot more space to work with to still effectively act as decoys.  Putting deflector shields on certain turrets will slow tridents down, but not much if they have phased projectiles equipped. 

  • vanasten1
    vanasten1
    Skilled Warrior
    Joined Oct 2013 Posts: 321
    so basicly, unless you can stop then beforehand, tridents are invincible if used properly

    VEGA Conflict: Level 37

  • Macchaholic
    Macchaholic
    Greenhorn
    Joined Dec 2013 Posts: 10

    As of now, pretty much.  They don't have the firepower to take out a base, but they're the perfect prep ship for a good driver.

  • Cliffsam98
    Cliffsam98
    Force to be Reckoned With
    Joined Aug 2013 Posts: 1,652

    As of now, pretty much.  They don't have the firepower to take out a base, but they're the perfect prep ship for a good driver.

    Oh the bases I've seen, I could flatten them with Torp Tridents easily.  It all really depends on who you are basing, but the majority of bases in VC are designed to hold off these kind of attacks, so a Trident basing fleet might not be as effective as you want it to be.  As far as holding them off goes, Mass Drivers with Iridium Arrays and Lasers with Focused Appartus should be able to take em' down pretty swiftly, the decoys as well.

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  • vanasten1
    vanasten1
    Skilled Warrior
    Joined Oct 2013 Posts: 321

    As of now, pretty much.  They don't have the firepower to take out a base, but they're the perfect prep ship for a good driver.

    Oh the bases I've seen, I could flatten them with Torp Tridents easily.  It all really depends on who you are basing, but the majority of bases in VC are designed to hold off these kind of attacks, so a Trident basing fleet might not be as effective as you want it to be.  As far as holding them off goes, Mass Drivers with Iridium Arrays and Lasers with Focused Appartus should be able to take em' down pretty swiftly, the decoys as well.

    You would think so, but NHh's can hold off MD even with iri mag 5, ive seen it, and MD Tridents can stay out of range of lasers with focused optics 5

    VEGA Conflict: Level 37

  • ash.wallace
    ash.wallace
    Greenhorn
    Joined Aug 2013 Posts: 14

    Consider Graviton (level 5) with focus aperatures 3 or higher it outranges the md tridents and speed is 3000 m/s which is faster than any projectile even with iridium 5 projectile is 2890 m/s.  FA 3 is available earlier than IA5.  Even if the decoys draw the fire at least it has a chance to hit them. I have IA3 and it still misses most of the time.

  • mason.dixen
    mason.dixen
    Master Tactician
    Joined Oct 2013 Posts: 2,156

    I wouldn't use tachyon beams as Beam 5 do a better job at killing enemy ships, this is one of the most maddening experiences of the game.  I think this reference Spaceballs the movie to describe what goes on during a base assault on the command deck.


    http://www.youtube.com/watch?v=PNcDI_uBGUo


    "Forged in the flames of the original 8k wars"
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  • ToBoldlyGo
    ToBoldlyGo
    Minor Nuisance
    Joined Aug 2013 Posts: 210
    edited 17 Dec 2013, 3:37PM

    you need a mix of torp, polaron and beams directly around your bridge. Torps with warheads that increase splash area, polarons and beams with optics 3+. Metaphased shields and cap plates also help, but torps are a must, pretty much the only reliable way to whittle down decoys before tridents chew up your base. (if you use too many MDs and the attacker dodges them like crazy with decoys, you're fooked)

    torp 5 on bridge with AM detonators 5 is an interesting idea, even though bridge is your biggest turret and most people prefer to use a no-blindzone weapon on it, the added long range dps from 5 torps is nothing to sneeze at.

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  • Jason Halls
    Jason Halls
    Skilled Warrior
    Joined May 2010 Posts: 546

    I'm slowly re working my base to remove all bar one or two HPC 

    What I'm working towards is Torp V on base with sweeper & AM

    3-4 turrets with Gauss 4 + Mag 5

    1-2 turrets with HPC

    Remainder of turrets LASER V with loads of armour & shields.

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  • vanasten1
    vanasten1
    Skilled Warrior
    Joined Oct 2013 Posts: 321
    my base has 4 pols, 4 plasma, 4 torp and 1 beam laser and the attacker managed to draw all the fire and end up blitzing me

    VEGA Conflict: Level 37

  • M A J E S T I C
    M A J E S T I C
    Minor Nuisance
    Joined Jun 2013 Posts: 142

    Not a **** thing you can do about it with armored up decoys and tridents, period.  Nothing in the base arsenal will stop that base fleet until you can take out the decoys.  Increasing Trident mass would limit them to 2 maybe 3/ fleet and increasing the prep time might leave one more CM to hit the base fleet when blitz is called but even that means just a bit more damage to the Furies and Revs...they would most likely still 100% any base set-up.  Its a balance flaw right now and don't think it will be fixed anytime soon.

  • vanasten1
    vanasten1
    Skilled Warrior
    Joined Oct 2013 Posts: 321
    edited 18 Dec 2013, 2:11AM

    put my miners around my base as far as I can, least it slowes them down by 30s lol

    VEGA Conflict: Level 37

  • SomeOrdinaryStoner
    SomeOrdinaryStoner
    Skilled Warrior
    Joined Aug 2013 Posts: 374

    wont need to worry about the decoy for much longer with these new mines 

    Every Update KIXEYE Purge The WEAK
    Adapt Or Die
    Only The Strong Will Survive

  • vanasten1
    vanasten1
    Skilled Warrior
    Joined Oct 2013 Posts: 321

    ^^^^ lol i hope so, they coudl jsut not run into the mines though LOL. if thers a build limit, wouldnt be able to place too many

    VEGA Conflict: Level 37

  • P.Artreides
    P.Artreides
    Minor Nuisance
    Joined Oct 2013 Posts: 108
    edited 18 Dec 2013, 9:39AM

    wont need to worry about the decoy for much longer with these new mines 

    new mines ?


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