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.
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.
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.
Forged from the flame of the original wars in the 8000s. VEGA Conflict: Sadistic Intent Original Sector: 8300
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
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.
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.
"Forged in the flames of the original 8k wars" "Participant in the Jova Crusades; the winning side" "I hate cargo fleets. What else do you want me to say" "I attacked you because you stole my piece of cheesecake with cherry toppings." "The government has ordered me to harvest this farm. Please be patient as your base is harvested." IGN: MasonD ~Condolences to all who share a similar name - there can only be one.
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.
Tobold Lygo - [ICU] Iron Core United sectors visited: 3,23,2,6,36,35,31,14,42,82,81
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.
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.
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
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.
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
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.
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.
"Participant in the Jova Crusades; the winning side"
"I hate cargo fleets. What else do you want me to say"
"I attacked you because you stole my piece of cheesecake with cherry toppings."
"The government has ordered me to harvest this farm. Please be patient as your base is harvested."
IGN: MasonD
~Condolences to all who share a similar name - there can only be one.
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.
sectors visited: 3,23,2,6,36,35,31,14,42,82,81
Born from the original wars of the 8000s
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.
Windows 7 x64
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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.
put my miners around my base as far as I can, least it slowes them down by 30s lol
wont need to worry about the decoy for much longer with these new mines
^^^^ 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
new mines ?