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Fighter/Vette Rush counters

  1. Boardwars Senior Member  #51
    WPN not PWN atmawpn's Avatar
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    No wonder DD rushes never seem effective vs Nemesis and GOL...

    But actually, though all the strategies here are effective and no doubt tried-and-tested, there's no real "One Size Fits All" sort of strategy versus these rushes, is there?

    If the opponent bangs out a lot of a specific unit, like maybe Lotsa Missile Corvettes, a mixed anti-rush fleet might not be able to take it out quickly enough before they start doing big damage, or does it?

  2. #52
    modify_man
    Guest
    Yeah, yeah. These ideas and strategies are nice and some info is even like, "Really!!" But, What I can't figure out is how the CPU, in expert mode, can harvest so many more RUs with the same number of Resource Collectors , (RCs) and less, if none, mobile refineries. (maybe I have figured it out?)
    I've watched IT (the CPU) up real real close, and, what I see is remarkable! Well not really. The CPU can unload its RCs much faster. (among other things)
    But then of course the CPU/(expert) can do many things at full optimum efficiency. It just cant think/operate like a breathing, biological and chemically comprised opponent.
    So while what ever strategy one uses you gotta assign RCs quickly and budget/allocate/spend those RUs desicively. But then I still have not beaten 2 CPUs (set to HARD).
    Oh yeah, then when you play a live opponent, That refined formula you think is optimumlly acceptable has to play against ?????

  3. #53
    Ticonderoga II
    Guest
    I know only 1 rush...Destroyer and BattleCruiser rush!

    What you do is, build an insane number of resource collectors and mobile refineries, then once you've researched all upgrades to the ships and banked about 100,000 to 120,000 RPs then you're ready.

    (Make sure that you have at least 4 shipyards ready) Build a force of 10 Battlecruisers and 10 destroyers, and go ahead and build a group of fighters and bombers to counter theirs. Now you're ready, send all of you ships at once and watch the fun.(Just to be safe, make sure that you have a few BCs on quote so when you lose some you're ready to replace them.)

    TIP: It might be a good Idea to leave 2 BCs at home base. You don't want to come back from a victory and see your entire home fleet destroyed by 1 enemy BC or destroyer.

    This rush works best with the (you)Hiigarans against (Computer)Vaygr.

    I have used this as my main form of attack. and it works about 90% of the time...Try it out! and if it doesn't work...I'll be :madashel:

  4. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member Forum Subscriber  #54
    Not wearing pants. reki's Avatar
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    Playing one CPU set to easy is about as difficult as playing my 8 month old nephew who randomly bashes the keyboard with his fist when he sits on my knee.

    Good luck collecting 120,000 RU, 4 shipyards, 10 BCs and 10 destroyers if you ever go online.

  5. #55
    Never thought I'd be on a boat Fiirks's Avatar
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    That was a little harsh reki

  6. Child's Play Donor General Discussions Senior Member Tabletop Senior Member Homeworld Senior Member  #56
    Unholy thread revival batman!

  7. #57
    Trusty Sidekick Tails's Avatar
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    and banked about 100,000 to 120,000 RPs then you're ready.
    A farce in of itself.

  8. Child's Play Donor Gamers Lounge Senior Member General Discussions Senior Member Homeworld Senior Member  #58
    Adios, amigos. Starblade's Avatar
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    I barely get past 15,000 before the battles start, so I doubt I'm getting 100,000. Offline multiplayer is very different from online mode.
    My Interceptor is better than your Interceptor.

  9. #59
    In Hibernation EarthBorn's Avatar
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    I'm always near the 2000 mark, making ships like crazy
    :vikingb:




  10. #60
    Trusty Sidekick Tails's Avatar
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    Are you kidding? I'm always flirting between 10-100 RUs.

  11. #61
    Speaking of rush counters, TOMcatXENO got me good on Shield today. We were Hiig vs. Hiig. I went for the usual 2/1 rush and advanced my carrier to his expansion for quick repairs/reinforcement. Somehow he managed to get out a few extra colls and still nearly match my fighter production.

    I almost had him on the run with some half-decent fighter micro, but he managed to get some plats up. I couldn't engage his CC because of the plats, but I had to keep his fighters occupied to prevent them from attacking my colls. He kept trying to pull my fighters in to his plats, which obviously I didn't want to happen.

    I tried to re-target his primary patch (no plats there!), but by this point he'd managed to get a slight advantage in fighter numbers. I held out for a bit by getting to L1 engines first, but pretty soon it was all down hill. A torp or two put an end to my resourcing. So the lesson was: If you time it right, playing defensively early on can let you weather early aggresive attacks, and let you win back the initiative.

    I can think of a few things that might have made his life more difficult, but nothing decisive.

  12. #62
    Trusty Sidekick Tails's Avatar
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    You coud've harassed resources especially well had you thrown in a few bombers into the fray, and pulled closer to your own carrier. That would have, in turn, taken care of the torpedo frigates.

  13. #63
    Well, our carriers were just about toe-to-toe. I really wish I had a recording!

    Bombers would have been a good idea if I'd had fighter superiority. Lacking that, I think they would have been a bad move since building them would have cut in to my anti-fighter production. This would have allowed my opponent to kill off my fighter screen quickly, and then drop the bombers at his leisure. With my screen gone, he could afford to repair any damage from bombers while pressing the attack.

    A couple of well placed EMP scouts might have saved me. Unfortunately, I didn't have a big enough economy to tech to them and keep his fighters occupied.

  14. #64
    Trusty Sidekick Tails's Avatar
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    In theory, bombers would've been 1 step backward, 2 steps forward. If you used the bombers to then take out his fighter or platform module, you would've gained yourself some time.

    How's SF pulling up, anyway?

  15. #65
    It takes a painfully long time for vanilla (no upgrades) bomber to kill a fighter mod. Assuming I could field enough to kill a fighter mod, if would only remain down for about 45 seconds (fighter mod build time). Considering one bomber takes 40 seconds to build, unless I could knock it down again (assuming I only built 1 bomber), all without taking any losses, he would be at no disadvantage.

    SF's doing fine. We've continued to recruit new members, several of which are training up quite nicely.

  16. #66
    Member admiral666's Avatar
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    ah...pull out the flak frigates?lol.
    "You just can't help but notice the irony when someone says "Get a life" in a online message board."


  17. #67
    omega
    Guest
    way to many ways to counter fighters and vettes :P flaks are awesome to see in groups but if the vettes are laser vettes well........ flaks= :rip:

  18. #68
    Trusty Sidekick Tails's Avatar
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    Pulsars also own up flaks. Flaks are only to be used if you're gradually losing the fighter battle.

  19. #69
    omega
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    pulsars can be owned bigtime by fighters torp frigs or missile vettes in masse' but they do have there uses as for the fighter battle thing simple micro your fighters monitor them if you see one in the yellow or red dock it repair it send it out if one is destroyed rebuild.But if flaks are involved and your still fighting in a fighter battle your screwed.

  20. #70
    Pherdnut
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    Well, I'm rusty and have only just reinstalled HW2 recently but as I recall I would only really build pulsars if I was having problems with an obnoxious laser vette player who would simply fly around my torp frigs and antagonize what he could.

    Fighters always work on small maps if you know how to build fast. On maps like Crimson Bond, you could probably jump to frigates but I'd prefer knowing that a Vaygr buddy was cranking out the small craft just in case.

    Flaks never happened outside of the early days when we were all learning our way around the game. They're useful in late game if fighters suddenly become an issue again but they take too long to research and build on any of the regular maps to be seen as a counter in the early game.

    Again, this is assuming both parties are really quick. I'm sure I'm not anymore but I plan on getting back into it next month. I miss this game.

  21. #71
    Light_Dragon
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    Well, i have fould gunships to be *very* effective against fighters, while torpedo frigates slaughter corvettes. As the Vaygr, i think that lance fighters comebined with assault craft do pretty good against fighters, while the heavy missle figate can do anti-corvette duty-as can the heavy missle corvette.

  22. #72
    Member Sobani Exile's Avatar
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    dont shout at me if someone has said this before but why dont you just download the MP risk where your only allowed to build frigates and cap ships so that means no vettes and no fighters

  23. #73
    Intrepid Space Captain Riess's Avatar
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    Don't reply to posts from two years ago please - half the people in this thread are long since gone, and the remaining probably don't even remember the discussion.

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