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How to play Hiigaran well

  1. #1
    OuTk@sT
    Guest

    How to play Hiigaran well

    Well, due to the obvious success of the Vaygr post, i thought it to be wise to get a Higgy discussion rolling.

    I have learned so much by reading that Vaygr strat post that i hunger for more knowledge, and for the opinions of those who seem to know so much.

    I haven't got anything to contribute, sorry



    :blink:


    For starters, What would be a smart counter for a vaygr swarm of 10 AC, 5 Lancers, and 3 EMP endowed scouts?

    Add a dozen laser vettes into the fray and any higgy user is going to have problems....

    What should we do?

  2. #2
    DrunkPSA
    Guest
    Since i seem to be one of the major hiig players right now, I will post my basic hiig build in little bit. Gotta post a battle summary.

    But heres some basic tips for small map Hiig use:

    Hiig vs Vaygr.

    1)Hiigs are a frig race. Vaygr are a strike race. They units are naturally good at killing eachother (lasers rape frigs, flaks rape fighters, torps rape vettes, etc).
    2)Hiig vs Vaygr, the Hiig will never win a straight up strike battle. Vaygr strike is simply much better. Hiigs must depend on frigs to help support their strike.
    3)Torps > all. They make the more impact that any other unit in the game when they appear. You can get torps out only a few minutes in the game, and a vaygr player will have few counters. And they make Vaygr missile vettes (damn you!) obsolete. But watch out for those nasty laser vettes!!!
    4)A Hiig fleet needs to be very balanced to win against a Vaygr. While Vaygr can rely on 4 units (Emp scouts, Acs, Lancers, and Lasers) to win most mid-lategame battles, Hiig need lots. Early-mid game Ints/torps will be your heart, but dont forget to have lots of gunships to help support the ints against those deadly ACs.
    5) You MUST build an adv mod against a good Vaygr swarmer. Flak frigs will save your ass. A balanced fleet is a vaygr's worst nightmare. Nothing can stop a balanced Hiig fleet. 14 Ints, 5-6 Pulsars, 6-7 Torps, and 3-5 Flaks should be what you are aiming for. Ints + flaks will kill lancers and Acs, and Pulsars + torps will kill lasers. If the Vaygr goes HMFs, you are gonna have to get some Ions, or tech to dests. But an effective build will kill the Vaygr before then.
    6)Learn to feat the swarm.
    7)NEVER attack lvl 2 Acs with Any level Ints. Level 2 Acs are DEADLY!
    8)On larger maps, hyper 1-2 torps to attack a ru patch. With upgraded hs research this costs almost nothing, and those 2 torp frigs should be able to kill several of the collectors before dying. The RU slowdown for the Vaygr makes their loss worthwhile.
    Last edited by DrunkPSA; 3rd Nov 03 at 1:35 AM.

  3. #3
    DrunkPSA
    Guest
    Here was the original strat utilized by me and Crown|PSA. It is still highly effective, though probably a little out of date by now.

    Basic small map Hiig fighter rush:

    *Originally posted on www.psaclan.org by Crown|PSA*


    "1.) Build 2 colls from MS and 2 from Carrier.

    2.) Build fighter Facil from ms and Carrier. Que a research mod on ms as well so it starts buidling w/o pause.

    3.) Send Carrier to ru patch. Keep 6 colls by MS and send the rest to carrier patch.

    4.) When fighter facil done que up 7 inters on carrier and 7 inters on ms.

    5.) When all resourcers are done set rally points by the opposite ru patch in the middle ( the one thier carrier should be by) this way all your interceptors will automatically go toward the fight.

    6.) Your first 2 inters should be coming out right about now. Start attacking any strike craft that are by the carrier. If there are none then start hitting the collectors.
    a.)Make sure you look for what type of
    subsystems they have.
    b.) If they are platrushing retreat and build
    plat facils and research ion plats on both
    MS and Carrier to repel a plat rush. The
    key in all plat rushes is you can always
    beat one by doing the same thing but
    being defensive.
    7.) Your research module should be finishing about now. Upgade interceptors ASAP (IMPORTANT)

    8.) Build a corvette facil from carrier and make sure the MS keeps pumping out inters.
    a.) If you are encountering alot of fighter resistance
    then build 2-3 gunships then max out pulsars.
    b.) If you are encoutering little fighter resistance
    max out pulsars.
    9.) The whole point is to take out thier resources so any time they have no strike craft to defend TAKE OUT COLLS as fast as you can. Say if you have 5 groups of inters to thier 1 ignore thier inters and take out colls. You will have to use your best judgement here.

    10.) From here you can move on to whatever you like I suggest destroyers from MS.

    gl hf"

    I'll post some other strats tomorrow.

  4. #4
    OuTk@sT
    Guest
    well well, i tried your tactic to almost exact specifications.

    I had a decent swarm of intys before my enemy even expanded to the second patch... So i plopped a ref there later on

    My intys were just finished upgrading as i was bearing down on his resource operation.

    I cleaned him out, and just as his collectors were extinct, i had torps coming in, being upgraded to waste his carrier.

    The few laser/missle vettes he managed to squeeze out of him flag ship were completely raped by the first torp that showed up.

    I then set my rally point from my carrier and my MS to right on top of his flag ship, and i destroyed it, taking my time of course.


    Once you start aggressive attacks on his one and only resource supply route, it automatically causes them to turtle and pump out fighter counters to try to slow you down, but when your torps show up, they have nothing that can touch them.


    10 intys, 5 torps and a few upgrades was all it took to annihilate.

    I only built 4 extra collectors, and i had alot of cash.

    I think that the inty upgrade was a keystone for this particular attack plan, i don't think i lost more than 2 squads.

    Great strats man! i suppose i could easily mix it up a little if the need arises, it is a very flexible attack.

  5. #5
    OuTk@sT
    Guest
    I was just thinking about your counter for a plat rush...

    In theory, could one not move his mothership away from the plats as they are coming in?

    Once the enemy fires them off towards you, that's it.


    Maybe moving away from them as they are coming in would really make them a waste of money for the enemy... i know the FS/MS doesn't move fast enough, but just maybe you don't have to go far to get out of range.

  6. #6
    WunderGoat
    Guest
    Problem with that line of thinking is that your colls are now plat food, and even if not, you're going to have a big drop in resourcing speed, thus screwing you over.
    In response to Drunk's stuff, its pretty good and resembles my own strat for the most part. My difference is i get 4 bombers to knock modules off the higgy MS (after ints of course). Its pretty nasty for a higgy to lose that research mod along with a vette or frig mod. In addition, it allows me to go frig instead of DD, which means I can eliminate his vettes easily and pop colls without pause. You had just better be sure they won;t get a DD out themselves, cause if they do, you're pretty much screwed.
    Also, i'm wondering if you can pull of drunk's strat with one resource patch (providing its large enough) and bring your carrier foreward to the battle. That way the vettes have less distance to travel when you get to that stage. Besides, you also get a handy repair station nearby

  7. #7
    DrunkPSA
    Guest
    Originally posted by OuTk@sT

    Great strats man! i suppose i could easily mix it up a little if the need arises, it is a very flexible attack.
    Well thats the beauty of it. You have a sizeable cover force for whatever you wanna go after that. You could go vettes, frigs, or dests.

  8. #8
    OuTk@sT
    Guest
    When is it wise to go for a BC?

    I know the ship yard is a whopping 4000, and the BC research is at least 2500...

    Not to mention the cost of the ship itself...

    Is it basically a useless lost cause?

    perhaps a decadent pleasure reserved for only those with rich parents?

    If you are losing, you wont have enough resources to pump one out...

    But if you are winning, would a BC be a viable option to basically seal your enemy's fate?

    Drunk, have you ever built one in a half-serious battle?

  9. #9
    DrunkPSA
    Guest
    I've never built a BC in a serious 1v1, except one time in a lab game on Jadeth. They simply arent worth the time and money. I'd rather have a DD MUCH earlier and MUCH cheaper.

  10. #10
    Trooper1023
    Guest
    i find that going :loco: on resource ops can be a particularly deciscive gambit when played right. if you manage to get FOUR (three on the smaller maps) resource ops running at 4-5 colls each (MS, carr, and mob.refs), you might be down on resources in the short run, but if you play what i call "Tai Chi defense" (retreat where he attacks, and advance somewhere else simultaneously), you should be able to nab lvl 2 inties, lvl 1 bombers (WITH imp.bombs), and a gunship or 3, before he's finished with his first lvl swarm (ACs and lancers, i think).

    while your units will be outnumbered at first (which means you can NOT let him trap you in a straight-up furball), if you keep at the give/take of territory, you're 3-4 resource ops will quickly outrun his 2-3, especially if you're probing his territory/resource ops like he's doing to you.

    from there, you can either go turtle, entrenching your resource ops and fleet rally points, or go offensive - crank out some torps for his lasers, flak to help against his AC swarm, and a few ions for hvy damage vs frigs and up.

    from my own (admittedly limited multiplay, LAN only) experiance, the key here is to maintain a tech-lvl advantage over your opponent, keep him off balance with resource-op and anti-tech raids, and not to let yourself get trapped in furballs where numbers become the deciding factor. to do that, you need probes glore, norms since you need to know where he's at and what he's doing 90% of the time, and SDP to make it hard for him to do the same to you, if you want to be the one who decides the terms of engagement (what, when, where, etc).
    Last edited by Trooper1023; 4th Nov 03 at 2:48 PM.

  11. #11
    MXlaserflip
    Guest
    Another thing, however; with most evenly matched players, skirmishes over resource pockets dont end with a clear winner, but keep being reinforced with more fighters...its not like you can take some flak frigates and pop the corvettes and boom...you're done. You're going to face reinforcements of more corvettes, and you're never going to completely beat the strike fleet... its all about changing up from what I've seen...even more so than it was in the original Homeworld. I always find myself winning the original battle, but being left behind still using fighters and small frigs when they pop destroyers...and there really is no point in winning the small fight if you're not going to destroy resourcing or modules or something. The thing is...you rarely get a big enough advantage to forget about their attacking force long enough to destroy some modules without the practically decimating your force. So my question is...what exactly do you target? Build orders and everythign are crucial and determine how you do, but actually pointing and clicking to destroy things is what wins games. So in the time you do get, what do you target? Divide between attacers and modules? Focus on modules and sacrifice your strike group's advantage to destroy modules/resourcing, or attempt to totally destroy the enemy strike group in hopes that you can get a big enough break before enemy reinforcements add up to pop some valuable assets like collectors or fighter/corv/frig facilities? I'm open for suggestions. Also, when is it time to change up? You usually find yourself suffering a nnumber disadvantage while in the transition between defensive strike craft to offensive heavier craft, and in that time your strike craft can be beaten and your stuff be killed... if you are losing, is it best to just keep up what you are doing and try to hold them off in order to get an advantage? It's obvious that Vaygr are better in the short strike battles, so Hiigaran player may find themselves in a defensive situation, and changing up could further complicate the situation. Anyhow, I think I forgot my original point, so I'll quit rambling.

  12. #12
    HiddenDragon
    Guest
    ahh these are good prob someday i will use hig:hide:

  13. #13
    Metallica
    Guest
    Originally posted by Trooper1023
    i find that going :loco: on resource ops can be a particularly deciscive gambit when played right. if you manage to get FOUR (three on the smaller maps) resource ops running at 4-5 colls each (MS, carr, and mob.refs), you might be down on resources in the short run, but if you play what i call "Tai Chi defense" (retreat where he attacks, and advance somewhere else simultaneously), you should be able to nab lvl 2 inties, lvl 1 bombers (WITH imp.bombs), and a gunship or 3, before he's finished with his first lvl swarm (ACs and lancers, i think).

    while your units will be outnumbered at first (which means you can NOT let him trap you in a straight-up furball), if you keep at the give/take of territory, you're 3-4 resource ops will quickly outrun his 2-3, especially if you're probing his territory/resource ops like he's doing to you.

    from there, you can either go turtle, entrenching your resource ops and fleet rally points, or go offensive - crank out some torps for his lasers, flak to help against his AC swarm, and a few ions for hvy damage vs frigs and up.

    from my own (admittedly limited multiplay, LAN only) experiance, the key here is to maintain a tech-lvl advantage over your opponent, keep him off balance with resource-op and anti-tech raids, and not to let yourself get trapped in furballs where numbers become the deciding factor. to do that, you need probes glore, norms since you need to know where he's at and what he's doing 90% of the time, and SDP to make it hard for him to do the same to you, if you want to be the one who decides the terms of engagement (what, when, where, etc).
    theoretically yeah but in practise its kinda..........no

    if you dont focus on early combat ships and he does youll lose all your resource spots if he takes the advantage. and turtling is fine untill its your own resource pocket and he has the whole map.

    as for tai chi again good in theory not in practise if you keep giving ground you wont b fast enough to pull everythin out, youll lose your carrier early for example and that can sscrew you over big time.

    and a tech advantage is great but not necesariliy a game winner.

    his AC's can and will decimate your ion frigs. as a quick example.
    the way of online play is not one where ppl sit in their half of the map and build up to bigger ships, at least not often. its usually early fighter swarms and commiting to furballs.

    and if you see a swarm comin to patch and you run to try and sneak round him, hell annhilate your op and move on to the next and again it sounds good but it wont work.

    sorry to go throw ur post like that its good in theory but kinda wouldnt work in practise :thumb:

  14. #14
    The kids can call you HoJu! Homer Jr.'s Avatar
    Join Date
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    SF Bay Area, CA, USA
    MX, in response to your ramble:

    The goal of any attack should be to reduce your opponents ability to wage war against you . . . this means that the main targets should be build modules (makes units) and to a resource operations (gets resources to make units).

    You should not expect to decidedly win or overwhelm your opponent in any battle (unless your opponent made a mistake or you are a far superior player). Therefore, you simply want to reduce your opponent's ability to make units so that the next time your forces meet, you will have more/better units and a significant advantage, allowing you to lessen his ability to effictively fight you even more.

    The most direct way to accopmlish this goal is to destroy his build modules. An indirect way is to destroy resourcers. In the early game, I find the former way much more effective than the later. IMO, destroying his defending units is simply a means to help accomplish one of these two goals.

    Remember, never stop making units and try to stay on the offensive as much as possible.

  15. #15
    DavePI
    Guest
    hey, this Torp Frig & Interceptor Tactics is super...I just used it against my PC ...with 10 Ints I killed his fighters, my 4 Torps killed his carrier and then i decided to kill hi MS, too...that was funny, great strategy, man

  16. #16
    farsight
    Guest
    From my experience, almost every game I've played has come down to a BC escorted by DDs match. Whoever has more BCs wins. I've also seen how quickly a fully-armed BC can take down a DD. One shot with both Ion cannons at one DD will bring it down to less than half health. Even five DDs can not withstand this. Therefore, it is necessary to eventually tech up to BC if the initial INT/BOMB and FRIG attacks fail.

    My games tend to go through three stages.

    1 - Attempt to cripple enemy resourcing operation using bombers with an equal number of INT escorts. I usually go with 5 of each.

    2 - Tech up to Pulsars and FLAK, ION, and TORP frigs and attempt to take out major modules or build centres such as SY CAP facilities. I usually go with 5 Pulsars, 2 or 3 FLAK, 4 ION, 4 TORP frigs.

    3 - Respond to enemy upgrade to DD and BC tech. The game is usually decided within 15 minutes of the beginning of the third stage. I usually use my MOM to build DDs and, of course, a SY to build BCs. I give my BCs FCT and HS mods to increase mobility and accuracy. Any remaining strike craft or Pulsars are packed into the BCs for extra support.

  17. #17
    DavePI
    Guest
    but sometimes a games is too short for a bc...
    untill I have a Frig-Facility, i build Ints, Bombers (about8) and Pulsars...Ints for the start, Bombers against Frigs and destroyers and Pulsars against strike craft....
    torp-Frigs are deadly (like I already mentioned) with 1 or2 Torps, about 5 Ints and 3 Bombers I attacked my enemy, I killed all his Facilitys and then i went back to my MS...that was fun...then I returned with some Flak, Torp and 2Ion-Frigs..and I finished him off...
    if you play hiigaran, remember: they can have Frigs more quickly...and the Torp-Frig can kill Fighters and bigger ships, while a Vaygr players first Frig (Heavy Missile) is no good against fighters...

  18. #18
    Stymie_Jackson
    Guest
    Don't forget the impact SC have in Super-capital battles. Dropping the engines on a BC so it's out of support range of the rest of the battle line is crucial...it helps you to win by defeat in detail. Dropping ion cannons is critical too to enable your DD to survive.

    The answer? Pack 5 ints or gunships into a BC to shield it. Even late in the game, SC can be an important piece.

  19. #19
    DavePI
    Guest
    merry christmas!!!

    Pulsars are better, they have no problems with fighters and kill corvettes, too...i just played as Vaygr, I killed all the frigs, 2 Destroyers, but then my Destroyer was killed by gunships and pulsargunships
    and if you have 12 pulsargunships, you can have 14 Bombers which are real deadly to all kind of ship...

  20. #20
    DrunkPSA
    Guest
    LOL Dave!

    What happens when your opponent got 14 ints?

    Say bye bye to those bombers.

  21. #21
    DavePI
    Guest
    my bombers wait and my Flak and Pulsargunships kill them
    if i'm lucky they get them all before those Ints arrive...if not, my bombers are dead...that's the problem there...you have to be lucky

  22. #22
    Chewster
    Guest
    Are you referring to battles just Hiig vs Vagyr, or Hiig vs Hiig too?

  23. #23
    modify_man
    Guest
    OK space cadets and above, this is very helpfull, but you gotta have flexability because when your opponent is a living organism,
    orthadox thinking doesn,t allways pan out . I,m stiil pushhing the unorthadox (not winning much) and at times throw them for a loop (then every thing freezes,firewall alerts and trojan attacks distract me if not disconnect. Yep theres another one, -Security Alert!-) So anyways theirs allways more ways to skin that cat whos coughing furballs at you.

  24. #24
    Enforcer
    Guest
    hey guys im a dedicated vagyr player from the start. and technically i shouldnt be here .. hehehh :!: but anyways i thought a vagyr perspeective on whats going on would be of some help.

    while constantly playing against hylgarian fleets ive realised a few things.

    pulsar gunships ARE a pain. and should be the stock ship of most fleets. i always have a hard time with them especially if i dont have enough lancer fighters. BOMBERS are key my friends! while playing a recent game against an old rival... i was attacked from 2 fronts on my home base. thogh my fleet was sizable flak frigates were doing a terrible amount of damage while being escorted by pulsar gunships. while i was distracted by that skirmish near my main resource field he snuck a batch of about 6 to 8 bombers from underneath me. by the time my forces regrouped he had taken out every single facility i had on my carriers. and i had 3. the only reason i survived that attack was some fast and frantic microing of my own depleted fleet plus the combined return fire of 3 carriers and one mothership slowly ground his assault to a halt.
    i eventually won the game after a 45 minute fightback but it was hell. Remm ... ur flak frigates are painful. bombers give u a strategic advantage.
    as far as battle cruisers go ... i maintain that the hylgarian battle cruiser has more immedeate firepower than the vagyr's BC. but only as long as his 2 ion cannons in the front are brought to bear. dont get sidewinded by vagyr BC bcos ull lose.
    also be very wary of lancer fighters and laser corvettes. a good vagyr player will mix them up with a reasonable amount of Assault craft. ive taken out 4 hylgarian BC with just laser corvettes and lancer fighters.(out of desparation not choice!)

    um i cant think of anything else to add. so if anyone has any queries, i can give the vagyr perspective

  25. #25
    spiffingshot
    Guest
    frigets and more frigets..they can take everything the vgr have..

    pulsars are a underrated ship and should be used more often.

    and you can bomber rush better with hiig than vgr, although it costs alot for the upgrades. they are definately under used.

  26. #26
    DarthVaygr
    Guest
    Bombers are underused but I'm just curious as to how Hiigaran bomber rushes are better than vaygr bomber rushes? I know the bombers are stronger, but Vaygr have one more. That must even it out.

  27. #27
    Pherdnut
    Guest
    More survivable but less damage. I think the damage stat is for all the bombers combined, not just per each.

  28. #28
    DarthVaygr
    Guest
    Trust me......modding taught me it is for each. I once modded sajuuk into my starting fleet in 2 squadrons. The CPU had like 6 BCs *I was having fun* and attacked. The attack didn't drop when one sajuuk fell. By more survivable you mean each bomber has a bit more armor than the vaygr ones? Oh, like 10. Survives one more hull defense gun shot! Well..........I guess.

  29. #29
    Enforcer
    Guest
    frigs and more frig are great .... but u really do need a balanced fleet
    if a vagyr player scouts out the composition of ur fleet early he can easily pump out plenty of anti frig ships like laser corvettes and bombers .... they eat frigs for lunch.

    i was just wondering ... what is the most annoying ship that the vagyr possesses from the hiig point of view?

  30. #30
    DarthVaygr
    Guest
    Laser Vetts.

  31. #31
    Akilum
    Guest
    Pulsar corvettes + Interceptors

  32. #32
    DarthVaygr
    Guest
    ??? I think he meant annoying ships from the vaygr side towards the Hiigaran. He wants vaygr ships.

  33. #33
    Akilum
    Guest
    And I said the counter for it.

  34. #34
    DarthVaygr
    Guest
    Oh.....well......err........uhh.........say that! And ehh uhhh hehe lasers are annoying.......GO MY VETTES~~~!!!!

  35. #35
    Akilum
    Guest
    God this is turning to be fucking annoying. Why do you always have to spam useless posts?

  36. #36
    Pherdnut
    Guest
    I'm starting to think pulsar vettes are pretty much a requisite unit for the Hiigarans when Vaygr are about. A strong Vaygr laser vette player will simply outmaneuver torps and hit other targets of opportunity. You really have to work hard to keep your torp frigs close to one another to avoid having one or two getting chewed while the others are too far away to do much about the vettes. Without something to chase LVs down with, you can get seriously screwed. Fortunately you can afford to be somewhat reactive with pulsars since you only have to build a corv mod and pulsar research is gobs cheaper. I would go for speed first. If a Vaygr opponent chooses to go with missiles, however, you're SOL unless you're dominating with fighters. Missiles beat the snot out of pulsars. One of the beauties of Vaygr Corvs is that they force Hiig players to build more torp frigates and fewer ion cannon frigs which will allow your HMFs to dominate.

  37. #37
    DavePI
    Guest
    I think Speed lvl 2 for Intys and bombers early in the game is very important. I've played 1on1, me as Hiigaran, and my enemy had about 4 Assault Craft and 4 Bomber... I attacked them with 4 Intys upgraded with lvl 2 speed...I killed some of them, went back to my carrier, docked and they weren't even able to follow me. I think a Vaygr-player always has more fighters, so one should try to have the faster ones

  38. Boardwars Senior Member  #38
    WPN not PWN atmawpn's Avatar
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    I have to agree on the pulsars. They provide decent firepower against most ships (except the anti corvettes and the biggies) and don't take a sizeable chunk of the economy. They are also excellent anti-collector thingies.

    Obviously:
    For those higgy players wholike doing dd/bc rushes, pulsars are good for early cover. However, it is crucial that you do pulsars only when your allies have got the fighter part covered. Pulsars still hit fighters, but gosh, I could make a cup of tea while waiting for them to finish the job.
    I have no strong feelings one way or the other.
    Epilogue, Truth Seeker, Divinity - Book 1: Wrath of the Gods , Interstellar Odyssey

  39. #39
    Invector329
    Guest
    I agree, Pulsars can be used for most everything.

    Pulsars v Fighters does take a while, but it can be dun ((I waited for 15 min for 2squad Pulsars to take down 3squad assult craft X_x)) their best used for frig/cap support. they can offer fighter/corv/frig cover and even help take down other caps


  40. #40
    sapi
    Guest
    ((I waited for 15 min for 2squad Pulsars to take down 3squad assult craft X_x))
    wow what armour did your pulsars have ive tried sending pulsars against intes and they lost.

    so scs must gain a significant advantage against vettes when massed

    lesson: if you're going to use vettes, attack early and often, keep those numbers down!

  41. #41
    Invector329
    Guest
    I had my pulsars on defensive tactics, I think the inceps I was fighting did 2 but I cant be sure, I usually dont upgrade armor or w/e,the best way 2 improve the firepower of a ship is with another ship

    Im not saying use pulsars for EVERYTHING, if you do that ull loose, but if you hav them, use them. they're best used again frigs + other corvs + caps

  42. #42
    Sixtimesnine
    Guest
    I've noticed a lot of strats advocate going for max interceptors or (if you're vaygr) ints/lancers... my question is, are bombers really worth it? I kind of like to use them, but it means I need at least a 10/4 split between ints and bombers before they become effective.

  43. #43
    Senior Member silencio's Avatar
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    Bristol, England
    The reason for this is that on small maps (the ones people tend to use the most often) having a large group of fighters for defensive purposes is crucial with most playing styles. Interceptors will tear bombers to shreads, and will also kill smaller groups of interceptors very quickly. If you try and field (e.g.) 10/4 Ints/bombers vs someone using 14 ints, you will find that your 10 ints will die very quickly, followed by your 4 bombers before they've had a chance to inflict any real damage.

    Bombers are far from useless however. If you've managed to get fighter superiority by winning the initial ints vs. ints fight, a few squads of bombers can wreak havoc. The best simple general rules to follow are:

    1) If he has 2/3 or more of the number of ints that you do, don't build bombers.

    2) If he has flak frigates covering every potential target, don't build bombers.

    3) If you can keep his number of interceptors/flaks down or out of position, bombers are incredibly effective and cheap ships. They will hammer torpedo/ion/marine frigates.

    4) Although taking down subsytems is good, don't get too obsessed with the idea. Killing a frigate or capital subsystem is easy and worthwhile. Killing engines can be handy depending on the postions. Killing anything else is normally a waste. Interceptors in large numbers can kill subsytems very effectively, not just bombers. Bombers best use is in killing frigates cheaply when they aren't covered against fighters.

  44. #44
    Member
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    Poland
    Bombers are the best counter to a frig rush, they will eat anything but groups of flaks. If your enemy is Hiig, and adv frig rushing, take down his frig mods and then his RM -- he will have to waste time rebuilding it.

    I also noticed that vay bombers are far more resilient to flak fire than Hiig ones, so don't be afraid of several frigs when you have like 6+ bombers and trying to take subs down.

    3) If you can keep his number of interceptors/flaks down or out of position, bombers are incredibly effective and cheap ships.
    The only drawback is the Anti-subsystem Bombs upgrade, which is worth it's cost howewer (Space superiority + 4-6 upgraded bombers = capitals are no threat, and BC's just junk)
    I swear a lot.

  45. #45
    Pherdnut
    Guest
    This is why an adv. frigate rush strategy without teammates supporting you is typically junk. Not a smart 1v1 small map move and even on larger maps, a good vaygr player can make you regret not having built any fighters.

  46. #46
    Drunk
    Guest
    omg this thread is old... hi2u sil.

  47. #47
    Hekla
    Guest
    Where is the Pause button I keep hearing about? I have looked all over for it and have go into the control options but it wont let me change it. can anyone help me? I am a major noob to this whole RTS thing and it would help alot

  48. #48
    Chronologically challenged Timeless's Avatar
    Join Date
    Jun 2002
    Location
    Colorado
    You can only pause in skirmish vs cpu games. Try the Pause/break key about your page up key, right next to scroll lock.

  49. #49
    Hekla
    Guest
    Thanks

  50. #50
    Lazerflip
    Guest
    hehe i posted in this back when i used to play HW2

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