User:Sillyland

Conducted Mining Experiment

Opinion on every items

User:Sillyland/Sandbox

Some random thoughts and tips
OPINION: This game need some serious swarm suppression weapons. Part of this is due to extreme popularity of carrier build in PVP. Such weapon could be AoE weapons, piercing bullets, whatever that is effective against swarm but not against larger targets. It can have 5x damage to fighter like lasers. ALSO: The efficiency of swarm suppression weapons should be greatly reduced by the presence of bigger ships, this will give players the incentive to build a balanced fleet of fighters, mediums, and capitals, to prevent any classes of ships from dominating the battlefield (especially when a new spawner is introduced). The idea of swarm suppressor is to serves anti-node of anti-capital weapons - black holes, heavy artillery and stuff that are very powerful against caps but suffer greatly from fighter swarms, harming players that only stick to capital ships.

OPINION: Medium ship should be specialist support, since general firepower and armor is nowhere close to a capital.

INFO: AoE effect cloaked units

INFO: Arty halo have ~5.4 seconds reload time

INFO: AI get expansion tech at level 5. It doesn't receive any further expansion after that.

INFO: While base bomb rack's bullet seem to reach only as far as the defined range, bomb rack with minimal range upgrade can reach much further than their defined range. This unique properties may apply to other projectile weapons as well.

TIP: Mining beam also deal 5x damage to fighters. Don't underestimate the power of extractors!

TIP: Specialize your gear. Pour all upgrades to make one of your trait/unit as strong as possible!

Examples include: Carrier + multiple carrier racks (the most famous thing in PVP right now) Beam ship + multiple beam doctrine 4x armor plating / 4x repair organ (Armor-related upgrades is not so good due to existence of black hole and spore) Freeze rounds + freeze boost bla bla but you got my idea... TIP: It's very easy to counter arty halo by building bait structure(s) such as empty bay or barricade away from the base. Make sure that the bait is closest to the enemy's arty halo so it will target your bait. Observing the gun on the halo will help you determine what it's targeting.

Lure those deadly artillery to the side whole your assets move toward the enemy base! Quickly sell those bait before the artillery hit them. Rinse and repeat. This tactic must be backed up with sufficient economy.

TIP: Avoid using carrier/AoE units when the enemy is close to your base! (Cobra is an exception).

TIP: Use long-range weapons to destroy carriers before they launch the fighters

TIP: +20% fire-rate is actually only 20% faster reload. Units that fires a multiple shots in a volley THEN reload have less potential for fire-rate upgrade. Some example include Mastodon, Quads, and Cataclysm

TIP: fire-rate upgrade is better if you need to push back an overwhelming amount of enemies Range upgrade is better you are the one to push toward / you can rush out your offensive faster than the opponent

TIP: When aiming for certain unit(s), try to keep your metal reach the required amount faster than the energy. Energy can be quickly gained back by selling excess reactors, allowing you to quickly rush out your unit(s) in emergency situations.

Jargon
I tend to use these terms in some of the pages. The definition is self-explanatory but I just want to be clear:
 * Early game - (campaign) refer to fighter battle with few fighterbays. This term may extend to few mediums as well.
 * Late game - or end game refer to capital battle or other major offensive strike such as naval yard.
 * Maxed base describe an AI base that used up every available building space, therefore unable to expand their base any further.
 * Defense - Units or actions intended to protect owner's base. This term usually implies turret-heavy setup, although some turrets can be used offensively given enough range.
 * Offense - Units or actions intended to attack and destroy opponent's base. Majority of offensive actions are carried out by ships.

Timeline of most famous (or most universally accepted as overpowered) tactic in PVP

 * 1) Freeze/acid/cloak/SD fighter rush. Freeze is arguably one of the most famous compared to the others. The only reliable way to defend fighter spam is using laser. The 200 energy is enough to bring your economy far behind the opponent.
 * 2) UPDATE 1-Jun-2014
 * 3) Constructor + microlaser / void lance / SD + Insurance 50 energy turret rush. The opponent place two or three constructors, then put turrets right next to your base. Barricades were sometimes used to protect the rushing turrets.
 * 4) UPDATE 12-Jun-2014
 * 5) Goliath turtle. Jupiter and Hammerhead are sometimes seen, but nowhere as often as Goliath.
 * 6) Range build + Spectre rush. With multiple primer, Spectre can reach up to 300 range, capable of outranging most defense turrets. Barricade or other cannon fodder are usually used to protect the Spectre. The Spectres will eventually stack up to overwhelming amount.
 * 7) Update 6-Jul-2014
 * 8) (Pbay + SD)Exhumer / Corvette / Tremor NY with carrier builds. Upgraded carriers is known by a few to be useful even before the addition of NY.
 * 9) UPDATE 12-Oct-2014
 * 10) FY rush. Beam fighters(Gladiators, Rapier, Cutlass) and Spectre are usually used.
 * 11) UPDATE 17-Jan-2014
 * 12) (Pbay + SD)Exhumer

Future predictions

 * 1) Hmmmm?