TEC Scenario: stalemate --> slow pillow suffocation

need advice on turning the tide..

Here's the scenario:
-map, tempest
-real estate owned, 1/4 to 1/3 of star system
-strong trade routes, but i spend it as fast as it comes
-ai opponents (1 tec, 1 advent)
-4 to 5 frontlines =< 1 jump from a fleet
-3 fleets (2-3 caps, usually a kol with an akkan or some other; at this point in game at least 2 fleets have 10-20 kodiaks, 15-25 lrms, some supports; sprinkle of basic frigs; not so many siege units)
-each frontline planet has some defense force (low end: 2 squadrons with some cannons, high: 10-14 squadrons with more cannons), but no planet shields or repair bays (from reading i get the impression these may make a difference)
-started making more flaks to bolster fleets
-most frontline planets have 1 jump inhibitor
-missle tech is maxed, laser/cannon is up there too, armor is almost max, shield tech is upper mid
-civic tech is standard, started pumping diplomacy, but dunno if its worth it, besides econ bonuses


PROBLEM:
-enemy has me consistently on the defensive, choosing to hit and run before taken heavy losses. im usually able to snag a few frigs and a cap ship before they jump, but they end up widdling my pop down and its affecting my income..
-i dont feel my planet forces are strong enough to leave and go on offensive, so i stay and tech. i feel like rome--over-extended. each aquisition, even asteroids, seem to create more liability and instability for maintaining empire (end up shuttling fleets back and forth to deal with attacks, while taking gradual losses


QUESTIONS:
1) how can i stabilize and be more offensive, before enemies gets too strong to defend against--> aforementioned pillow suffocation
2)is the novalith/deathstar weapon worth the investment? can it shoot past more than 1 gravwell?
3) is more than 1 jump inhibitor better/more effective?
4) is planet shield worth it?


basically, 5 hours into this debacle i refuse to lose--replaying from my last saved game (above).

please advise,
thanks
16,865 views 27 replies
Reply #1 Top
tech up the fleet and build several capital ships?

Keep your fleet defending your planets and send a few shining new battleships to blast their homeworlds... they will definitely feel that.
3 level 3 or 4 (if you have the tech) battleships suddenly popping in and taking a homeworld - big ouch... even if they COULD fight them off it will occupy their fleet (I have seen the enemy recall a fleet from my planet to defend their homeworld... I was fighting all their ships at the homeworld with only a few bombers left on my outlying planet).

I find weapon tech to be much less significant then fleet tech... 3 KOL capital ships have a base of 38 gauss, 11 laser, 11 laser... I can upgrade it to 43, 13, 13 (5+ research projects).... or I can build a second capital ship... the second one obviously makes more sense...
Reply #2 Top
I make chokepoints at asteroids, fill them with defenses and jump inhibitors, and then focus my fleet to blitz a more valuable enemy target. The asteroid colony will likely be annihilated (keeping a colony frigate in-system helps) but the defenses take a lot longer to deconstruct. By the time he's managed to pacify it, I've knocked out a more valuable asset of his.

This method works best with Vasari, because you can immediately built a phase-stabilizer at the planet you just jumped to, and be able to quickly move your fleet back to any trouble spots.
Reply #3 Top
The Novalith Cannon can shoot pretty far... On a medium size map it hits any planet i want... It only damages planets... so its great to put a bump in their economy

Reply #4 Top
I feel like rome--over-extended. each acquisition, even asteroids, seem to create more liability and instability for maintaining empire (end up shuttling fleets back and forth to deal with attacks, while taking gradual losses


And that is part of what makes this game great :P. It's not enough to just claim worlds, you have to be able to hold them.

In response to your questions
1. I would try putting up shield generators at every planet. They're actually very useful and the AI tends to ignore them unless they have no siege frigates (which is really dumb behavior btw)
2. Oh yeah. If you can afford it the Novalith cannon is probably the most useful superweapon, at least directly (and for a turtle strategy). It can shoot anywhere on the map, even across star systems and it will destroy any planet that the AI hasn't given emergency infrastructure.
3. I'm not sure if they stack, I'd assume so
4. Yes. It will basically stop population loss unless your opponent brings a huge force to bear.

Good Luck!
Reply #5 Top
The TEC super cannon is worth it if you find yourself boxed in and unable to go offensive. Its range is the entire solar system, and i think a 1 1/2 hour delay to reach another solar system (takes about 1 minute to reach the other side of a medium solar system). Asteroid colony = 1 shot, ice/fire planet = 2 shots, terran planet = 3 shots, this is assuming they are fully upgraded with bomb shelters but no planet shields.

Note that below is for single player maps.
Repair bays make a HUGE difference. 2 overlapping your defenses will keep a turret alive for a few minutes even if a fleet is hell bent on killing it. Here is how i set up my planet.
1- 4/7 hangers
2- 2 repair bays with overlapping fields on your defenses. Also try and place them where your fleet will engage the enemy as they will also repair your ships. Some antimatter research makes them more effective (can keep going longer).
3- Turrets. Which way will the enemy be coming from? Place your turrets in that direction with enough range to reach the surface of your planet and with overlapping fields of fire. The number depends on whatever space i have left over.
4- I don't bother with phase inhibitors if i'm going purely defensive.

Repair bays will reduce your losses considerably, and allow a underpowered defense fleet to be effective if fighting within the repair bay-s- range.

I don't find frigates of any kind good in fleet combat as you lose a lot of them. Heavy cruisers are a bigger investment but they last a lot longer and if supported by capitals/support cruisers with shield/hull repair they will last forever.

Before you launch a attack, fortify the the planets furthest away form the direction you're sending your assault fleet. Make sure bomb shelters is maxed out on all front line planets.

You should advance in the direction that will reduce the number of choke points first. This kills 2 birds with one stone, you are advancing and strengthening your defense line at the same time.
Reply #6 Top
Thanks!

i think i have some clear options now.

one OTHER thing, though:

if i have a frontline planet with shield, 8-10 squadrons, a bunch of cannons, repair bays, and say 8-10 frigs... will this be enough for a system to defend itself, while a fleet is on offensive?
Reply #7 Top
I would imagine so unless a seriously large fleet comes in.

What I do is set a rally point and pump out cheap replacement ships (say 10 long range frigs) that slowly bolster a defensive position while my main fleet goes about its business raising planets and destroying valuable infrastructure.

I then keep checking back to micro the battle while I can (normaly outnumbered) and keep replacing (in akward positions) fixed defenses. This ties up the enemy for so long I can normaly get my main fleet back after doing everything I wanted before I lose my planet. The AI is particuraly easy to trick with this, humans wont be.
Reply #8 Top
lol, easy solution man. Choose an ally! Just carry out one of the opponents missions and get him to agree to a cease fire. after that ask him to defend your base or attack the enemy. Shoudl be easy enough. Also make a midsized fleet of just planet destroying frigates and send them on a SUICIDE mission to bomb as many planets as possible. You'll clinch the win in less then 2 hours.
Reply #9 Top
Binksy and zzz give good advice.
The planet shield really does stop most bombardments cold, and even a determined force won't be able to bring down your planet before reinforcements arrive from a few jumps away. T
he repair bay is something you should always, ALWAYS have on front line cities. The only excuse for not having them is if you're trying for the all-civic no-military research achievement. Even then, once you've got the achievement you can research military techs in the same game. As zzz mentioned, repair bays will vastly improve the longevity of your planetary defenses. Even if stationed at a planet that never gets attacked, they can be used to regenerate heavily damaged capital ships quickly. A single repair bay in the early game is great if you prefer to level up your capital ships on neutrals rather than paying any cash.
Lastly, the novalith cannon is very worth it, especially if it's on a 1-star map or is in the star system where the fighting is. If you've got 2 firing on their capital you can deal a serious blow to their economy fairly quickly most of the time. Even just 1 is useful for greatly reducing or eliminating the time it normally takes to bombard an enemy planet before capture.

My overall recommendation would be this: build planet shields and repair bays, (2 repair bays per planet, maybe 3) and max out your defenses, as zzz said, that are far from where your fleets will be. Then send a majority of your force up a flank that will allow you to decrease the number of chokepoints as soon as possible. Keep the rest of your fleet in the middle, so that they're an equal distance from the front lines of your assault and the undefended planets that you fortified.
Also, consider increasing the number of support ships, especially repair ships, that you have in your assault fleet and watch out for the enemy doing the same. I've noticed the AI tends to have a high ratio of repair ships to normal ships, which can make them very frustrating to kill. Sometimes you have to blow up a dozen repair ships before you can start going to work on the rest of the fleet, so you'd better make sure you have the repair assets to keep yourself in the fight that long.
Reply #10 Top
Binksy and zzz give good advice.
The planet shield really does stop most bombardments cold, and even a determined force won't be able to bring down your planet before reinforcements arrive from a few jumps away. T
he repair bay is something you should always, ALWAYS have on front line cities. The only excuse for not having them is if you're trying for the all-civic no-military research achievement. Even then, once you've got the achievement you can research military techs in the same game. As zzz mentioned, repair bays will vastly improve the longevity of your planetary defenses. Even if stationed at a planet that never gets attacked, they can be used to regenerate heavily damaged capital ships quickly. A single repair bay in the early game is great if you prefer to level up your capital ships on neutrals rather than paying any cash.
Lastly, the novalith cannon is very worth it, especially if it's on a 1-star map or is in the star system where the fighting is. If you've got 2 firing on their capital you can deal a serious blow to their economy fairly quickly most of the time. Even just 1 is useful for greatly reducing or eliminating the time it normally takes to bombard an enemy planet before capture.

My overall recommendation would be this: build planet shields and repair bays, (2 repair bays per planet, maybe 3) and max out your defenses, as zzz said, that are far from where your fleets will be. Then send a majority of your force up a flank that will allow you to decrease the number of chokepoints as soon as possible. Keep the rest of your fleet in the middle, so that they're an equal distance from the front lines of your assault and the undefended planets that you fortified.
Also, consider increasing the number of support ships, especially repair ships, that you have in your assault fleet and watch out for the enemy doing the same. I've noticed the AI tends to have a high ratio of repair ships to normal ships, which can make them very frustrating to kill. Sometimes you have to blow up a dozen repair ships before you can start going to work on the rest of the fleet, so you'd better make sure you have the repair assets to keep yourself in the fight that long.
Reply #11 Top
The Novalith cannon means you can focus all your eco onto powerful ships, the cannon'll take care of the population wiping.
Reply #13 Top

I had the same stalemate problem last night using TEC going against the advent. They came by the bundles and nearly wiped my fleet out i had 6 Cap ships and a crap load of everything else. Everything change when i destryoed their capital ships and i used Armistice...(causes the enemy to cease fire)....as soon as i hit it..they tucked tail and ran, only not before i took half of them out.
At mid point of the battle i switched from fighters to bombers on my hangers AND on the Cap ships...they took out alot of frigates after that.

The Repair bays are a must if you want to save money and ships. I also used the ships that take away the Advents antimatter...sorry the names of them elude me now..im at work and cant look....but it was a huge victory for me because they owned me the first time and had to relaod and restrategize....The bundles of ships they sent at me were from the 2 neighboring planets....now those 2 planets are almost cleared of enemies and are going to be mine when i get back on....so my battle is slow but exciting and im learning along the way.
Although my Civi tech tree is still half unresearched...the military tree is fully researched and i can use it all.

Id make sure too that all the antimatter, sheild regen and armor trees are fully researched.. those seemed to help alot the second time around.
Reply #14 Top
Oh forgot to mention.....the switch from fighters to bombers was due to the fact that the advent came in with ALOT of bombers...my fighters took them out but are pretty useless against frigates, so i made the switch. Then i had swarms of bombers aiding the the Frigs and Caps..amnd then, like i said...once i hit Armistice....the Advent were pretty much sitting ducks.
Reply #15 Top
each shot does 3500 damage, so 2 simultaneous shots can kill a 6000 hp planet (homeworld).
Reply #16 Top
hmm.. good point about the cap ships vs advent.. i noticed that once i started punishing, say, their mothership, they would run.. but sometimes not.

the problem i encountered and which cost me a lot of ships was my more recent fights with advent fleets with lots of fighters and a mess of guardians.. that encountered crushed one of my fleets (i was able to save the system by calling another fleet in and managed to destroy their carriers, but i ended up losing 2 7+ kols.."unacceptable" i know :)

i mean strategically im in an awkward position:
my frontlines have more than one jump line attached to them.. which is nice for calling in reinforcements.. but it means that my fleets have to babysit 2 systems sometime, which is hard when they usually jump the one they are sitting in..

ON THE OTHER FRONT i have th tec enemy that usually jumps in with 2-3 kols and a dreadnaught and a crap load (40-60) light frigates.. this front is easier to manage, since at the moment its a matter of waiting for my fleet to jump in the system..


ANOTHER QUESTION:
u mentioned ships that eat away at antimatter (mainly for my advent opp).. which one's seem to be most useful?

keep it coming by the way,

i think due to the newness of the game and the community, every little tip and detail helps to accelerate the learning curve and develop more sophisticated strategies..

..i know for me, coming from starcraft and homeworld/cataclysm/hw2 i appreciate a lot of what this game has to offer (e.g. tactics, resource ctrl, r&d, micro/macro mgt, etc), but i def dont have a secure handle on the game or TEC race yet. The others will wait until i have explored the trade alliance fully..

anyway,
continued thx
Reply #17 Top
BE CAREFUL WHEN USING THE NOVALITH

If you're attacking across galaxies especially. If you advance faster than your novalith shoots, you might end up blowing up your newly developed planets.
Reply #18 Top
I wish i knew thew name of it....it looks like a freight train engine. It uses an EMP blast along with regenerating sheilds for the other ships. its mostly for defense but when you drive it right in the middle of the battle (i had 2 by the way) and unload and EMP on them...its slows them down......theres also a frigate that can order for other ships to move and attack.(level 6 or 7 on the tech tree..again, cant remember the name)Its right there with the heavy cruiser (below it on the tech tree if i remeber right....Oh and the repair bots on the level 4 tech tree?...the level 6 upgrade is demolition bots...(red icon that looks like a spiky mine)the Advent doesnt seem to effect them when they are working you over.. so you can literally take the enemy apart in the midst of battle (course it doesnt show it but you do see the damage meter). The destruction bots arent effected by the advents power as far as i can tell.

one last thing before i go...(got a meeting)...The Armistice? its manual...The advent seem to be able to replcate certain functions...that is one of them....if you use it at the wrong time, your own ships wont work either (bummer). thats what caused me to lose the first time...i didnt know what it did so i used it with Advent Cap ships around....one of those Cap ships used it against me and they mowed me down....Whatever it used to turn my own power against me, didnt effect them at all.. pownage! So the next time, I waited until the Cap ships were destroyed. worked like a charm
Reply #19 Top
I wish i knew thew name of it....it looks like a freight train engine. It uses an EMP blast along with regenerating sheilds for the other ships. its mostly for defense but when you drive it right in the middle of the battle (i had 2 by the way) and unload and EMP on them...its slows them down......theres also a frigate that can order for other ships to move and attack.(level 6 or 7 on the tech tree..again, cant remember the name)Its right there with the heavy cruiser (below it on the tech tree if i remeber right....Oh and the repair bots on the level 4 tech tree?...the level 6 upgrade is demolition bots...(red icon that looks like a spiky mine)the Advent doesnt seem to effect them when they are working you over.. so you can literally take the enemy apart in the midst of battle (course it doesnt show it but you do see the damage meter). The destruction bots arent effected by the advents power as far as i can tell.


ya its a cap ship, i think its the support one.. so there isnt a frigate that eats through antimatter specifically? the frigate with the demolition is the scout, i believe <--- i think i'll give this one a try

one last thing before i go...(got a meeting)...The Armistice? its manual...The advent seem to be able to replcate certain functions...that is one of them....if you use it at the wrong time, your own ships wont work either (bummer). thats what caused me to lose the first time...i didnt know what it did so i used it with Advent Cap ships around....one of those Cap ships used it against me and they mowed me down....Whatever it used to turn my own power against me, didnt effect them at all.. pownage! So the next time, I waited until the Cap ships were destroyed. worked like a charm


so, armistice isn't defaulted to auto-cast like other cap abilities? or i just should deselect the auto-cast until their cap ships are dead or cant reflect my ability?


i like the scout demolition point.. ive overlooked it a few times, never tried it.. seems like a pretty smart investment, if its effective (in groups, im assuming)

thx!
Reply #20 Top
A Dunov Battleship. A support ship with little offensive weapons. Good to pair with A Kol or something else.

For fighters and bombers, an effective strategy is to place 4-6 flak frigates while your hangers and ships have a 2:1 ratio of bombers to fighters in their inventory.

Also in order to ensure you have enough cash take note of which planet is not really making money. Trade ports as well as leveling up on the population helps reduce the tax for the planet. For newly acquired planets the first thing I usually do is build the metal and crystal extractors then level up the population followed up by leveling up the planet hp.
Reply #21 Top
Lots of good comments here...one thing to note when fighting AI is that it is not as good at defending its caps...if you are careful with yours, yours will get to level 10 and he will constantly be making new ones so they will have a hard time getting em up past 3 or 4. This can help turn the tide against otherwise fairly evenly sized fleets. When they do get that powerful, see if you can get the AI to shoot at em while you repair em with repair cruisers. It is funny watching a fleet trying to kill a level 10 Battleship with max armor and watch it get repaired as fast as they hurt it.

That plus Novalith sniping is a good way to turn the tide against an AI stalemate. At some point though, you have to take the fight to them and decide to chase down one of those fleets. I usually end up chasing one across a gravwell mauling it with missiles and bombers and once I get on that offensive, I keep the pressure on.

Good luck!
Reply #22 Top
so, in regard to the novalith:

what is the cycle time between shots?
Reply #24 Top
Painfully fast for your enemies ;)
Reply #25 Top
1) how can i stabilize and be more offensive, before enemies gets too strong to defend against--> aforementioned pillow suffocation


It's a long, slow grind. I just won my first 4-player FFA (me vs. 3 comps). I had to target one of them for most of the game, while just holding off the other two, but soon I had two enormous fleets and half the galaxy under my control, with ships to spare to defend random planets (~10 ships to make a mini fleet for defense). Even when the AI used a superweapon (I'm assuming) to destroy an entire fleet (taking me from 0 fleet available to 480, believe it or not), I rebuilt in a matter of 5 to 10 minutes.

Make sure you've got lots of spare money when you start researching higher fleet caps, and spend that money on building ships right away. The fleet number will turn red and go neg, and the ships will be queued up to build right away. I usually wouldn't research a higher fleet cap or capital ship crew number until I had the resources immediately to invest in more capital ships or other ships.

Also, Kodiaks. Massive numbers of Kodiaks with a few flak frigates and other frigates as support. Kodiaks tear up the opponent's caps faster than anything, and they're fast.

2)is the novalith/deathstar weapon worth the investment? can it shoot past more than 1 gravwell?


I usually build two for my endgame, and start taking out colonies. I time them with my fleet so I take out three colonies every five minutes or so. It's great for the endgame.

3) is more than 1 jump inhibitor better/more effective?


I assume the effects scale, increasing jump time by 250% per inhibitor. But I don't know if this means each adds it's effect individually (a 10-second jump becomes a 12.5 second jump with one inhibitor, a 15 second jump with two, etc) or cumulatively (a 10 second jump becomes a 12.5 second jump with one inhibitor, a 13.7 second jump with two, etc). Diminishing returns on phase jump inhibitors doesn't really make sense, though.

4) is planet shield worth it?


I've never used them. I level up the planet's emergency facilities and build a lot of hangars.

Phase inhibitors are great for holding a group of siege frigates in the gravity well so your bombers (from the hangars) can pound on them. They'll usually turn and run after a few minutes, so often I won't even need to send my fleet to save the planet. Or just a few ships (a couple anti-siege frigates, but not the entire fleet).