Your first combat tech for MP?

I was wondering what combat techs people go for, I find that by the time my cap ship is in its first fight with a human I already have 2 upgrades in the green HP tech. Giving me 10% health and repair rates.

If they are really unlucky I also have the armor upgrade... was wondering what other people go for?

Perhaps the lasers?
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Reply #1 Top
Varies for me..

On more crampy maps I research repair station first and build 1-2 on my forward planet if I expect to leave my fleet there for a little bit (so I don't overextend myself and leave myself wide open to attack).

If I find an enemy quickly and they look to be in a vulnerable position, I go for Krosovs so I don't have to wait for 10 minutes for my capital to bomb their planet.

For general ship improvements, I do hp first, lasers second (mostly because they improve Cobalts, and since early game that's all you have..)

After that it depends on how I'm doing compared to the enemy.. if I'm able to go on the offensive without too much worry, I go for LRMs as quickly as I can, and then more hp/armor/weapon research. If I find myself retreating a lot or being under pressure, I'll research hangars for defense.
Reply #2 Top
yeah, depends for me as well, although hull bonus and armour upgrades are always favorites. if I see or believe the enemy is going carrier heavy I of course try to get flaks, carriers and hangars soon. otherwise lrm's and krosovs are also fairly high up, again depending on the situation, just so I can take advantage of a situation immidiately when it arrises, or at least be prepared for nasty surprises others have in check for me.
Reply #3 Top
health usually, benefits everyone the greatest

although I'm considering switching to armor, to make my frigs more resiliant.
Reply #4 Top
I generally go for HP first, then the laser boost, then armor. (Since my fleets generally start with a Sova, then add cobalts, the laser boost is really effective for me -- both of those units only use lasers).

I generally don't bother with LRM ships, I'm considering looking into changing that, but I just prefer to jump straight to carriers.
Reply #5 Top
Same here, I've found I've beaten down all LRM frigates people have sent after me with either Cobalts or carriers. The problem was that these players sent ONLY LRM frigates after me.

A few LRMs with a fleet of Cobalts would be more effective than a LRM only fleet. Players generally don't want to run at the LRMs and take all those free shots from the Cobalts = LRM actually live long enough to do serious damage.

Also, LRM frigates are pretty much designed to be used against players who have significant turret defenses.
Reply #6 Top
I like LRMs for busting up capital ships Their long range allows them to start shooting fast, and keep shooting and easily keeping up if it's trying to retreat. I detest using Cobalts against capitals, not because they're ineffective but because their range is so short, when a capital starts retreating it usually flies forward and loops around, causing the Cobalts first to try spinning in place to get the ship into their firing arc, and then when it's already out of range and well on its retreat course they finally get to face it but then they need to catch up. LRMs don't have that problem
Reply #7 Top
A few LRMs with a fleet of Cobalts would be more effective than a LRM only fleet. Players generally don't want to run at the LRMs and take all those free shots from the Cobalts = LRM actually live long enough to do serious damage.
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I generally dont allow my enemy to use significant LRMs, I send either some frigates or a capital ship against them.

either way that has little to do with primary tech... so why're we talking about it?
Since my fleets generally start with a Sova
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I've found the Sova's DPS even with a third bomber squad to be exceptionally low, why do you use it?
Reply #8 Top
Improved Missles or the Cap Research.

Reply #9 Top
The sova's dps isn't dependent on being directly under fire. You can sit at the edge of a gravity well, stack a couple missile platforms before they even get to you, and kill a few frigates on the way over. Up against a kol, they aren't that much weaker head to head either, a marza would clean up pretty good on them, but they have issues with target aquisition and are the most vulnerable against frigates. DPS is nice, but the kol is getting pounded by bombers on the way over, and gets to play with at least one missile battery once it gets there. They aren't limited by the degraded movement capabilities of capships, versatility over raw strength.
Reply #10 Top
which makes them great for later gameplay, but its not helpful for the initial game...
Reply #11 Top
I usually go for civic researchs first to prepare for my 2nd capital ship. More reasources lead to more research, more ships, and greater expansion. Nothing I hate more than to have a volcanic or artic planet just sitting there waiting for me to build civic stations, and research before I can use them. But the first military techs I end up going for is armor so that I can increase kienetic weapons quickly. I go for more capital ships, and do everything I can to gain experience for them. They are the single greatest asset.
Reply #12 Top
I've killed several Kols with my Sova in early game confrontations.
Reply #13 Top

I've found the Sova's DPS even with a third bomber squad to be exceptionally low, why do you use it?
End of quote


Two bombers + fighter and I usually end up cleaning up enemy Kol's pretty handily. Plus, the fighters are just nasty when cleaning out enemy forces, and if you can get your flagship into enemy territory in the early game a single embargo can really change the tide of war.
Reply #14 Top
Sovas really can eat Kols for breakfast. Get a fighter wing to handle the Kol's bombers, and 2 bomber wings to pound the thing while it's trying to chase after the Sova in futility, not being able to get in range
Reply #15 Top
well thats only if you're dealing with a complete doltz who is going to follow you around all day...

and even then if you get in range of the kol you're fooked.
Reply #16 Top
A normal player would bring in more support and one thing is for sure the Sova inst much of a ship for a fire fight.
Reply #17 Top
and one who doesnt have support around would simply leave if you're goading him on...
Reply #18 Top

A normal player would bring in more support and one thing is for sure the Sova inst much of a ship for a fire fight.
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I wouldn't say that.
Reply #19 Top
Well thats why I said it.
Reply #20 Top

Well thats why I said it.
End of quote


OK, I disagree with that. The Sova isn't as powerful as a Kol, but its still a nasty customer in a fire fight.
Reply #21 Top

well thats only if you're dealing with a complete doltz who is going to follow you around all day...

and even then if you get in range of the kol you're fooked.
End of quote


you lost your marza to my Sova, remember?


Well thats why I said it.


OK, I disagree with that. The Sova isn't as powerful as a Kol, but its still a nasty customer in a fire fight.
End of quote


agreed
Reply #22 Top
you lost your marza to my Sova, remember?
End of quote

your sova, 3 gauss cannons and 10 cobalts all on my little old marza

and it was STILL kicking your sova around.

you dont get luckier than that multi, 1/1,000,000
Reply #23 Top
and one who doesnt have support around would simply leave if you're goading him on...
End of quote


And the retreat of one player is a victory for the other Ships survive, but you still gain control of that grav well, which is the whole point early on..

Essentially with Sova you sacrifice direct firepower for flexibility. The only thing a Kol can do is press forward and attack. A Sova can drop missile batteries on a particular path (or the edge of the grav well to ambush incoming ships), it can attack anywhere in the grav well without moving (perfect if you're expecting lots of reinforcements and don't want your Sova to be stuck on the other end of the well, unable to escape), and it can steal credits and resources
Reply #24 Top
I take a Sova consistently and I also win consistently. But winning has only a little to do with the Sova being a good choice.

1. Its very fast at cleaing militia, and I think its overall speed is the fastest for Cap Ships. This allows it to expand your empire quicker than a Kol. Those bombers rock.

2. The Sova doesn't need to risk itself in combat to be useful to combat, unlike any other cap ship.

3. Missile Batteries upgraded are devastatingly good.

4. Also don't forget the +10% to fighters... I know Ron takes Embargo allot so he loses some of the Sovas combat potential, I go 1 in fighters and then 2 in missile, and can stand mostly toe to toe with a Kol.
Reply #25 Top
4. Also don't forget the +10% to fighters... I know Ron takes Embargo allot so he loses some of the Sovas combat potential, I go 1 in fighters and then 2 in missile, and can stand mostly toe to toe with a Kol.
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I usually take 2 in Fighters and 1 in Missile to start with, and usually with Militia it gains one more level before I take it up against an enemy player, and the 4th point goes in Embargo