Rapture Battlecruiser Anti-LRM Strat.

Good Anti-LRM Cap ship? Theorycraft inside

Before I start, the Concentration ability of the Rapture BC says it increases the damage of "nearby friendly fighters" by x%. Does this mean it affects all nearby forces, or just nearby strikecraft?

I was trying to think of a good counter to LRMs as advent. None of the usual stuff seems to be working efficiently, so I'm thinking the Rapture BC would make an excellent choice of a starting cap ship, simply because one of the problems I have against LRMs is that once I pop out some Defense vessels or Drone carriers they target my cap ship instead. I think it might be possible to have the Rapture up to level 3 by the time any significant fighting occurs by investing in buying level 3 rather early. Then I could have the Rapture target itself with Vengeance, giving it a pretty decent 80% thorn aura, which should certainly help out. Hopefully I could also toss the rapture by a repair platform or two to hold off the LRMs until I can get a decent counter.

I'm thinking the strat would go something like this:

The opening should always be the same:
Buy a unit of crystal. (Maybe two.)
Upgrade Home Planet.
Build Crystal extractor, cap ship, metal extractor x2 in that order.
Build 2-4 scouts, depending on map size (almost always 2 in my experience.)
Build a missionary, possibly two if the map is large enough and there are enough neutrals to take. If you decide to build two missionaries you'll need to buy two units of crystal initially, the extra 50 crystal hurts too much otherwise.
Build a Rapture BC, then scuttle the cap ship factory.

The Rapture BC should clear out a nearby astroid. The scouts should hopefully find your opponent soon, keep one scout around and harass his workers if he's already expanded to an asteroid. If things get hot, just keep jumping your scout around, but be sure to keep a prescence on his homeworld. If the scout dies, send another! It's very important to know if the opponent is going for LRMs or not. If he doesn't, you can relax and play a more normal game, whatever that means.

Now, the strategic thinking is that if the opponent is building LRMs, that means he will produce them heavily early in the game and will almost certainly attack you early in the game. This means that we can play more heavily defensively and try and punish his early attack so that we can come back in the middle-late game.

Fortunately, due to the way Sins is played, especially due to the separated tech trees, a powerful early military force does not necessarily imply more map control. The goal in the beginning stage of the game, then, is to try and punish your opponents over-agressiveness by spending less on military on him and still beating his attacking fleet. Unfortunately, especially since LRMs do fine against structures, even in the prescence of your tactical structures you won't have that much of an advantage. The nature of a map can also make it far more difficult to defend using tactical structures, particularly if the opponent can get into a system from which he can jump to several of your planets. There's not much you can do about this. If this happens, try and mantain a prescence in these systems and bait him into your more heavily defended planets, but it might just invalidate this strategy on those maps.

Continuing, if the opponent is building LRMs:

Research Hangar Defense, put one where you think you will be attacked. Fill it with three fighter squads.
You'll need a second military lab, get it when you can.
Take out a nearby small garrison or buy level three for your Rapture.
Research Repair Platforms, drop two where you think you will be attacked. Make sure to target these manually! If your opponent focuses fire on your Rapture or one of your structures, use these to fix the target up. Try not to waste the antimatter on fixing frigates. If he does attack your frigates, however, you should be ok, because:
Research Defense Vessels, build as many as you think are appropriate - a more specific number will go here later. Note that you need lots of these guys, because while their DPS is pretty good against LRMs it is spread out on four targets, so focus firing will not yield much help. Fortunately, they have excellent survivability against LRMs, and if LRMs focus on your cap ship or structures they'll get burned by a decent DoT due to Vengeance.
At some point, try and research refined frameworks (hull upgrades).

This early-middle game is quite crystal heavy, especially the initial setup of defenses. You may not have enough crystal to put out a sizable Defense Vessel fleet. If this is the case, don't be afraid to build disciples. They die fast, but they are cheap; run them behind your opponents LRMs to make them waste time turning to retarget you, while your Defense Vessels and fighters beat them down. Note that disciples, if ignored, can do at least some damage to LRMs, or more importantly, cap ships and the eventual flak frigates.

Middle Game:

Hopefully you've fought off one or two attacks by your opponent, which is all good, except that he's about to diversify his fleet and make your defense vessels into liabilities. Nothing much we can do about that but try and diversify ourselves to counter his counters, while beginning to improve our economy. The goal of this middle game is to build up two civilian labs so that you can expand to nearby ice planets, at which point you should be able to turn the tables on your opponent.

So, if you're still alive:

Time to augment our defenses some more. Research Drone Carriers and make several, drop a few beam turrets to protect them. If things look bad, add another Repair Platform and Hangar defense.
Make some more disciples. Illuminators suck, and other than them disciples are your only real answer to flak frigates.  You'll take losses to the lrms, but that's acceptable so long as the flaks go down. Worst comes to worst, at least your opponent made flaks instead of more LRMs.
Build two civilian labs and research Ice colonization. Either send down some small part of your fleet to clear out the ice planet or make a smaller force of 4-8 disciples to do it for you. Your opponent has hopefully been taking more losses than you, and has been pumping so much more of his economy into military that he won't have any colonization techs; this should allow your economy to become much more powerful than his.

If you've survived to this point, you're probably set. Just a few general points left:

1. Keep making scouts when they die! If an attack goes particularly badly, scouts will let you know when to counter-attack. Plus the chance to blow up a 0% structure is always nice.

2. This is worth repeating. If your opponent weakens his fleet to the point where you can attack him, do not simply sit in your base. Either clear out nearby planets or follow him home and wreak some minor havoc.

3. If your opponent falls back and begins teching more, whether in the military or civilian trees, the same rule applies. Either match his expanding economy or try and launch some attacks of your own.

4. Keep your capital ship alive! The Rapture is incredibly important, as using its vengeance can cause some serious damage to your opponents whole fleet, and will turn repair bays into a powerful offensive weaon. Hopefully your multiple repair bays will keep it alive; if you do have to run, make sure to keep on running, as lrms will often chase you. Don't run to a friendly planet that does not have defenses! You might as well go to a neutral zone, or even deeper into your opponents territory.

5. This goes without saying, but make sure your fleet size is close to your opponents. Also, if your opponent has a large amount of frigate factories, you may want to build some more yourself.

So that's it. I've used this strat myself several times to good effect, but I admit I haven't played any LRM spammers that I thought were experts. Even then, it's important to note that this strategy is map dependent to a fairly large degree, and that the strategy is difficult to pull of because if you ever lose your defensive emplacement, you're screwed. This strategy does not make LRM spamming any less overpowered, and it should probably be addressed, but hopefully it will help you cope.

Thoughts?
6,787 views 8 replies
Reply #1 Top
Your strat is heavily defensive, and only works if the lrm spammer is completely clueless as to the ideas BEHIND the LRM spam.

Consider two things:

Expert Vasari and Tec players vs Advent will rarely spam LRMs. Why? Because Advent ALWAYS goes defense/drone carrier, since Illums are crap.

What does this imply? Why build the unit that's directly countered? Instead, build some light frigates, and econ up.

You can still pressure the poor Advent with your light frigates, completely shutting down his expansions. Why?

Defense vessels do a measly 21 * .25 (1 of 4 guns) * .25 (25% damage to heavy) or less than 1.5 dps per gun. With 2 guns firing (a fair comparison), you will do around 2.75 dps. On the flip side, light frigates (cobalt), does 200%, or 20 dps in return. You will get horribly butchered.

Worse, your fighters do no damage to the light frigates OR the enemy capital ship. Once he sees drones, he'll probably pop a few flaks just as a counter to your bombers. Also, note that light frigates do 200% to drone carriers, and shut them down quickly.

If you go disciples, as noted before, LRM spam will dominate you. So, since the tec (or vasari) player has a good idea what your army composition, he quickly counters and dismantles your fleet in open field. If he's smart, he realizes he has no reason to attack a fortified base with hangers and regen. So instead, the Tec player gets 2 civil labs, and spams trade ports while denying you the ability to leave your defended systems. While he booms across the solar system, you're stuck at your home, knowing that you can't fight him in open field.

Eventually, he masses kodiaks (or Enforcers) and crushes you. Advent sucks :(
Reply #2 Top
It's a decent strat, but I can't say it's by any means perfect. A lot of this is based off the fact you can get all this stuff, including the Crystal, at the lowest price/earliest time. Methinks you should go back, try playing a game online where the person beats you to the crystal, and see how that works.

Also, early game, while powerful, hanger defenses cost a LOT, not to mention the drone research for the extra 1 or 2 fighters.

The power of the Advent lies in their fleets, which means 2 cap ships early is a good thing. A mothership and a Radience or a Rapture can screw over most things in a fleet, so instead of going hard tech/defense, I'd focus a tad more on fleet, just because that's where the power lies.


This is all IMO.

EDIT: Hunting, Advent only suck early game. You've probably only gotten to about mid-game, which is when the machine really starts running. Strats like Vengence/animosity, Malice/Cleansins brillience, ETC, make the Advent next to unbeatable. Add in Crusaders, which soak up hella amounts of damage, while dealing 21 damage per shot back (without tech mind you), are not easy to beat. A lot of people seem to think that that 2nd cap ship early isn't a good idea, but for the Advent, if used right, is a godsend.

On another note, don't 1v1 with Advent. Their early game blows balls, and I'll admit that in a heartbeat.
Reply #3 Top
This early-middle game is quite crystal heavy, especially the initial setup of defenses. You may not have enough crystal to put out a sizable Defense Vessel fleet. If this is the case, don't be afraid to build disciples. They die fast, but they are cheap; run them behind your opponents LRMs to make them waste time turning to retarget you, while your Defense Vessels and fighters beat them down. Note that disciples, if ignored, can do at least some damage to LRMs, or more importantly, cap ships and the eventual flak frigates.
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Disciples!!! These things are LRM meat. They're cheaper by only 20 crystal(same cash, same metal, same supply), take 150% damage from LRMs, have equal speed/accel, and do 75% damage to them. That's 75% of their already poor 8.5 DPS, coming to 6.375 DPS.

Seekers are MUCH better than Disciples against LRMs. They cost only 200 cash and 2 supply, no metal/crystal required, have the exact same shield power, hull strength and armor rating as Disciples, take 100% damage from LRMs, and do 200% damage. That's 2 x 3, or 6 DPS. The big kick is in that they can be present in twice the numbers that LRMs or Disciples can come in because they're cheaper and take half the supply cost. It will be harder for the LRMs to kill one Seeker than it is to kill one Disciple, while they'd be outnumbered 2 to 1 and therefore also outgunned. On top of that, the Seekers are also faster than LRMs/Disciples.

Your strat is heavily defensive, and only works if the lrm spammer is completely clueless as to the ideas BEHIND the LRM spam.Consider two things:Expert Vasari and Tec players vs Advent will rarely spam LRMs. Why? Because Advent ALWAYS goes defense/drone carrier, since Illums are crap.What does this imply? Why build the unit that's directly countered? Instead, build some light frigates, and econ up.You can still pressure the poor Advent with your light frigates, completely shutting down his expansions. Why?Defense vessels do a measly 21 * .25 (1 of 4 guns) * .25 (25% damage to heavy) or less than 1.5 dps per gun. With 2 guns firing (a fair comparison), you will do around 2.75 dps. On the flip side, light frigates (cobalt), does 200%, or 20 dps in return. You will get horribly butchered.Worse, your fighters do no damage to the light frigates OR the enemy capital ship. Once he sees drones, he'll probably pop a few flaks just as a counter to your bombers. Also, note that light frigates do 200% to drone carriers, and shut them down quickly.If you go disciples, as noted before, LRM spam will dominate you. So, since the tec (or vasari) player has a good idea what your army composition, he quickly counters and dismantles your fleet in open field. If he's smart, he realizes he has no reason to attack a fortified base with hangers and regen. So instead, the Tec player gets 2 civil labs, and spams trade ports while denying you the ability to leave your defended systems. While he booms across the solar system, you're stuck at your home, knowing that you can't fight him in open field.Eventually, he masses kodiaks (or Enforcers) and crushes you. Advent sucks
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Light Frigates do 125% against Flaks and Carriers, not 200%. Still, they're faster than both and neither Flaks nor Fighters can touch Light Frigates. The Advent player can try to switch over to Bombers during the battle, but the 126 second construction time will see several Drone Hosts crumble. Even when they do get some Bombers on line, they won't be doing damage fast enough to save the remaining Drone Hosts.

So when the Advent player is stuck at home unable to expand, the TEC player, apart from developing economy and expanding, can get and extra military lab and build Arcova Scouts with Timed Explosives to keep harassing the fortified Advent and keep their tech level down(you don't want Destras coming after you). Provided the Advent player is unable to get synergistic capital ship combos and/or mass Destra Crusaders, a Kodiak rush should be able to crack the turtle.

A Vasari player could do the same thing, developing economy and running harassments with the Marauder/Desolator/Evacuator until he/she gets teched up Enforcers, or a teched up carrier fleet, or Returning Armada, and then proceed to clean up at leisure.

21 damage per shot back (without tech mind you)
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91.2 damage per shot, firing every 4.8 seconds. That's 19 DPS.
Reply #4 Top
Eh, either way. You just better hope the Advent player doesn't have a Carrier with a weapon cooldown. Even 8% hurts, because that 19 DPS just got that much worse on ya.
Reply #5 Top
If he's smart, he realizes he has no reason to attack a fortified base with hangers and regen. So instead, the Tec player gets 2 civil labs, and spams trade ports while denying you the ability to leave your defended systems. While he booms across the solar system, you're stuck at your home, knowing that you can't fight him in open field.
End of quote


That is probably the biggest problem with this strategy. It's honestly something I more or less ad hoc came up with when facing an LRM spammer the other day. This guy was at least halfway competent and made a bunch of light frigs to chase off my defense/drone vessels. His fleet ended up being way more powerful than mine and he pushed me off a planet. I'd managed to build up a bunch of repair platforms on the next planet over, though, and had a Rapture with, at this point, lvl 3 Vengeance. With this, I was able to fend him off (fortunately his cap ship had died earlier). Instead of going around this planet, though, he kept throwing his fleet against it, letting me colonize other ones until I came back into the game. (I can't remember what map we played on, it was a slightly bigger 1v1 scenario. Maybe cynosian rift? Should've saved the replay)

I basically want to generalize this experience into a strategy; the problem is, though, that like you said, the only decent counter Advent has to LRMs is too easily countered itself, forcing them to be defensive, which a clever player can use against you.

Eventually, he masses kodiaks (or Enforcers) and crushes you. Advent sucks
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Advent does seem to be pretty underpowered, more or less for the reasons you posted. Hopefully the changes to LRMs in 1.03 end up being more of a nerf than a buff (30% range =/) and Advent will be more competitive.

Fortunately (or unfortunately, really) I haven't played against anyone yet who's been capable of taking advantage of the Advent's weaknesses. I guess I need to get into clan play but I doubt I can put up enough of a time commitment.
Reply #6 Top
Rapture is bad.
The damage buff for fighters/bombers is bad (range is FAR too small).
The only good ability is the one that gives damage reduction, but the aoe on it is rather small. All someone has to do is divide their ships up to counter it, it only really works well on units z-stacked tightly because of it's aoe size.
The thorns is bad. 120% damage returned is little better than split-firing.

What I mean is.. build a disciple, have your friend build a disciple too. Meet in neutral territory and have them shoot each other. See how long it takes for one to die. Answer is a long ass time. The natural shield/hull regen basically counters the damage done from the thorns.
If it was 250% or 300% return it'd be decent. 120% is nothing at all.


Rapture is the worst advent cap. It badly needs some love and buffing. :/
Reply #7 Top
It badly needs some love and buffing. :/
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Odd, it's one of my favorite. Of course, I also use it correctly.

Reply #8 Top
Only the carriers need to be inside the Concentration Aura.
"Increases the damage output of the fighters of nearby friendly forces."
Test it yourself you'll see, as long the Aerias are inside the Concentration Aura's circle of influence their strikecrafts will have the damage bonus.