TEC opening

Im starting to get the hang of the game I think. I usually play TEC loyalist or rebel. Only vs the ai atm, but Im looking to build a strategy for multiplayer games, preferably ffa. Anyways, hows my opening?

I start with an Akkan and send it one direction. Then I build 3 cobalts and send them another direction, followed by a colony frig and 2 more cobalts. In my home system, I build one lab of each and get corvettes, sending them towards the frigate force. The Akkan colonizes in one direction, while this force colonizes in another. I focus on economy techs, namely the metal and crystal techs while getting trade ports up as fast as possible. Then I upgrade my fleet supply and get long range frigs. I build these frigs in bulk and try to regroup all my ships at a chokepoint. From here, I should have about 5-6 colonies, including a central one at the "front" that is close to the star. From here I start to run into dilemmas. 

 

One, the slow pace of combat allows frigs to slip past my defenses easily and scout/harass my rear.

Two, a mass of pirates may come for me which leaves me very vulnerable for awhile, again, the slow pace. (maybe the slow pace keeps my vulnerability from being exploited tho)

Three, I end up overextended. Do I get more fleet supply? This hurts my economy. But I cant cover every world without it. Do I build a bunch of gauss or hangars on the worlds? Maybe a starbase? So when to upgrade cap ship crews and fleet supply. Also, what should my 2nd cap be?

6,548 views 7 replies
Reply #1 Top

Star Bases are critical at choke points. As for the pirates, watch the bounty counter in the uppper right and make sure to send them towards the enemy. As for getting more fleet supply, the first tier doesn't hurt that bad if you have a few planets already.

Reply #2 Top

Don't build defense structures unless really necessary, they are just wastes of money. Only build them to support the 1-2 chokepoint planets where you have a starbase to kill ai ships that will never pass that planet.

Turn off pirates, online only the minority plays with them, anyway having a tradeport and a starbase is more than enough to deal with the biggest raid (assuming you are not playing the crazy Diplomacy pirates, but it would be another reason to turn them off).

Overextension? Where? :D get as many planets as you can and build fleets to defend. You can be overextended when you have 40 planets or such.. Get starbases for defense against AI or try to launch an attack if you have more ships than your human opponent, attack is always better than defense against humans, there has never been an issue when someone defended the other one into oblivion if you know what I mean. Attack is always necessary, and it requires a big fleet (counter attack where TEC Loyalist has huge problems late game).

And I tell you what noobs do completely wrong online, they think a Titan, 2 capital ships, and maybe 20 frigates are a big fleet-> LOL where? a big fleet is like 50 frigates, some corvettes, titan, capital ship (but not more than 1-2 capital not to drain xp from titan) and maybe carrier cruisers having bunch of strike craft.

If you want to go online, forget TEC Loyalist, their Titan is too bad for beginners as it completely lacks attack purposes, and stands no chance against any other Titan and fleet. TL can play good, but I only saw experts do that, probably better to start with TEC Rebel mainly for the Truce amongst rogues and the awesome Titan, and for the reason it can do attack well, not like the loyalist brother.

2nd cap? what you would like to. It is fun to try what works and what not, and it is not fun always obeying what others say. OK I can recommend some shis for that. Dunov is good for draining antimatter. SOVA can provide good air support and free missile turrets. Marza has huge frontal firepower and if it gets level6... Consider building it 1st and get Missile barrage fast, you almost won the game by that. Corsev is good, but you can live without it. KOL is great ship, but empties antimatter reserves too early to be useful, but the flak burst can help against huge masses of strike craft. Second Akkan, not good strategy, maybe only for interrupting the phase jump preparations of escaping wounded capital ships.

 

Slow pace? Online almost everyone plays the fastest settings and only some play fast, so maybe try playing them if you really want to try online ;)

Reply #3 Top

do starbases serve a purpose in multiplayer?

 

so akkan opening is bad? 

 

should truce among the rogues be researched?

 

also, lets say my front is 4 planets, how should i concentrate/distribute and what size fleet cap should i have? 

Reply #4 Top

Quoting gamemasterajb, reply 3
do starbases serve a purpose in multiplayer?
End of gamemasterajb's quote

For Vasari they are huge, since they move and can deploy them early. But even for TEC and Advent sometimes you need to buy time to send your fleet to attack somewhere else, or just to build up. Here Starbases can be used well, but you should not be building many, and you should assume your starbase will be lost eventually without support from your fleet. In other words, learn to use them but do so conservatively, and realize you never win any game due to defenses alone.

Quoting gamemasterajb, reply 3
so akkan opening is bad? 
End of gamemasterajb's quote

It's not bad, but the current fasionable thing is to start with a Marza just to get Missile Barrage. And if you're in the Eco or suicide slot I'd say the Akkan is always a better choice.

Quoting gamemasterajb, reply 3
should truce among the rogues be researched?
End of gamemasterajb's quote

If you are eco, hell yes. Just get Corvettes and throw 4 civic labs and rush it. You'll need to get the feed tech that's a prerequisite for it in Eco anyways. Only downside of it is that you can't use the pirate base to level up your titan, but compared to faster (and easier) expansion, I say always get it.

I've also gotten it in Suicide slot before I lost my homeworld, as it works even without Civic labs, and lets you run to the best planets while the militia will still slow the enemy down. Not sure if that is a great strategy though.

Frontline it's debatable, but you'll probably need to fleet up before you can get the research done.

Reply #5 Top

Frontliner:

  1. Start with Marza and 2 military labs
  2. Scuttle capital ship factory and build 2nd frigate factory on HW
  3. Cobalt spam
  4. Mix in corvettes as necessary

Suicide:

  1. Start with akkan and 2 military labs
  2. Scuttle capital ship factory and build 2nd frigate factory on HW
  3. Cobalt spam like hell; avoid battles that do not heavily favor you
  4. Send akkan to planets near center of map (preferably asteroids and moons since they have low investment costs)
  5. Mix in corvettes as necessary
  6. Use those planets near center of map to get the labs you need for key things (mainly SBs and culture)

Eco:

  1. Start with akkan and 2 civ labs
  2. Scuttle capital ship factory and build trade port
  3. DO NOT FLEET UP
  4. Get 2 more civ labs, get TAR, and expand like crazy
  5. Get culture and set up trade network while expanding...focus on getting a long trade chain

Most importantly, learn to colonize fast....on fast and faster game speeds you can colonize a roid/moon with a single colony frigate and build a turret to deal with the militia (place the turret as close to the planet as possible)....there are other tricks for trolling the militia but you can learn those later....

 

 

Reply #6 Top

Is it possible in suicide spot to survive? Maybe go marza or Kol, spam frigs, and try to hang on until a frontliner breaks through? 

Also, if Im eco, what is my goal exactly? Feed resources to allies or support them on the FL. 

 

What if the map is a 4v4 or a 5v5 and theres no suicide spots, just 2 frontliners?

Reply #7 Top

Quoting gamemasterajb, reply 7
Is it possible in suicide spot to survive? Maybe go marza or Kol, spam frigs, and try to hang on until a frontliner breaks through? 
End of gamemasterajb's quote

Of course its possible. There's always the chance the enemies next to you are totally incompetent.  ;)  Or they're playing their first MP game and they have no idea that they're supposed to rush you.

And yes, if one of your allies can attack one of the players surrounding you so hard that it forces them to retreat everything to stay in the game, you can hold out. There is still likely a bit of time where you'll be fighting two players, so you'll probably be forced to retreat to your home world no matter what. Hardly a good position with which to survive even a 1v1.

And NEVER go Kol unless you're facing tons of strikecraft, which probably won't happen unless you really survive a long time in suicide.

Quoting gamemasterajb, reply 7
Also, if Im eco, what is my goal exactly? Feed resources to allies or support them on the FL. 
End of gamemasterajb's quote

I say feed, especially if there are better players on your team. Still by all means once you've colonized your chunk of the galaxy don't be afraid to send whatever ships to have to support the front line. Eventually you may want to fleet up enough to get a titan, but don't get more than the first two fleet supply upgrades unless one of your allies falls and you're not eco anymore.

Quoting gamemasterajb, reply 7
What if the map is a 4v4 or a 5v5 and theres no suicide spots, just 2 frontliners?
End of gamemasterajb's quote

Then you have a lot of eco players, and pray your best fighters got put on the front line. The middle of the galaxy is also likely to be much more contested.