omnomnom Posted December 12, 2010 Report Posted December 12, 2010 Here I'll try to give what I think of how to base. It is my entire current opinion on it and by entire I mean may not be so basic-ified as other guides I may have made. RUSHING This is basically repel burst spamming. You may see ways to do this less mindlessly. I would try to get a low-delay bomb, salvo is lowest with 80 delay (4/5 of a sec.). This does not affect repel speed but it does effect other things, including burst speed. The lancaster has some odds in its favor here. Positron Gun, the highest DPS gun, does 2316 DPS in 2 seconds, which is about a gun's range in Hyperspace. Shredder does 2844 damage at this full range. Having more than this in energy is very helpful in overpowering the opponent. There is also gunspeed to think about. A spider has 4010, so that means 8020 could be traveled. A gunner can have the gun range's, and every moment you spend in their range, as damage to you. Use repels and bursts to make up for the time you spend in their range. However unless the strongest guns are used even then you could still overrun their range just with energy in a lancaster, until you can get up and burst. But unless its entirely beam array spamming in defense you may want repels anyway. It is important to have lancaster rushers when opposing gunners cover the entire path with guns. Repel's speed is slow and you will probably make barely make any progress on that alone. Repels are much more effective as a support to your energy reservoir, in this case. However in situations where guns do not completely cover the entire path(s), much more common in flagging games with less people and wider bases, attempting to rush with smaller ships is a decent option. It may even be more effective , as you have chances to leak. It is when it is a 10 tile wide path flooded with 5 positron gun gunners that you may want to reconsider... GUNNING Whether gunning or not, this means not rushing. First off, it can be helpful to have someone besides lancaster do this, at least for antiwarp purposes. On defense, these are your people that stop leaks, and they can help protect the lancaster. Gunning is not exactly hard to achieve (fire guns at other freq=gunning), but one thing to note is be sure to stay alive. If you want to rush I would get in a different ship, however if you plan to gun try to stay alive and fire. Gunners can get easily overpowered by rushers. But they have their uses, and if you want antiwarp... BASING Other then making ships that are decently effective it is simple enough. (Lancaster with Summoner for full energy attaches, get flags, etc.) But one thing I would do: - Have a Lancaster be included in dropping flags when defending. A back-up Lancaster when you need to drop flags anyway may help. Quote
spidernl Posted January 2, 2011 Report Posted January 2, 2011 however if you plan to gun try to stay alive and fire. Don't agree. I'd rather gunners stopped caring about their valuable lives so much and instead used up their repels to block enemy rushers, kept gunning in the meanwhile, died, got new repels, repeat.The gunners who move behind the lanc to stay alive are worthless. Quote
Cheese Posted January 2, 2011 Report Posted January 2, 2011 (edited) RUSHING BUY BURSTS AND REPELSALSO ANTIDEATH GUNNING THESE SHIPS ARE USELESS BECAUSE THEY DO NOT HAVE BURSTS AND REPELS BASING BUY BURSTS AND REPELS AND ATTACH TO LANCASTER i wish arnk didnt make every strategy guide the same . Edited January 2, 2011 by Cheese Quote
Zasso Posted January 2, 2011 Report Posted January 2, 2011 ^Forgot to add.. BUY FIELDS. COFFINS. LIGHTNINGS. CHAOS.BUY THORS.BUY COBALTS. Quote
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