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Defiance's hijacked thread. (discuss whatever u want) |
CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2012-01-02 00:13  
[ This Message was edited by: Defiance{CM7} on 2012-01-05 23:49 ]
_________________ Defiance and Opposition, a tribute to teamwork. I will remember always
339,144
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2012-01-02 00:23  
[ This Message was edited by: Defiance{CM7} on 2012-01-05 17:05 ]
_________________ Defiance and Opposition, a tribute to teamwork. I will remember always
339,144
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jimjimjaroo Grand Admiral
Joined: March 06, 2009 Posts: 308 From: Michigan, USA
| Posted: 2012-01-02 05:12  
thanks for the info defiance. this will help alot of new players, we've been getting a considerable amount of them over the past couple of months.
EDIT: wow defiance, i really love the new edited version. [ This Message was edited by: jimjim578 on 2012-01-06 07:46 ]
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|Kakashi| Fleet Admiral
Joined: April 04, 2007 Posts: 448
| Posted: 2012-01-02 08:07  
If you get the chance to play EVE, you'll understand that size doesn't matter, and bigger does not mean better.
They all have their strengths.
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2012-01-02 08:41  
"bigger is not better" - as an absolutist statement it is very wrong. Smaller is not better as an absolute is equally wrong. TEvery situation demands a specific response. Sometimes, size matters, sometimes it doesn't.
Sometimes you need more manuverability, and bigger is not better. Sometimes you need tanking, and smaller is not better.
Choose the tool to the job. Not every tool in the toolbox is made to hammer nails.
_________________ bucket link
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Enterprise Chief Marshal Raven Warriors
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2012-01-02 08:48  
In the right hands, destroyer is better than a dread.
However, this overlooks the fact that a Dread will be stronger anyways with a better pilot.
Thus, no matter your ability, a good pilot is always better in a Dread than in a Cruiser.
Facts suck.
-Ent
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2012-01-02 14:22  
[ This Message was edited by: Defiance{CM7} on 2012-01-05 17:05 ]
_________________ Defiance and Opposition, a tribute to teamwork. I will remember always
339,144
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2012-01-02 14:41  
I say let people continue to believe the myth, it just makes it that much more fun to prove them wrong.
_________________ Adapt or die.
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Enterprise Chief Marshal Raven Warriors
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2012-01-02 20:48  
Quote:
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On 2012-01-02 14:22, Defiance{CM7} wrote:
i dissagree with you ent. im mearly trying to dispell the myth that some players have that dreads are the best. we had a bunch of kluth yelling at us last night that we sucked for using cruisers dispite the fact that we routed two stations, several dreads and many ai swarms over the course of the evening.
for controling the flow of a battle, and thus victory, small ships are better. Expecialy true of icc
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At this point you start getting into more complex factors such as:
The skill player of the enemy involved, the organization of the oppossing factions, etc. When you move beyond what the ships are capable of and into the realm of what players are capable of, it becomes a subjective experience.
If a fleet of Destroyers went against a Dread fleet of equal size, the only questions up in the air are which pilots show who has better teamwork.
A fleet of Dreads that decide to throw a dictor into the mix, and coordinate their strikes, (aka, good players), those small ships are done for. If a fleet of Dreads are unorganized, uncoordinated, and don't use teamwork to their advantage, then they die.
Smaller ships require teamwork to do well, and after some discussions with ICC pilots in particular, cruiser fleets are at best able to only force a fleet to retreat and not outright destroy it, wheras a Dread fleet has no issues (if they work together, trolololo) annihilating any fleet outright.
A team of Cruisers can be effective harassment. but as it stands (in this patch, the next one will possibly change this), they are still inferior.
-Ent
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2012-01-02 21:01  
[ This Message was edited by: Defiance{CM7} on 2012-01-05 17:05 ]
_________________ Defiance and Opposition, a tribute to teamwork. I will remember always
339,144
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Blackjack [DBL] Grand Admiral Faster than Light
Joined: February 25, 2011 Posts: 344 From: The land of venomous reptiles.
| Posted: 2012-01-03 00:15  
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On 2012-01-02 20:48, Enterprise wrote:
Smaller ships require teamwork to do well, and after some discussions with ICC pilots in particular, cruiser fleets are at best able to only force a fleet to retreat and not outright destroy it,
-Ent
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Forcing them to retreat is still a victory even if you don't get kills, preventing them from achieving their goal and forcing them to run is a victory.
_________________
Names I used: Da Bes Loser, Perseverance, Loyalty.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2012-01-03 01:04  
Quote:
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On 2012-01-02 20:48, Enterprise wrote:
A fleet of Dreads that decide to throw a dictor into the mix, and coordinate their strikes, (aka, good players), those small ships are done for.
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*Duhn Duhn Duhn*
A little Border Cruiser who thought he could play leapfrog with a few Kluth dreads found this out the hard way when one of the players sent Escapor his way.
lulz.
_________________ ... in space, no one can hear you scream.....
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Lark of Serenity Grand Admiral Raven Warriors
Joined: June 02, 2002 Posts: 2516
| Posted: 2012-01-03 03:05  
as ICC:
planetary attack:
destroyers are for forcing ships out of the cover of planets and into the firing sights of waiting missile dreads, they also contribute to the total fire being put on target and generally distract the enemy from whats really going on (i.e. the cloud of missiles about to kill them)
cruisers do runs into the midfield to kill targets the missile ships have damaged. in their down time they sit behind the missile line for repairs and contribute to flank protection.
missile ships sit at range with interdictor and escort vessels (dreadnaughts and stations), all fire on one target.
if enemy tries to rush the MD line, ADs tear them apart.
deep space battle:
can try to duplicate above, but lack of planets tends to make the enemy more prone to actually attacking. replace MDs with more ADs to provide a solid base of fire. again, use destroyers/frigates to get their attention, disrupt their fleet etc. cruisers play a more vital role because they are now free to get in to close brawling range with targets that get seperated from the main enemy fleet.
thats versus UGTO anyways. versus kluth the appropriate ICC tactic is to die.
_________________ Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2012-01-03 07:30  
[ This Message was edited by: Defiance{CM7} on 2012-01-05 17:06 ]
_________________ Defiance and Opposition, a tribute to teamwork. I will remember always
339,144
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Sardaukar Admiral Raven Warriors
Joined: October 08, 2002 Posts: 1656
| Posted: 2012-01-03 08:36  
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On 2012-01-03 03:05, Lark of Serenity wrote:
versus kluth the appropriate ICC tactic is to die.
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K'luth aren't so bad. The railgun is a wonderful weapon for killing lobsters. Fast firing, long range, easily spammed, and the prey have weak defenses. A group of combat dreadnaughts and related gunboats can lay down a withering rain of blue death, easily tracking cloaked ships with sharp eyes. Missiles are useful too; Just fire where you think the enemy is, and watch as your missiles circle around it wildly, confirming a large area as empty or smacking into any K'luth foolish enough to stick around.
I disagree with the reliance of formations in DS for practical reasons, but if you must or want to, form a circle. If the enemy performs the usual decloak-alpha-fly under and past to repeat, they find themselves in the circle and facing the wrath of the entire fleet. If they wish to avoid this, they turn early and remain in the field of your foremount gun batteries. In theory, an ICC ship that'd taking heavy damage can retreat into the circle to activate defense mode, but I'd prefer they just jump out to do that, and wait to return until they can pop right on top of a wounded K'luth to finish it in one blow before returning to the circle (of course, if another ship retreats to repair, then the pressure to return and plug gaps can supercede this opportunity).
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