Team spiking

even in 2v2v2v2s two people spiking another person early on is way too powerful, even with 1.5x either fleet and 3 backing up gauss cannons its still neigh impossible to hold off. granted they are open to attack, but by that time the person is almost gone and not much can save him

needs a fix, preferably the *cough* missile platform I was talking of sometime oh, since early development?
1,438 views 4 replies
Reply #1 Top
Who's at their planets when the spiking is taking place
Reply #2 Top
usually no one, lol
Reply #3 Top
Eh, a spike is a dangerous thing in itself to try and pull. Not because it leaves you defensless, but because if the other team is coordinated you're stuck with no retreat. Since most players don't have their fleets at their homeplanet (the only major target that, when spiked, cripples the player), if his team is coordinated they can jump the spikers from behind. And because ships spread out to attack different targets, and by ranges, the ships jumping in from behind usually end up with a temporary advantage, while the enemy ships (capitals especially) spend precious time turning around. May not sound like much, but having extra time to destroy those 4-5 Cobalts before enemy capitals get in range can save a lot of trouble in the early game.

needs a fix, preferably the *cough* missile platform I was talking of sometime oh, since early development?
End of quote


That's probably the most illogical fix to suggest, since really at the time most people would spike, nobody really has money to spend in vast defenses. On small maps you can probably rush within 10-15 minutes, just pump out some extra cobalts with your starting money, join up with the other players and go. Leave a few Cobalts to take care of the Krosov+Cobalt/LRM/Garda militia for your colony ship to do its thing.. by that time nobody builds defenses at their home planet
Reply #4 Top
I remember a game which was 2v2. Mult and Strat vs me and Eet.

The game was pretty epic and the jist of the game was multi and strat spiked me anticlockwise and eet was left to expand clockwise. Lucky for us , my first cap was a Kol (hardest to kill from a spike) , eets cap was an akkan (awesome at expanding).

We came out on top . I made sure to play really wimpy and retreat my Kol quickly, even lost 2 planets just to keep my kol safe. Throughout the game , I was thinking I was dead and going to lose and they were winning...but because they left eet alone and his akkan , he was able to grab 8 planets and attack multi and strat from behind. He fed me money too and My Kol reached level 7. Suddenly both multi and strat were facing a siege on two fronts.

So if there are many planets to still expand to , then spiking can be countered. Still a problem in 2v2v2v2 where im assuming theres going to be only 1 or 2 planets per player.

Mind you , the best tactic against a spike is always to just retreat and just accept losses in territory , because aslong as your cap is safe , you always have a chance to spike their spike once your ally shows up.