Red_Random

Red_Random

Joined Member # 2596805
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[quote]b) would be the key. Repair stations and a small number of ships would qualify as "early game", but stations + hangars + turrets + mass of LRFs would likely not[/quote] Bingo. I'm not talking about a turtle approach, really- just a forward fleet base. Two repair bays (three max), plus the LRF fleet that always seems to pop up at about that time (because the counters to LRFs all seem to be Miltech 4+). Park next to a choke-point, perferably as in-your-face to your opponent as y

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[quote]The classical thing I see people coming in from the single player game doing, is they build this magical defensive ring of turrets all the way around the planet - it's strong everywhere and usually they'll do it so that any two turrets in the ring can hit the same point. It's truly the bees knees for killing all those siege frigate raids the AI loves so much. But it's useless against anyone who thinks to stay out of range and fairly useless against pirates.By the time people have a few on

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[quote]Siege the planet.[/quote] An interesting solution. Two questions- 1) How do you get the seige units past the LRMs without them getting shot all to peices? 2) How does this help you against the Repair Bays? They don't leave when the planet goes up. Sure, if you dodge the LRMs (not at all easy in a small system) you can kill the planet... but what if the planet's a next-to-useless (or entirely useless!) asteroid? What have you gained for the loss

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[quote]Go around it, or use ability disables/antimatter drains.[/quote] Which abilities would you suggest? [quote] That said, getting a cluster of 3 repair platforms surrounded by batteries *and* ships is not really an early-game setup for any planet that's not the absolute choke point [/quote] Well, if we forget about the batteries (neither of the two situations I had last night featured them) we've just got the cost of three repair bays. The fleet is there anyway; i

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Okay... repair bays/ regeneration bays. Get three in a cluster, and park a mid-sized fleet of LRMs/Assailants in the middle. Toss in a few Gauss/Missile Batteries to taste. Doesn't even need a capship to work- the capship can be elsewhere, creeping or putting out fires. I cannot for the life of me think of an early-game way to break this. Vasari get this at Miltech 1; TEC gets it at Miltec 2, but also gets a pair of useful Repair Bay upgrades at

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