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Author Topic: Advanced Strategies  (Read 16565 times)

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Offline Matt

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Advanced Strategies
« on: January 15, 2010, 09:16:20 PM »
I'd like to start an advanced strategy guide forum. It will be locked by default, and anyone who writes a good article here will have it moved there. I'd like to get a few articles to put there. Examples of a few:

Fleet Ratios
Defense Ratios
Mining guides
How to catch elusive opponents.
Ninjaing.

Etc.

So please if you have something you'd like to submit write it here and I'll probably start adding them to the list on Monday.
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Offline Aaria.moon

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Re: Advanced Strategies
« Reply #1 on: January 16, 2010, 11:31:38 AM »
There are a few I'd like to see added from the forum.
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Offline Lord Admiral Follett

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Re: Advanced Strategies
« Reply #2 on: January 18, 2010, 03:23:17 PM »
« Last Edit: January 01, 1970, 12:00:00 AM by Guest »
"A good soldier obeys without question. A good officer commands without doubt."
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Offline jessejericho

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Re: Advanced Strategies
« Reply #3 on: January 18, 2010, 03:26:59 PM »
Quote from: "Lord Admiral Follett"
http://http://forum.playstarfleet.com/viewtopic.php?f=4&t=3505

How about this?

Your guide is good but I think Matt is looking for individual articles on specific tactics and strategies, as opposed to an overall view.
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Offline bryn987

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Re: Advanced Strategies
« Reply #4 on: January 18, 2010, 03:37:00 PM »
Wrote this for my alliance.  If you like it, I can clean it up a bit and give a good description on why its valuable.

Slow Attack (Ninja Defense counter)

A slow attack is basically a feint attack where you slow down your initial attack in order to counter the Ninja Defense.  The Ninja Defense, in case you don't know, is the strategy a defender uses in order to surprise your attacking fleet at the very last second by having their superior fleet, one that you did not know existed, show up at their planet to defend against your attack.  By slowing down your attack, you are now able to see if such a Ninja Defense is in play and can then call off your attack if needed.  Below is an example of a Ninja Defense:



The only way the attacker in this example can save his fleet is if he slows down his attack as with just 4 seconds between my fleet returning to defend and his fleet attacking, he does not have enough time to probe and recall his fleet.  Below is a step by step guide on how to do this.


1. Launch your attack and then select Formation from the fleet screen and send an invite to yourself to join the fight.

2. Pick out one of your colonies that is farthermost away from the planet you are attacking and go through the motions of launching a probe at the planet with a reduced speed to get you in the 5 minute range. For this example, lets say this "slow probe" will hit in -5:32.

3. Next, we need to find out when we need to launch the slow probe. You can only slow an attack by 30% so as our probe is -5:32, then roughly we need to launch it when our attack fleet is about 4 minutes away.
    A. Open up Google and in the search bar type this: "what is 30% of 4 minutes" and then press enter and it will give you the result which is 72 seconds. Add 72 seconds to 4 minutes and we have 5 minutes and 12 seconds. So, our attack can only be slowed down from 4 minutes to -5:12
          B. As our probe is at -5:32, that puts it outside the 30% window and it won't work so we have to play with the numbers a bit. Go back to Google and add or subtract a few seconds until it works. In this case, we change the time to 4 minutes and 10 seconds and 30% of that is 82 seconds. 82 seconds is 1 minute and 22 seconds. 1:22 + 4:10 = 5.32. Bingo! When our attack is -4:10 from hitting the enemy, we can now join our slow probe to the fleet and we now have moved our attack from -4.10 to -5.32.  Be sure to give your self 1 -2 seconds leeway to make up for lag.

4. So, what does this extra minute and 20 seconds gets us you may ask? Plenty. In that extra 1:20, you can launch normal, fast probes at the enemy to see if all of a sudden, a massive fleet is now waiting on you. If so, you can recall your fleet and save it. Most good attackers constantly probe up to the last minute of their attack looking for surprise fleets so defenders have their fleet return mere seconds before the attack hits in order to avoid the probes. But they can't avoid the slow attack. In this extra 1 minute and 20 seconds, you should be able to launch 3 probes, read the espionage reports and recall your fleet if needed.

5. As we only have a 1:20 to discover surprise fleets, we need to launch our fast probes perfectly. So, we need to find out the time it takes the fast probe to hit and when to launch it.

6. The way to get this is I wait until my original attack is exactly 1 hour away and then make note of the game clock. In this example, my fleet will hit at 18:05:37 (this is the original attack time and not the final attack time so take note) You can calculate it anytime you want but at exactly 1 hour away, its easier and you still have plenty of time so you are not rushed.  The game clock does not count down the way the fleet timer does so at about 1 second till your time mark, click on the fleet tab and that will re-fresh the game clock.

7. Go back to your original planet you are attacking from and get the time it takes a probe to hit at 100% speed. Lets say this speed is .59

8. Now, take the original attack time, subtract the fast probe and we get this: 18:05:37 - .59 = 18:04:36 (as a caution, give your self 1-2 seconds to make up for lag etc etc)

9. So, as soon as the game clock hits 18:04:36, launch your fast probes. I would launch 1, wait 20 seconds or so then launch a 2nd, wait a bit then launch a 3rdetc etc. Now your probe will hit about 1 second after your fleet would have hit if you had not slowed it down and now you can see if there are any surprise fleets waiting on you.
If all looks the same as your original espionage reports, then you are safe to attack. If a big fleet has all of a sudden appeared, recall your fleet if you can't win.

There are couple of things the defender can do to counter your slow attack but it takes a lot of luck and will be very hard to pull off in just 1-3 minutes:

1.  They can have multiple Ninja defenses where 1 wave would return right before your original attack time, another wave would return 15 seconds or so after your original attack time and maybe even a third would return 15 seconds after the 2nd wave in order to still ninja you at your new attack time.  This would basically take luck to pull off in that all your probes would have to miss these waves in order for it to work and they would also have to keep re-deploying their waves so your incoming probes don't see them.  Also, each individual wave would have to be able to beat your fleet on it's on which would take an enormous amount of ships.
2.  They could also try to counter your slow attack by having their fleet return about 10 seconds before your original attack time, and then quickly do a deploy/recall move in order to bypass your first "fast probe".  Again, if you send a couple fast probes to hit right before your original attack time and a couple of probes right after-wards, you should be able to catch them most of the time.

The slow attack may not be 100% unbeatable, but using it does increase your odds of success
« Last Edit: January 19, 2010, 03:31:31 AM by bryn987 »
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Offline fornov

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Re: Advanced Strategies
« Reply #5 on: January 18, 2010, 05:59:42 PM »
You can counter this by sending two separate group defend fleets - one to arrive a few seconds before the attack is supposed to land, and a second one to arrive a minute after the attack lands.

If a player slows the attack and probes, you can recall the first defending fleet.  The second one will still arrive in time to successfully defend.  You would probably do this with two separate defenders, but if your defending fleet is large enough, one player could do it.
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Offline bryn987

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Re: Advanced Strategies
« Reply #6 on: January 18, 2010, 06:36:39 PM »
Quote from: "fornov"
You can counter this by sending two separate group defend fleets - one to arrive a few seconds before the attack is supposed to land, and a second one to arrive a minute after the attack lands.

If a player slows the attack and probes, you can recall the first defending fleet.  The second one will still arrive in time to successfully defend.  You would probably do this with two separate defenders, but if your defending fleet is large enough, one player could do it.

Good point.

You would have to have 2 separate fleets where each one would be strong enough to beat the attacker on it's own.  You also have to avoid last minute probes that would come in before the original attack time as well as avoid probes that come in between the original attack time and the new attack time.

Very hard to do and would basically take luck to pull off.  I usually get my very last probe to hit about 10-15 seconds before my new attack time hits so you would have to get very lucky that your 2nd fleet lands in that 10-15 second window.
« Last Edit: January 01, 1970, 12:00:00 AM by Guest »
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Offline Matt

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Re: Advanced Strategies
« Reply #7 on: January 18, 2010, 06:39:08 PM »
I'll move your post over to the forum bryn.
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Offline Catfish

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Re: Advanced Strategies
« Reply #8 on: January 18, 2010, 06:39:44 PM »
@byrn987's signature
You hit another player so hard, they were too high ranked for you to attack? How much fodder did you throw at them? That capitol "N" is an important distinction.
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Offline bryn987

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Re: Advanced Strategies
« Reply #9 on: January 18, 2010, 06:44:02 PM »
Quote from: "Catfish"
@byrn987's signature
You hit another player so hard, they were too high ranked for you to attack? How much fodder did you throw at them? That capitol "N" is an important distinction.

woops, good catch Catfish

Thanks Matt
Can I edit it once it's moved?  I'd like to clean it up a bit and describe why this is a useful tactic
« Last Edit: January 01, 1970, 12:00:00 AM by Guest »
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Offline EvilPenguin

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Re: Advanced Strategies
« Reply #10 on: January 18, 2010, 09:23:00 PM »
Nice idea but it's not that useful.  In the case where you do continue with an attack in which the defender has returned and you don't recall you can probe 10 seconds before easily unless you need to run another battle sim and those last 10 seconds are only going to get reinforced if the defender or his alliance has the ability to defend it and uses a communication method outside the normal game and was good enough to decide to defend it up to 10s before it hit.  I have yet to ever hear of an attacker who probed 10s before and was owned because a group defend took place let alone and you also have to factor in the extra time, fleet spot, and possible extra time you gave the defender to get on his computer and dodge it, also I have seen several instances where alliance members mess up the time and then just go afk having their group defend land late.  I'll be sure to add some stuff later since I like writing about strategy.
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Offline Matt

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Re: Advanced Strategies
« Reply #11 on: January 18, 2010, 09:59:47 PM »
Quote from: "bryn987"
Quote from: "Catfish"
@byrn987's signature
You hit another player so hard, they were too high ranked for you to attack? How much fodder did you throw at them? That capitol "N" is an important distinction.

woops, good catch Catfish

Thanks Matt
Can I edit it once it's moved?  I'd like to clean it up a bit and describe why this is a useful tactic

Do you mind posting it as its own thread somewhere, edited and cleaned up? Then I can just move the whole thread over.
« Last Edit: January 01, 1970, 12:00:00 AM by Guest »
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Offline bryn987

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Re: Advanced Strategies
« Reply #12 on: January 19, 2010, 03:32:26 AM »
Quote from: "Matt"
Quote from: "bryn987"
Quote from: "Catfish"
@byrn987's signature
You hit another player so hard, they were too high ranked for you to attack? How much fodder did you throw at them? That capitol "N" is an important distinction.

woops, good catch Catfish

Thanks Matt
Can I edit it once it's moved?  I'd like to clean it up a bit and describe why this is a useful tactic

Do you mind posting it as its own thread somewhere, edited and cleaned up? Then I can just move the whole thread over.

I edited the original post
« Last Edit: January 01, 1970, 12:00:00 AM by Guest »
To be free, you must be exiled!

1/18/2010 - 10/22/2011
Players sent to d status/retirement - 32
Solo Zeus kills - 33
Solo Heph kills - 3
Moons given  -  31

Offline azzaron

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Defense: A Strategical Discussion
« Reply #13 on: January 19, 2010, 05:42:52 AM »
I have created a thread discussing strategies for building up your defenses:

viewtopic.php?f=4&t=3773

Since you talked about moving threads into the new forum, I figured you wanted it as a separate thread. If you would prefer it here, I can always copy it in...
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Offline sfman

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Re: Advanced Strategies
« Reply #14 on: January 19, 2010, 08:35:36 AM »
How about including some files like laggy's flight sim? maybe in another thread?
« Last Edit: January 01, 1970, 12:00:00 AM by Guest »