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 lvl 20 and up

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in5id3r
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Registration date: 2008-08-06

PostSubject: lvl 20 and up   Mon Aug 25, 2008 2:09 am

Alright now it time to go on to getting defense and fleet up


For level under 20 you need to have 10 photon turrets 1000 fighters on each base and be researching disrupters. You should try to get 1k income at the same time and 7 command centers. If you upgraded work on this while working on defense and research and get 14 planets.

20 Metal Refineries
15 Robotics Factories
10 Nanite Factories
5 Androids Factories
15 Spaceports
8 Economic Centers
16 Shipyards (no higher than 10 on crystallines)


You should have 1k fighters on all bases for defense work on that until you reach level 20 and research heavy cruiser and battleships>The

Once you over level 20 you should try to build this defense on all bases

5000 fighters

10/10 disrupters turrets
10/10 deflection shields




After you builded your defense time to start on your mobile fleet for right now at the same time research pshelds and prings
These are the ships you will need to know about and build

Recyclers - get plenty. 5-10% of mobile fleet size (ie. what you can move away from your bases) is not too much (Prefer 3000)


Corvettes - fast attack.. useful to have a bunch around. a large amount is good for another layer of fodder to protect the more valuable ships when attacking (more layers are better, but they will get screwed on by enemy fighters when defending. Its much easier just to use fighters and carriers). Mostly useful for quick light action and killing enemy recyclers. Lack of warp drive lets them down. (Prefer 5000)

Destroyers - good for another layer of fodder and for killing cruisers, but not necessary. no warp drive and slower than corvettes means they are of limited use. You can use them in large numbers to take out cruisers and heavy cruisers instead of heavy bombers. They cost more but don't require hangar space and are less vulnerable but they will still get punished by a decent player with a lot of fighters.(prefer 2500)

Bombers types - can be good.. but they are tricky to use right (don't attack anything with too many shields, and you have to use the right amount or you just throw them away). Vulnerable to being attacked. Careful use of bombers with the battle calculator can yield good results. Never use bombers for defence as any decent opponent will screw on them.


Bombers - own Cruisers and smaller. Missile tech is cheap but is only useful for bombers.


Heavy Bombers - own Heavy Cruisers and smaller. Plasma tech is more expensive.. but you need it for cruisers and heavy cruisers anyway. Once you have good plasma tech, normal bombers become mostly redundant.

BEST SHIPS


Fighters - necessary cheap fodder - lots and lots
Will soak up damage in attack and defense and you need them for suiciding at enemy fighter defenses. Far better armor per credit than anything else means you lose a lot less fleet if you have enough fighters with you. (a good amount of carriers/fleet carriers are important). If you play right, you will lose far more value of fighters than anything else.


Cruisers (best all round ship) - warp drives, decent speed, good armor per credit and strong enough to take out anything below p-rings and titans. Although you need more in the fleet to take out the big stuff cause the shield penetration is not so good, you will lose less than with Heavy Cruisers or bigger cause the armor per credit is better, shields are not really good value on any ship. (prefer 2000)


Heavy cruisers (pack more punch) - you never need anything bigger than heavy cruisers. They have some advantages over cruisers.. bombers and fighters are ineffective against them.. plus the high power means they penetrate heavy shields much better than cruisers so you don't need as big a fleet to get the job done .. but you will lose more. Higher shields are not worth the increased cost of armour over cruisers in most situations. Slower than cruisers. (prefer 500)


Battleships - specialist.. you don't need many till leviathans appear. They can destroy many fighters and bombers without a scratch. Also light defences. A single battleship can do a lot of damage, but against anything half decent heavy cruisers will be better value. No real weakness (cruisers can be owned by bombers and HC can be owned by heavy bombers, but ion bombers are too expensive to be much use). Put a few in your heavy cruiser fleets to pack a bit more punch, soak up a bit of repairable damage and add another element... they won't die much behind a decent number of heavy cruisers. (prefer 50)

BEST FLEET COMPOSITIONS FOR ALL-ROUND ACTION


Cruisers + Carriers + Fighters (ratio.. 10 : 2 or more : lots.. full load + enough to come back and refill)


Heavy Cruisers + Fleet Carriers + Fighters (+ a few Battleships)


Once you build all that fleet you should have a little bit over 1mil fleet You need to learn how to attack



TACTICS
DON'T send your Recyclers or Carriers to battle in a campaign! Use them for collecting debris and fleet transportation only. They are not Fighters.
NEVER send your fleet towards an enemy planet from long distances. I always send it to the nearest region, then to the nearest system, then to the nearest planet and then attack


BASE BUSTING: These is just to take out the defending fleet or to right out occupy no matter what the cost . This is related to wave attacks and full scale attacks. Though this is un-cost effecient, it does work.
The key is a lot of fighters. You send in a tremendous amount of fighters for the "meat shield" and Heavy Cruisers. At least 100 Heavy Cruisers and 800 Fighters. Multiples of those variables are fine. I like 500 HC and 4000 Fighters. The figters do the work and the HC do the occupation


WAVE ATTACKS:
This is the most popular way to attack a base. this only works if the defending base has a lot of different types of defenses. It is ironic since the more types of defenses it has, the better for you. This is because after an attack, the health of defenses get distributed equally among all different types of defenses. That means if you have for example; 1 level Laser Turret and 1 level Disruptor Turret and you send 200 fighters in. After the attack, the Laser Turrets will have 0 health and Disruptor Turrets will have 4.99 health. That is what the Battle Report will show, but if you check out the base it will show the Laser Turrets have 2.5 out of 5 health and Disruptor Turrets have 2.5 out of 5 health! So, that means you destroyed 2.5 Disruptor Turrets with just 200 Fighters (well, numbers aren't exact)! In reality though, you may need to use Heavy Bombers to drop Photon Turret health and then in turn the Disruptor Turrets, but you get the point. Also, this theory doesn't really work on bases with Shields (Planetary or Deflection), but you can still use this theory to take out the defending fleet.

This is the same principle with other defenses, too, you send many lower type ships that can take out some of the lower defenses, then send some more to take out the rest, and finally the whole fleet to take out major defenses and occupy the base.



Example-

An enemy planet has;

1 level Laser Turret
1 level Missile Turret
1 level Plasma Turret
1 level Ion Turret
1 level Photon Turret
1 level Disruptor Turret

Phase 1
At first, you send lots of Fighters, 1k will do(much more if he has fleet or fighters at planet). This will take out all defenses up to Plasma Turrets and Probably Ion Turrets too, because you will have more Laser level research than he or she has in Ion level research.

Phase 2
Send in Heavy Bombers and take out Photon Turrets.

Phase 3
Send in your whole attacking Fleet and take over the planet!(Disruptor Turrets will now have around 2.25 health out of 5)

Phase 4
Send in Recyclers quickly and take the debris. As soon as debris is collected you may want to hide the Recyclers...if u can that is.

Note: This attack would have little effect to bases with Deflection or Planetary Shields because their defensive turrets can recharge between waves. Also you can use same technique on a defending fleet that has a lot of different kind of units, so u can take out minor fleet units to make major fleet units more vulnerable...

Example-

1000 Fighters
300 Heavy Bombers
200 Corvettes
100 Destroyers
50 Cruisers
20 Heavy Cruisers
10 Battleships
5 Dreadnoughts

1st wave = You can attack first by using some Fighters to take out Fighters, Heavy Bombers, Destroyers, and Corvettes.

2nd wave = Use Heavy Bombers to take out Cruisers and Heavy



Cruisers.

3rd wave = Full Attack! Make sure you still have enough Fighters for the last attack to backup your main fleet.


Last edited by in5id3r on Thu Aug 28, 2008 4:53 am; edited 2 times in total
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PostSubject: Re: lvl 20 and up   Mon Aug 25, 2008 4:49 am

Thanks. Smile

Good info!
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in5id3r
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PostSubject: Re: lvl 20 and up   Mon Aug 25, 2008 3:34 pm

Smile i will keep updating it, since now i am looking for all kind of good info hehehe
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