ACS Belters

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Allegiance Command School

Public material

Formerly private material

Start page for ACS Belters.

Ideal settings

  • Due to their cheap techbases and ship technology belters can survive on lower money settings quite easily, however the commander will need to rely on his pilots salvaging tech as he will struggle to afford researching it.
  • Higher money settings will allow belters to tech up quicker, dual or triple tech, or techbase spam for map control.
  • Plentiful settings will help you spam techbase cons, be wary of going against Giga though.
  • Treasure rates below normal can hamstring belters severely- especially in early game, as they will not be able to pick up as much floating 'free' tech.

Faction strategies

  • Bombing
    • Belter bombers are tanks. They are faster, have more hitpoints, more mass (making them difficult to ram off course) and mount light booster for speed bursts in a pinch.
    • Furthermore with every pilot being able to carry a nan their bomb runs are much more durable, because the escorting nans won't be weak scouts but tough fighters or heavy interceptors.
    • With every nan also mounting a booster the speeds the bomber can be rammed up to are staggering, with good squads consistently getting it to go a steady 200mps.
    • If the belters team pursues sup with its AC2/3 and ship hull upgrades they can even take on heavy interceptors.
    • If the team pursues exp then the hvy int can mount nan. A nan-train made up of 5-8 hvy ints is the toughest thing in the game to take down.
    • If the team goes tac then their stealth fighters have enough reserve energy that they can cloak as they nan, making it impossible for the defenders to spot and kill them as they repair the bomber.
  • Frigate rush
    • Purchase a tech base for 8K, then immediately get a shipyard. One relatively cheap medium class payment away and you have a frigate that can use nerve gas to capture a base.
  • HTT rush
    • With good Belter settings and a proper econ you can get HTTs by the 15 minute mark. As noted in the bombing section, the belter heavy int makes an excellent nan. It makes an even better rammer with its booster.
    • The key to getting the HTT so quickly to partial invest TT, Adv EXP, Int and Sig 1 GA all at the same time. Belters have a 240 second research time, so it doesn't need to finish research off immediately start with cheaper tech first, and put little increments into expensive tech.
    • If your pilots are smart and don't try to dogfight with their interceptors (they are the worst ints in the game) but concentrate on using their dumbfires to spike enemy miners and bombers, then you'll be fine until you get advanced tech up.
    • If that doesn't work then you should easily be able to multi-tech - with both yield GAs from the expansion you'll be pulling in 150% credits from the same amount of He3.
  • Multi-teching
    • Belters techbases are so incredibly cheap that the only time a good Belter commander loses is when there are no tech rocks left on the map.
    • The cheap tech bases makes going dual or Omni tech very easy, even if you don't plan on getting anything from the base aside from the GA's, it is almost still worth it. The key that will make or break Belters, is the amount of tech your team picks up. If items like DF2, Nan2, Boost2, Mini2 and Gatt2 are brought in, you will save a lot of time and money. Belters should never have to buy Mark II tech.

Door guide

The following door guide shows the general orientation and location of different factions base doors, assuming you don't rotate the F3 command view.

When selecting which rocks to build on it is helpful to know which way the completed base will be orientated, you want to have your green door facing your (possible future) teleport receiver and somewhat protected versus enemy TT/HTT. The red door you want facing towards an aleph that leads to the enemy miners, or towards a target like an enemy base (especially if both teams are building their cons in the same sector at the same time).


Garrison Outpost Supremacy Expansion Tactical Shipyard[1]


Belter



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1  ·   Large arrows indicate capital ship (and smaller) access, small arrows for small and medium ships.