ACS Belters: Difference between revisions
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'''Start page for ACS Belters.''' | '''Start page for ACS Belters.''' |
Revision as of 22:04, 8 March 2012
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Start page for ACS Belters.
Faction statistics
Health | Ships | Weapons | Economy | ||||
Ship hull[1] | 105% | Top speed | 115% | EW range | 100% | Starting money | 100% |
Ship shield | 100% | Acceleration | 100% | PW range | 100% | Payday | $450 |
Ship shield repair | 100% | Turn rate | 105% | PW damage | 100% | Mining speed | 60% |
Station hull | 100% | Torque | 110% | Missile tracking | 100% | Miner capacity | 80% |
Station shield | 100% | Sensors | 100% | Missile damage | 100% | He3 yield | 125% |
Station hull repair | 100% | Signature[2] | 100% | Energy | 100% | Research time | 4 minutes |
Station shield repair | 100% | Ripcording[3] | 100% | Research costs | 125% |
1 · Standard ship hull is 90%.
2 · Note that ship signature is divided by this number, so a higher number is better.
3 · Note that ripcord time is divided by this number, so a higher number is better.
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.
- Turning treasures 'off' will hamstring belters severely, as they will not be able to get '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
- 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.
- Bombing