Omicron Hive

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The Omicron Hive - Arachnids with a hive mentality, their civilisation was a primitive one until they were contacted by the reptoid race known as the Dhilani. This warlike race almost annihilated the species before the Omicrons surrendered to enslavement. Working under their new masters the arachnids quickly learned the secret of metal working and higher technologies. They built giant spaceships deep within the earth of their homeworld, safe from the prying eyes of the Dhilani. The rebellion against the Dhilani overlords happened swiftly, the earth opening up and spewing hundreds of Omicron spaceships which fought the Dhilani craft viciously as they tried to escape. Thousands of Omicron lives were lost to the reptoid's superior weaponry but the Queenship escaped to deep space, searching for a new home and ready to defend themselves against any interlopers.


The Omicron Hive are the newest race to enter the Allegiance universe. They are slower than normal at learning, with a five minute research time.

If there ever was a faction that deserved the moniker "BIOS on crack" then this is it. OH is a straight forward bruiser faction that's only limited by its 5 minute research time. With a clear understanding of Allegiance economies, it is possible to bypass this limitation and achieve advanced tech, with all the bells and whistles, faster than your opponent. Partialling is very critical to this faction along with prudent planning. With a 5 minute timer on tech con prep times as well as research, you must have an idea of what you want to do with OH before you set out to make it happen, and you must partial to make sure it happens in a timely manner (read: before it's too late). The Tele/Ref combination gives you a lot of options off for starting the game. You can treat it like a conventional home rip and plant it at your garrison so you may recall your team, or you can push it to the sector you want your techbase in and push your miners with it (Just don't be suicidal about it). Smart usage of the tele/ref will mark the difference between the OH commander who just gets by and the OH commander who can afford double adv tech or the upper tier of SY.

This faction was released in CC_09 core which was put on Auto-Update on April 19th 2010. The ship models and textures were created by General_Trageton (aka Vince T) and imported to Allegiance with his permission.


Omicron Hive

Information taken from CC_16. Updates for AC02.
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Starting ship(s)
Scout
Fighter

Faction statistics

Health Ships Weapons Economy
Ship hull[1] 95% Top speed 100% EW range 90% Starting money 90%
Ship shield 95% Acceleration 100% PW range 110% Payday $550
Ship shield repair 90% Turn rate 110% PW damage 105% Mining speed 90%
Station hull 100% Torque 120% Missile tracking 100% Miner capacity 85%
Station shield 95% Sensors 110% Missile damage 95% He3 yield 100%
Station hull repair 100% Signature[2] 105% Energy 95% Research time 5 minutes
Station shield repair 90% Ripcording[3] 100% Research costs 100%
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.

Faction unique traits

  • 20% cost reduction on small ships.
  • 10% cost reduction on capital ships.
  • Techbase constructors have 5 minutes preparation time.
  • Troop transports and stealth bombers have a mini-AC turret.
  • Bomber functions differently to normal:
    • Uses AB hammer gun instead of missiles
    • Has EW turrets instead of autocannons
  • Teleports and refineries combined into one station, the tele-refinery.
    • Teleref has light armour class.
    • Teleref costs more than either teleports or refineries normally do.
  • Shipyard:
    • Light class:
      • The freighter has a turret.
    • Medium class:
      • No frigate available.
      • Instead the devastator is available at medium class (usually it requires heavy class).
      • It's skyripper can be used to eliminate minor stations with relative ease, but is quite weak when used against techbase hull.
    • Heavy class:

Faction unique tech

  • TeleRefinery - light base that is teleporter and refinery
  • Hammer turret - an antibase weapon, mounted on bombers (replaces SRM AB)
  • Omega cannon - an antibase weapon, mounted on Battlecruisers (replaces Nuke)

Ideal settings

  • Omicron is optimized for medium money settings. Total money set to 0.85, 1.0, or 1.15 will see Omicron at their best.
  • Like IC, they tend to perform a bit weaker on higher money settings because their miner's lower capacity means they leave a little he3 on every rock.

Faction strategies

  • Opening strategy
    • To keep your initial income rolling you may want to push the teleref and use it in its refinery capacity. This will leave you without a home rip however, and you may want to consider getting a carrier.
    • Because their techbase cons take 5 minutes to prepare, you will want to begin partialing investment into early as possible.
  • Expansion
    • This is the bread and butter OH techpath, so expect to see this one the most. Nearly all of OH's perks line up to buff what expansion offers to make it quite formidable. The models and gunmounts are great on the OH int, so competent int pilots will have no problem cutting through pretty much anything you place infront of them. As soon as that exp is in the rock and tucked in, you have interceptors, so you should be pushing on the enemy as hard as you possibly can immediately afterwards.
    • Your team needs to be motivated to shut down their economy, or you will be facing situations where they're utilizing advanced tech to your enhanced tech because you're still researching. Spamming tele/refs is an acceptable thing to do provided they're behind your ops/sectors you've sealed off with ops in chokes, so if you need miner D they can quickly leave from the op and get to your mining sector while the nans rip in.
    • Once your Expansion becomes advanced, you will have access to solid and somewhat stealthy HTTs and you will notice that you're becoming quite rich if your economy is still working. OH is not an expensive faction and it is entirely possible to get a secondary tech out while you are still researching adv. tech and have money to support both tech bases. It just requires a decent and flexible plan before hand.
  • Supremacy
    • OH Sup is okay, their missiles and shields are a bit weak but the fighters are tough and your scouts/probes are stealthy with good scan ranges. The Tele/refs make it possible to run a strong and easily defensible economy BUT it can and will suffer when the enemy sup team comes to Dis2 it away, so it is important to supplement your tele/refs with caltrops and having your team probe well so you may deter any dis2/galv runs.
    • If you find that the enemy is bent on removing a sector that you own with a tele/ref and it is an important sector DO NOT be afraid to rip an op in if you are only dealing with Dis2. This aggressive stance of basically giving them the finger and telling them that they will need Adv. Tech to remove you from a sector is truly frustrating and helps you keep a grip on the territory you hold.
    • Carriers are decent for OH sup but keep in mind they have smaller energy pools so it will take pilots more attempts to rip in.
  • Tactical
    • Mmh. I hope you have perseverance because that is what OH Tac is a game of. Shorter EW range and smaller EW pools means that your SF pilots will have to work harder for miner kills. The OH SF is a very, very big ship, and it is easy to hit. The upside to them is that they're stealthy, so sneaking around will be somewhat easier.
    • Do not expect easy miner kills with OH Tac, because your missiles are weaker and not as agile, and your guns don't reach as far and can't fire as long as most other factions. The upside is that the OH economy will allow you to pretty much spam caltrops and SC towers to supplement your defenses, or allow you to afford a secondary techpath for additional defense.
    • Don't forget the 5 minute build time though. The OH SB is not easy prey for scouts if they have a turret gunner with them, that mini-AC will tear through a basic scout's ass pretty fast, but the huge downside is that ties up 2 pilots to carry out a task that is very time consuming (setting up and then bombing the base).
  • TacSpan
    • OH TacSpan is a BEAST. It combines the sheer early game power of IC TacSpan and the game ending power of Rix TacSpan seamlessly. If you are up against an early game faction, get that expansion out while investing in that tac con. If you're up against a comeback faction, get that tac out to annihilate miners and partial that expansion up and get it out to stop their bombers.
    • The sheer reason why OH TacSpan is so brutally effective lies in the SBs and its economy. The SBs use PW A-B Hammer as their main gun. Yes, PW. You know those 3 GA's in expansion, what were they now, I think PW Range, Damage, and the Sig GA? Oh yes, 20% stronger A-B hammer that shoots 20% further on a 20% more stealthy Stealth Bomber. Hang on, let me call Rix TacSpan so I can ask them if they want their end-game back.
    • The second tidbit is their economy. A full OH miner brings home $6120 to the wife and kids. If you've been a good commander and partialled, by the time you've mined out half of a sector next to your home, you'll have enough for both techbases. And if you've been partialling you can have both BUILT by the 10th minute of the game. Get a sup out late game for hammer 2 and that's the ball game.
  • Shipyard
    • OH's Shipyard is pretty interesting because it does not have any mid-level base killing tech, due to its lack of Nukes. No Frigates, No Cruisers. Instead you get early access to the devastator (Medium Class upgrade instead of heavy class), which you can use to sweep minor bases, but it will be pretty tough to take out a techbase with it if the enemy defenses are adequate.
    • Once you hit heavy and then super heavy you gain some incredibly powerful tools. Heavy Class nets you access to the Adv. Devastator, which utilizes dual skyrippers and 3 SC turrets. This Adv. Devastator is quite capable of going toe to toe with any capship in the game and coming out ontop, aside from fighting a TF Flag3/4.
    • Heavy class also gives you the Battlecruiser and the Omega gun. Think of a red Mass Driver that can kill an advanced techbase in 7-8 shots with a 10 kb.
    • Super Heavy class gives you the battleship and the Omega 2 which ramps up the damage and lets you drop a base in as little as 3. The battleship is pretty much an attack carrier + adv devastator. It's large rip, mounts 4 skyripper turrets, 3 frontal SC guns, and relays lead indicators. Oh and it drops prox too.
    • Going OH SY is meant to put a giant timer infront of the enemy where you pretty much say, "You have 20 minutes to remove this base before I launch something that will be the equivalent of pushing a 'win' button."

See also