Rixian Unity: Difference between revisions

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{{Academy index}}
__NOTOC__
__NOTOC__
[[Image:Rixiancommercial.jpg|float|center]]
{{center|[[Image:Rixiancommercial.jpg]]}}




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{{center|{{title|Rixian Unity}}
{{center|{{title|Rixian Unity}}''Information taken from CC_16. Updates for AC02<br>
[[File:Rixlogo.JPG]]
[[File:Rixlogo.JPG]]


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|Turn rate || 100%
|Turn rate || 100%
|PW damage|| {{g|115%}}
|PW damage|| {{g|115%}}
|Mining speed || 100%
|Mining speed || {{r|90%}}
|-
|-
|Station hull|| 100%
|Station hull|| 100%
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|Research costs || 100%
|Research costs || 100%
|}
|}
::#{{Footnote|1}} Standard ship hull is 90%.
::{{Footnote|1|Standard ship hull is 90%.}}
::#{{Footnote|2}} Note that ship signature is ''divided'' by this number, so a higher number is better.
::{{Footnote|2|Note that ship signature is ''divided'' by this number, so a higher number is better.}}
::#{{Footnote|3}} Note that ripcord time is ''divided'' by this number, so a higher number is better.
::{{Footnote|3|Note that ripcord time is ''divided'' by this number, so a higher number is better.}}


==Faction unique traits==
==Faction unique traits==


:* Unique [[ripscout]].
:* Unique [[ripscout]] makes the team very mobile.
:* Faction has no missiles. Instead:
:** All weapons get 20% extra range (note that the targeting reticle does not reflect this).
:** All particle weapons do 15% extra damage (as indicated in table above)
:** [[fighter|Basic fighter]] gets a third gun mount.
:** [[Bomber]]s get two anti-base guns as their main weapon.
:** Stealth ships (and some [[capital ship]]s) can use combat drones in their [[dispenser]] slots.
:** [[Stealth fighter]]s can also use prox and probes in their dispenser.
:** [[Heavy scout]] gets a mini-AC for its primary weapon.
:** Unique weapon, the Rixian lancer, available for some capships.
:* Lack of missiles turn off certain newer pilots.
:* Combat drones only fire at what the pilot had targetted when they were deployed, making them difficult to master for newer pilots.
:* High X axis turning, low Y axis turning, making them difficult to handle for new players.
:* High X axis turning, low Y axis turning, making them difficult to handle for new players.
:* Lack of missiles turn off certain newer pilots.
:* Combat drones only shoot what the pilot had targeted when they were deployed, making them difficult for new players to master.
:* Station drones can allow a skilled [[SB]] to solo tech bases with the proper GA's.
:* [[Basic fighter]] has a third gunmount.
:* [[Stealth fighter]] can use prox and probes as well as combat drones.
:* [[Heavy scout]] gets a mini-AC for its primary weapon.


==Ideal settings==
==Ideal settings==
Line 98: Line 102:
==See also==
==See also==
*[[Rixian's storyline]]
*[[Rixian's storyline]]
*[[Rixian Unity - pictures]]
[[Category:Factions]]

Latest revision as of 03:37, 20 January 2020

Rixiancommercial.jpg


First contact with life outside the solar system -- with the Rixian Unity. So far, the Rixian have proven themselves superior scientists, explorers, and, as has now been made clear to mankind, crusaders. Led by Issa Rix, a being so revered among his people that his very name stands for all Rixians, little is truly known about this species. Certainly not their true goals or intentions.


The Rixian Unity is the first alien species that came into contact with the human species, and it wasn't too friendly. In what appears to be a desire to either convert all species to their ways or cleanse them all, the Rixians have been leading deadly assaults on many human positions, who have only begun adapting to this new threat.

The Rixians have different ways of fighting. They designed their ships to not necessarily have a good turn rate overall, like those of human factions, but instead have an extremely high turn rate horizontally at the expense of the vertical turn rate. This means that when turning around, their pilots constantly rotate their ships properly to turn very quickly on their horizontal axes and strike.

The faction does not use missiles. Whether this is because they never evolved in combat or because they were found to be ineffective means of combat at one point in their history is not known. In replacement, they use all kinds of drones that they deploy from their ships' dispenser slot. The drones then simply fire on the pilot's target. This has two advantages, the first that the Rixian pilot is free to move on and effectively gives their opponent two targets to worry about; and secondly the drones do not require arming while onboard, so Rixian ships are stealthier. The drones can even be dropped at the limit of their range, for example, a stealth bomber is attacking a station.

Another replacement for the Rixian's lack of missile is simply weapons. Not only are their guns stronger, but they have several unique weapons such as the EW Stinger, which replaces other factions anti-base and EMP missiles in one package (rhis also means that HTT's have the ability to damage station hull as well as station shields, unique to the Rixians). Since it's energy based and not a missile, it's unlimited and does not raise signature when fired. This non dependence on supplies in combat is one of the reasons leading to their military superiority.

The Rixians have also developed much superior means of deployment. They have built rip receivers into their scouts, allowing other scouts, fighters and stealth fighters to teleport to the scout pilot's aid. This means that a simple scout can become a major threat to the enemy as fighters ripcord to them, and so Rixian scouts are attacked much more violently than any other. This also means that deep space combat fleets can be rearmed with ease. For example, during bomber runs, if a escort nan loses his ship, he can get his eject pod picked up and teleport right back with a brand new Nan.

Rixian science is more developed than that of humanity. Scientific research is no longer an issue. Getting the funds is the only part of the work. Investments yield equipment and ships in only twelve seconds. This makes the Rixian supremacy rush a particularly deadly tactic. A Rixian commander can build a Supremacy Center, purchase enhanced fighters and within 12 seconds, have fighters ripcording to scouts in the enemy's home, attacking their first wave of miners and constructors.

The Rixian destroyer is one of the most feared ships in Allegiance. It uses a particle weapon, the PW Lancer, instead of other factions' long range missiles. Using a lead indicator, a Destroyer pilot can shred small class ships six kilometers away in seconds. The destroyer can also specialize in taking out capital ships by switching to the EW Skyripper, making it the only Destroyer that can attack stations. Since the Rixians don't use devastators, it's a worthy compromise.


Rixian Unity

Information taken from CC_16. Updates for AC02
Rixlogo.JPG

Starting ship(s)
Scout
Scout (SR)
Fighter

Faction statistics

Health Ships Weapons Economy
Ship hull[1] 90% Top speed 100% EW range 120% Starting money 100%
Ship shield 100% Acceleration 100% PW range 120% Payday $600
Ship shield repair 100% Turn rate 100% PW damage 115% Mining speed 90%
Station hull 100% Torque 100% Missile tracking 100% Miner capacity 100%
Station shield 100% Sensors 100% Missile damage 100% He3 yield 100%
Station hull repair 100% Signature[2] 100% Energy 100% Research time 12 seconds
Station shield repair 100% 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

  • Unique ripscout makes the team very mobile.
  • Faction has no missiles. Instead:
    • All weapons get 20% extra range (note that the targeting reticle does not reflect this).
    • All particle weapons do 15% extra damage (as indicated in table above)
    • Basic fighter gets a third gun mount.
    • Bombers get two anti-base guns as their main weapon.
    • Stealth ships (and some capital ships) can use combat drones in their dispenser slots.
    • Stealth fighters can also use prox and probes in their dispenser.
    • Heavy scout gets a mini-AC for its primary weapon.
    • Unique weapon, the Rixian lancer, available for some capships.
  • Lack of missiles turn off certain newer pilots.
  • Combat drones only fire at what the pilot had targetted when they were deployed, making them difficult to master for newer pilots.
  • High X axis turning, low Y axis turning, making them difficult to handle for new players.

Ideal settings

  • Rix benefits on high money settings due to the fact it has a 12s research time. Ideal settings are generally quite high, Rib, Sol, or even Outrageous

Faction strategies

  • Tacspansion - Rix has arguably the best stealth bombers in the game, what stops most people from going full TAC is that during the time in which it takes to get Adv SF's with combat drone 3 for defense, you are left open to multi-Nan bombing teams. With really good teams you can go full TAC because they will realize that Rix SF's can probe, and drop prox as well as rape miners, with average teams base placement has to be 1-2k further from the aleph then normal due to the fact Nan's can be a lot slower to kill. Another advantage aside from defense from the EXP is the GA's, not only the signature GA, but the PW damage and range. This will allow your SB's to drop their drones at 998m with PW range 1 1098m with PW range 2. Station drone 2 is a must. A side note: Rix SF's can rip to SR scouts.
  • Full expansion - Due to Rix's incredibly powerful PW damage and range, with full EXP GA's your Ints will be doing more then any other Int in the game and they will be able to hit their enemy at 580m. The damage almost makes up for the weaker hull, and a good Int pilot will use it to his advantage. As with IC, good end tactics are Int bombing, Adv con pushing, and forced HTT'ing (or stealth HTT'ing, their hitbox makes for less then desirable ramming, but the standard Sig doesn't take away from it like the IC's does
  • Supremacy rush - Although not as necessary on DN due to the SR scout and carrier, a few Rip scouts by the enemies miners will attract the attention of your figs and the enemy will have serious economy problems. A lot of pilots dislike Rix Sup due to the lack of missiles, but the faction's higher PW Dmg and range makes up for this as long as the pilot has a bit of accuracy, Rix Adv Figs are not so much Figs, as Ints with range, Shields and a ripcord ability. With a good Rix Sup team, end tech shouldn't be needed as the enemies econ will be absolutely crushed, but their turrets with better range and Dmg will shred even Heavy Ints.
  • Rix TP1 rush - Best used against a Faction with Light Ints (can't rip back to defend if TP1 is spotted) or Giga (Scouts are screwed anywise) and when you have at least High Starting Cash. Send out a few SR scouts. Get a home TP or keep a SR scout in reserve. Up Garrison, get Bombers, get TP1. Get Adv Scout, Nan2, and Heavy Bombers if money allows (it probably won't). Wait for a SR scout to get near their home, launch your TP1 scout. TP1 scout rips forward to SR scout. Everyone else rips home and gets bombers. TP1 aleph drop (usually easiest to perform uneyed) or do a rock drop. Giggle as 10 bombers plow into their home and all their Ints are forward with their OP con or trying to kill your miner and they have no defense whatsoever even if they see the TP1. Note you don't even need 10 bombers, you can actually just have Nan's ripping forward to the SR scouts and use the TP1 to perform a full-team bomber run as normal (albeit, hitting inside of two minutes and never seen between your home and their home thanks to the TP1) if you feel like it.

See also