Valkyrie: Difference between revisions
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(Created page with "__NOTOC__ {{center|Image:OHCommercial.png}} {{Colored notice box|#FFD005|'''Valkyrie - _}} Valkyrie are the newest race to enter the Allegiance universe. 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 [http://www.vince-t.de/index.html General_Trageton] (aka Vince T) and imported to Allegiance with his permission. {{center|{{title|Valkyrie}}''Information taken from AC_08.<b...") |
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__NOTOC__ | __NOTOC__ | ||
{{center|[[ | {{center|[[File:ValkOutpost.jpg]]}} | ||
{{Colored notice box|#FFD005|'''Valkyrie - | {{Colored notice box|#FFD005|'''Valkyrie - (Insert Backstory)}} | ||
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{{center|{{title|Valkyrie}}''Information taken from AC_08.<br> | {{center|{{title|Valkyrie}}''Information taken from AC_08.<br> | ||
[[File: | [[File:Weed_valklobby.png]] | ||
'''Starting ship(s)'''<br>[[Scout]]<br>[[Fighter]]}} | '''Starting ship(s)'''<br>[[Scout]]<br>[[Fighter]]}} | ||
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|colspan=2|'''Economy | |colspan=2|'''Economy | ||
|- | |- | ||
|Ship hull | |Ship hull || {{r|90%}} | ||
|Top speed || 100% | |Top speed || 100% | ||
|EW range || {{r|90%}} | |EW range || {{r|90%}} | ||
|Starting money | |Starting money{{Ref|1}} || 100% | ||
|- | |- | ||
|Ship shield || {{r| | |Ship shield || {{r|90%}} | ||
|Acceleration || 100% | |Acceleration || 100% | ||
|PW range || {{g|110%}} | |PW range || {{g|110%}} | ||
|Payday || {{ | |Payday{{Ref|2}} || {{g|$750}} | ||
|- | |- | ||
|Ship shield repair || | |Ship shield repair || 100% | ||
|Turn rate || {{ | |Turn rate || {{r|90%}} | ||
|PW damage|| | |PW damage|| 100% | ||
|Mining speed || | |Mining speed || 100% | ||
|- | |- | ||
|Station hull|| | |Station hull || {{g|210%}} | ||
|Torque || | |Torque || 100% | ||
|Missile tracking || 100% | |Missile tracking || 100% | ||
|Miner capacity || {{r| | |Miner capacity || {{r|50%}} | ||
|- | |- | ||
|Station shield|| {{r| | |Station shield{{Ref|3}} || {{r|0%}} | ||
|Sensors || {{g| | |Sensors || {{g|120%}} | ||
|Missile damage|| | |Missile damage|| 100% | ||
|He3 yield || | |He3 yield || {{g|120%}} | ||
|- | |- | ||
|Station hull repair || | |Station hull repair || {{g|250%}} | ||
|Signature || {{r|120%}} | |||
|Energy || {{ | |Energy || {{g|110%}} | ||
|Research time || {{ | |Research time || {{g|2 minutes}} | ||
|- | |- | ||
|Station shield repair || {{r| | |Station shield repair || {{r|0%}} | ||
|Ripcording{{ | |Ripcording || {{r|80%}} | ||
| || | | || | ||
|Research costs || 100% | |Research costs || 100% | ||
|} | |} | ||
::{{Footnote|1| | ::{{Footnote|1|16,000 credits if starting money is 1.0}} | ||
::{{Footnote|2| | ::{{Footnote|2|Payday is 750 credits per minute}} | ||
::{{Footnote|3| | ::{{Footnote|3|All bases except garrison have no shields}} | ||
==Faction unique traits== | ==Faction unique traits (Work in Progress - Currently this is all Omicron Traits)== | ||
:*20% cost reduction on small ships. | :*20% cost reduction on small ships. | ||
:*10% cost reduction on capital ships. | :*10% cost reduction on capital ships. | ||
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:*** Instead the [[advanced devastator]] is available. It has two skyrippers instead of one. | :*** Instead the [[advanced devastator]] is available. It has two skyrippers instead of one. | ||
==Faction unique tech== | ==Faction unique tech (Work in Progress - Currently this is all Omicron Traits)== | ||
:* TeleRefinery - light base that is teleporter and refinery | :* TeleRefinery - light base that is teleporter and refinery | ||
:* Hammer turret - an antibase weapon, mounted on bombers (replaces SRM AB) | :* Hammer turret - an antibase weapon, mounted on bombers (replaces SRM AB) | ||
:* Omega cannon - an antibase weapon, mounted on Battlecruisers (replaces Nuke) | :* Omega cannon - an antibase weapon, mounted on Battlecruisers (replaces Nuke) | ||
==Ideal settings== | ==Ideal settings (Work in Progress - Currently this is all Omicron Traits)== | ||
:* Omicron is optimized for medium money settings. Total money set to 0.85, 1.0, or 1.15 will see Omicron at their best. | :* 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. | :* 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== | ==Faction strategies (Work in Progress - Currently this is all Omicron Traits)== | ||
:* <u>Opening strategy</u> | :* <u>Opening strategy</u> | ||
:** 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. | :** 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. | ||
Revision as of 03:27, 20 December 2022
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Valkyrie - (Insert Backstory)
Valkyrie are the newest race to enter the Allegiance universe.
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.
Valkyrie |
Faction statistics
| Health | Ships | Weapons | Economy | ||||
| Ship hull | 90% | Top speed | 100% | EW range | 90% | Starting money[1] | 100% |
| Ship shield | 90% | Acceleration | 100% | PW range | 110% | Payday[2] | $750 |
| Ship shield repair | 100% | Turn rate | 90% | PW damage | 100% | Mining speed | 100% |
| Station hull | 210% | Torque | 100% | Missile tracking | 100% | Miner capacity | 50% |
| Station shield[3] | 0% | Sensors | 120% | Missile damage | 100% | He3 yield | 120% |
| Station hull repair | 250% | Signature | 120% | Energy | 110% | Research time | 2 minutes |
| Station shield repair | 0% | Ripcording | 80% | Research costs | 100% | ||
1 · 16,000 credits if starting money is 1.0
2 · Payday is 750 credits per minute
3 · All bases except garrison have no shields
Faction unique traits (Work in Progress - Currently this is all Omicron Traits)
- 20% cost reduction on small ships.
- 10% cost reduction on capital ships.
- Techbase constructors have 5 minutes preparation time.
- Standard small class ships (fighters, interceptors, and stealth fighters) comes preresearched, so they're available as soon as the techbase is built and/or upgraded.
- 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:
- No cruiser available.
- Instead the advanced devastator is available. It has two skyrippers instead of one.
- Light class:
Faction unique tech (Work in Progress - Currently this is all Omicron Traits)
- 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 (Work in Progress - Currently this is all Omicron Traits)
- 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 (Work in Progress - Currently this is all Omicron Traits)
- 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."
- Opening strategy

