Hey everyone,
I've just got a simple question, but hopefully it will generate some detailed answers. Now, I understand that a lot of the time which tech path you choose is based on factors that are beyond your control (tech rock placement, tech rock choices, economy, etc). My question is this; Given optimal conditions (ie Faction of your choice, choice of any tech rock in a safe sector, plenty of money to support any choice, competent players) which faction/tech path would YOU choose? And from that primary tech, what important GA's/Tech/Ships do you research?
Your reasons can be anything from "It's fun to play" to "I am teh l337 pwnz0r with that Tech!" but any reasons you can include would be helpful too. Ultimately, I'm hoping to hear several different tactics/approaches to the game, but w/o any sort of value added. In other words, any tactic you like is just as valid as anyone elses as far as my question is concerned, so please try to avoid bickering and playing the "My EXP is bigger than your TAC" pissing contest game.
I try to pay attention to these things in game when I'm flying as well, but, thanks to the hours I'm mostly available to play, I often end up flying for comms who are either too good for me to follow (they keep me on my toes doing things, and they advance tech too quickly for me to keep up) or for comms who don't really know much about comming (which doesn't really help.)
Thanks folks!
What would you choose?
AFAIK, it's all style, mood, and the level of skill of the comm. Some people are tired of certain tech (EXP and TAC mostly) and will outright refuse to go that route. What's in fashion changes by the day/month/hour.
New comms tend to stick to certain tech they have their heads wrapped around. Competent comms may go with what rocks are given and starting team composition. Lots of guys don't care and do what the team wants. Or a mix of what i've already mentioned that changes each game.
There are no straight answers. You just have to learn how to fly everything as a pilot.
New comms tend to stick to certain tech they have their heads wrapped around. Competent comms may go with what rocks are given and starting team composition. Lots of guys don't care and do what the team wants. Or a mix of what i've already mentioned that changes each game.
There are no straight answers. You just have to learn how to fly everything as a pilot.
Last edited by Kltplzyxm on Thu Nov 01, 2007 8:26 pm, edited 1 time in total.
I wasn't actually worried about learning to fly them, so much as I was interested in getting a sense of the decision process a comm goes through when they make that decision, and the steps they would go through to make sure it comes out right. When I fly, I tend to scout whore unless ordered by comm to do something diff, so my flying patterns only change a little bit between the tech paths. But comming, especially comming well, seems to me like the epitome of this game... It's something I'd really like to be able to do. I know about ACS, and I intend to enroll (I'm currently enrolled for the next session of Cadet I) as soon as I'm eligible. I just thought I'd get a head start on the process by seeing what you all (my comming role models so to speak) thought on the topic.
And again, I'd like to know the answer given that conditions are optimal (any of the tech paths being a valid choice, players don't care and can fly whatever you build). This is more about personal preference than anything else.
And again, I'd like to know the answer given that conditions are optimal (any of the tech paths being a valid choice, players don't care and can fly whatever you build). This is more about personal preference than anything else.

Standing for Truth. Standing for Justice. Standing around.

Sup, I guess.
Last edited by juckto on Thu Nov 01, 2007 9:19 pm, edited 1 time in total.
Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
Keep in mind I would consider myself still more of a newbie, but reasonably competent comm.
Oh, and this is assuming DN core, my answer would be just a tad bit different for other cores.
Factions I favor:
Rixian, Technoflux, Bios
Favorite faction:
Rixian
I would primarily go Supremacy as Rixian, get in some SR scout/Adv fighter/Hvy scout action to try to keep my opponent from expanding. Depending on setup I may forgo fighters entirely and focus on Hvy scouts ripping to the SR scouts. If that was the case, I would probably go Sup/Exp or possibly Sup/Tac depending on the situation. Gunships are nice for defense, but alot of players just can't fly a gunship right so I wouldn't rely solely on those I think.
Also, this is part of my preference, I love the Rixian HTTs, but I can't fly ints to save my life, furthermore I like expanding with TPs and having rip points to try to interfere with my opponent's plans, and ints can't rip. So it's partly preference, and partly I have a hard time working with ints.
I favor the Rix SB, but again, the Tac leaves little stopping power if the opponent makes a massive bomb run, Hvy scouts are good, and I may use them to defend against Adv fighters (AC3 and minepacks are a very nice combo) but even so I feel that I would be lacking a little "omph" in the stopping power department that either ints or GS seem to give. So it's a little bit of a hard choice.
Bios and TF, much the same, although I'd go Exp/Gar as TF, Bios, not too sure. Use turreted GS and Hvy scouts to kill cons and miners and general mayhem.
Oh, and this is assuming DN core, my answer would be just a tad bit different for other cores.
Factions I favor:
Rixian, Technoflux, Bios
Favorite faction:
Rixian
I would primarily go Supremacy as Rixian, get in some SR scout/Adv fighter/Hvy scout action to try to keep my opponent from expanding. Depending on setup I may forgo fighters entirely and focus on Hvy scouts ripping to the SR scouts. If that was the case, I would probably go Sup/Exp or possibly Sup/Tac depending on the situation. Gunships are nice for defense, but alot of players just can't fly a gunship right so I wouldn't rely solely on those I think.
Also, this is part of my preference, I love the Rixian HTTs, but I can't fly ints to save my life, furthermore I like expanding with TPs and having rip points to try to interfere with my opponent's plans, and ints can't rip. So it's partly preference, and partly I have a hard time working with ints.
I favor the Rix SB, but again, the Tac leaves little stopping power if the opponent makes a massive bomb run, Hvy scouts are good, and I may use them to defend against Adv fighters (AC3 and minepacks are a very nice combo) but even so I feel that I would be lacking a little "omph" in the stopping power department that either ints or GS seem to give. So it's a little bit of a hard choice.
Bios and TF, much the same, although I'd go Exp/Gar as TF, Bios, not too sure. Use turreted GS and Hvy scouts to kill cons and miners and general mayhem.
GT Super Sup.
Or GT SY. HoD > all
Or GT SY. HoD > all
FIZ wrote:QUOTE (FIZ @ Feb 28 2011, 04:56 PM) After Slap I use Voltaire for light reading.
QUOTE [20:13] <DasSmiter> I like to think that one day he logged on and accidentally clicked his way to the EoR forumCronoDroid wrote:QUOTE (CronoDroid @ Jan 23 2009, 07:46 PM) If you're going to go GT, go Exp, unless you're Gooey. But Gooey is nuts.
[20:13] <DasSmiter> And his heart exploded in a cloud of fury[/quote]
