i wanted it this way in case other AFS had the same question but were too shy to ask it. thx for doing us this favor.
https://docs.google.com/spreadsheet/ccc ... sTmc#gid=0
Vazix@AFS
Can you ram a miner so he doesn't enter an aleph? If you chase miners, the other end of an aleph is usually proxed (and usually by Fwiffo).
Is it worth keeping a caltrop/drone that is ready for orders just in case your fleet is somewhere else and you need to buy some time when you spotted a bbr with an escort in a nearby sector?
Is it possible to predict at which direction your pod will be flying after hitting an asteroid? An int fleet that just killed a miner would take about half a minute or longer (depending on fuel reserves) to go back to base, so ramming a rock and being picked up by scout or rescue probe/sanctuary looks attractive (as long as there are no more enemies to disturb this process). Knowing how will you end up after committing suicide would save about 5 seconds and it looks like everyone here is crazy about how quick they can be ready for action.
Can you control miners in a way, that they mine He3 rock from a direction opposite from which enemies would potentially come? Although it is possible to know which rocks are being occupied by an enemy miner, a miner that is hiding behind a He3 rock would be spotted later by a scout and the ints that would hunt the miner would come later, giving more time to mine. On the other hand, miners would also be blind as enemies would have a nice corridor from an aleph to sneak up with. This tactic isn't very efficient as miners would have to fly longer before starting to harvest and they would be still visible on the way back and to the He3 rock (IC miners would just rip back, so this tactic would be the most beneficial for them).
If a miner is heading back to his base, which way is better (has a better chance) to kill a miner:
Going ints and whoring (I hope I use this term correctly) enemy scouts while shooting the miner?
Going figs and spiking the miner that is aligning with dumbfires while scouts have no chance to repair it?
Taking a stealth bomber with some ints, so enemies have lots of scouts that can't really kill the bomber that just appeared and destroyed their base, after that miner is gone too?
The third question is really a joke, as the miner could go to another base and the whole question would repeat itself and it is almost impossible to stealthily bomb an enemy garrison.
These question haven't come up to me while playing, there fore they are highly philosophical.
Is it worth keeping a caltrop/drone that is ready for orders just in case your fleet is somewhere else and you need to buy some time when you spotted a bbr with an escort in a nearby sector?
Is it possible to predict at which direction your pod will be flying after hitting an asteroid? An int fleet that just killed a miner would take about half a minute or longer (depending on fuel reserves) to go back to base, so ramming a rock and being picked up by scout or rescue probe/sanctuary looks attractive (as long as there are no more enemies to disturb this process). Knowing how will you end up after committing suicide would save about 5 seconds and it looks like everyone here is crazy about how quick they can be ready for action.
Can you control miners in a way, that they mine He3 rock from a direction opposite from which enemies would potentially come? Although it is possible to know which rocks are being occupied by an enemy miner, a miner that is hiding behind a He3 rock would be spotted later by a scout and the ints that would hunt the miner would come later, giving more time to mine. On the other hand, miners would also be blind as enemies would have a nice corridor from an aleph to sneak up with. This tactic isn't very efficient as miners would have to fly longer before starting to harvest and they would be still visible on the way back and to the He3 rock (IC miners would just rip back, so this tactic would be the most beneficial for them).
If a miner is heading back to his base, which way is better (has a better chance) to kill a miner:
Going ints and whoring (I hope I use this term correctly) enemy scouts while shooting the miner?
Going figs and spiking the miner that is aligning with dumbfires while scouts have no chance to repair it?
Taking a stealth bomber with some ints, so enemies have lots of scouts that can't really kill the bomber that just appeared and destroyed their base, after that miner is gone too?
The third question is really a joke, as the miner could go to another base and the whole question would repeat itself and it is almost impossible to stealthily bomb an enemy garrison.
These question haven't come up to me while playing, there fore they are highly philosophical.
You can ram miners but they are fairly heavy so you can't ram them far, it is possible to ram a miner so it won't enter an aleph on the first pass but it will turn and go through while you will have a lot of hull damage if not be podded, it's better to just enter an aleph slowly so you can pod fwiffo without taking much damage from prox and then kill the miner.Vazix wrote:QUOTE (Vazix @ Apr 16 2012, 03:30 PM) Can you ram a miner so he doesn't enter an aleph? If you chase miners, the other end of an aleph is usually proxed (and usually by Fwiffo).
QUOTE Is it worth keeping a caltrop/drone that is ready for orders just in case your fleet is somewhere else and you need to buy some time when you spotted a bbr with an escort in a nearby sector?[/quote]
Caltrops can be useful to stop bomb runs but it's a bit of a waste to spend money on a caltrop then leave it as a just in case measure it is expensive and it can be killed quite easily by another player so wasting a lot of money, it's much better to use it when you think enemies are going to attack from a certain aleph to protect a base and/or miner.
QUOTE Is it possible to predict at which direction your pod will be flying after hitting an asteroid? An int fleet that just killed a miner would take about half a minute or longer (depending on fuel reserves) to go back to base, so ramming a rock and being picked up by scout or rescue probe/sanctuary looks attractive (as long as there are no more enemies to disturb this process). Knowing how will you end up after committing suicide would save about 5 seconds and it looks like everyone here is crazy about how quick they can be ready for action.[/quote]
When you get podded you shoot of in a random direction for like 20m, if you pod yourself on a rock then if you shoot of into the rock you will just bounce away from it, its more efficient to just get podded and picked up then to try and worry about where your pod is going to fly off. You can't really predict where your pod will be but it won't be too far from where you get podded so it doesn't make much difference.
QUOTE Can you control miners in a way, that they mine He3 rock from a direction opposite from which enemies would potentially come? Although it is possible to know which rocks are being occupied by an enemy miner, a miner that is hiding behind a He3 rock would be spotted later by a scout and the ints that would hunt the miner would come later, giving more time to mine. On the other hand, miners would also be blind as enemies would have a nice corridor from an aleph to sneak up with. This tactic isn't very efficient as miners would have to fly longer before starting to harvest and they would be still visible on the way back and to the He3 rock (IC miners would just rip back, so this tactic would be the most beneficial for them).[/quote] Yes you can position them though not precisely, but teams which are coming to kill miners can tell where the miner is by He3 being missing from the asteroid so it is more risky by moving the miner to a blind spot which might cause it to have to go around the rock to retreat or offload so it's not a really useful tacticQUOTE If a miner is heading back to his base, which way is better (has a better chance) to kill a miner:
Going ints and whoring (I hope I use this term correctly) enemy scouts while shooting the miner?
Going figs and spiking the miner that is aligning with dumbfires while scouts have no chance to repair it?
Taking a stealth bomber with some ints, so enemies have lots of scouts that can't really kill the bomber that just appeared and destroyed their base, after that miner is gone too?
The third question is really a joke, as the miner could go to another base and the whole question would repeat itself and it is almost impossible to stealthily bomb an enemy garrison.[/quote]
You generally won't have ints and figs of the same level so use whichever ship is most advanced, and in regards to bombing you don't ever bomb a base because a miner is going there to offload or retreat, you bomb the base so they can't mine that sector and they lose control of the map so you either bomb the base then kill the miner or kill the miner then bomb the base, if you can't do one you might not be able to do the other.
It was more of a question of which tactic is theoretically better: spiking with missiles or killing scouts with ints. While spiking with dumbfires has a better executing chance (that is almost independant from enemy skills), killing nans with interceptors requires less precision from team.HSharp wrote:QUOTE (HSharp @ Apr 16 2012, 06:12 PM) You generally won't have ints and figs of the same level so use whichever ship is most advanced, and in regards to bombing you don't ever bomb a base because a miner is going there to offload or retreat, you bomb the base so they can't mine that sector and they lose control of the map so you either bomb the base then kill the miner or kill the miner then bomb the base, if you can't do one you might not be able to do the other.
And the part about bombing, I just thourght that if enemies pull out a lot of scouts to save their miner, they would save bomber a few seconds that would take the scouts to dock and launch ints/figs.
Usually it's one or the other. If you have hvy ints, you won't have enh or adv figs w/ DF2/3 to spike with. and vice versa.Vazix wrote:QUOTE (Vazix @ Apr 16 2012, 10:35 AM) It was more of a question of which tactic is theoretically better: spiking with missiles or killing scouts with ints. While spiking with dumbfires has a better executing chance (that is almost independant from enemy skills), killing nans with interceptors requires less precision from team.
And the part about bombing, I just thourght that if enemies pull out a lot of scouts to save their miner, they would save bomber a few seconds that would take the scouts to dock and launch ints/figs.
And Sharp's right, you bomb a base to bomb it... not to get to the miner inside. If a miner pops out, it's a nice bonus.
Last edited by Sundance_ on Mon Apr 16, 2012 3:45 pm, edited 1 time in total.
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I don't think I will ever run out of questions playing Alleg, so what determines how long do I need to be in AFS?
How to save game stats (without screenshots) and the preview them?
Aggressiveness while commanding is really important as I notice, when should you play aggressively while flying?
One example of when not to play aggressively would be not to chase a 1 hp interceptor that is fleeing to the far reaches of sector, then you run out of fuel and go home empty handed since your victim died from the soul of pedobear.
How to estimate prox mine damage? If a bomber goes at 50 m/s then it has to go almost trough the whole minefield full speed to get killed, while boosting with an interceptor gets you killed almost half way. (PM 1, Int, Bbr)
How to save game stats (without screenshots) and the preview them?
Aggressiveness while commanding is really important as I notice, when should you play aggressively while flying?
One example of when not to play aggressively would be not to chase a 1 hp interceptor that is fleeing to the far reaches of sector, then you run out of fuel and go home empty handed since your victim died from the soul of pedobear.
How to estimate prox mine damage? If a bomber goes at 50 m/s then it has to go almost trough the whole minefield full speed to get killed, while boosting with an interceptor gets you killed almost half way. (PM 1, Int, Bbr)
I don´t think there is a rule of thumb. It is a matter of situation, odds, cost vs benefit. The more you understand the game, the better you will be in pondering the situation.Vazix wrote:QUOTE (Vazix @ Apr 19 2012, 05:21 AM) Aggressiveness while commanding is really important as I notice, when should you play aggressively while flying?
The scout is a good example of a ship that can be flown with different mindsets: agression, defense or stealth. It will depend of the situation.
agressive gameplay isnt going on killing frenzy and pod every voob u see.Vazix wrote:QUOTE (Vazix @ Apr 19 2012, 12:21 AM) I don't think I will ever run out of questions playing Alleg, so what determines how long do I need to be in AFS?
How to save game stats (without screenshots) and the preview them?
Aggressiveness while commanding is really important as I notice, when should you play aggressively while flying?
One example of when not to play aggressively would be not to chase a 1 hp interceptor that is fleeing to the far reaches of sector, then you run out of fuel and go home empty handed since your victim died from the soul of pedobear.
How to estimate prox mine damage? If a bomber goes at 50 m/s then it has to go almost trough the whole minefield full speed to get killed, while boosting with an interceptor gets you killed almost half way. (PM 1, Int, Bbr)
agressive gameplay is constant offense to enemy's miners and drones.
QUOTE 08/15/14 20:08:53: BabelFish (all): there are too many blacks on[/quote]
100%
100%
A clever dev made this for us! http://www.freeallegiance.org/forums/index...p;showentry=536Vazix wrote:QUOTE (Vazix @ Apr 19 2012, 01:21 AM) How to save game stats (without screenshots) and the preview them?