Freighter - ultimate HTT defense?
-
BeltBuckle
- Posts: 48
- Joined: Fri Jun 06, 2008 4:42 pm
- Location: HUDSON, NH
but u can put an sy anywhereblackrob wrote:QUOTE (blackrob @ Jun 18 2008, 12:58 PM) If you have a freighter means you have a SY.
You might want to find a way to defend that SY against cap too.
Thus, back to the normal way of defending against HTT for SY, as freighter aint big enough to block SY's door.
But a corv sitting on the green door of a tech base must suck for HTTer, indeed.
-
quackdamnyou
- Posts: 798
- Joined: Tue Jul 17, 2007 7:11 pm
- Location: Springfield, OR
- Contact:
-
GhostMachine
- Posts: 247
- Joined: Tue Jan 16, 2007 12:59 am
- Location: \m/ Podville \m/, NJ, USA
-
quackdamnyou
- Posts: 798
- Joined: Tue Jul 17, 2007 7:11 pm
- Location: Springfield, OR
- Contact:
A freighter is a cap ship, produced in the shipyard, that has no weapons. It can carry extra stuff in its cargo slots, so you might for example use it to bring several racks of nukes to a cruiser. They are big, heavy, tough, and somewhat cheaper than other cap ships. The original idea here is you can park it in front of something and it is very hard to move.

ref/tele cost 2.5-3.5k$
freighter is 800-1000$.
ref and tele will not ensure that your base will not be capped. Newbie team, not being able to launch in time. 95% of the team nanning your frigate. You are just damn unlucky. And your base will get capped.
Freighter, if positioned correctly guarantees that HTT with a few nans will not be able to dock that techbase (besides SY itself)
The case of force caps is different, and even there you can get a little bit of time (in the described case above, TT rammed freighter 2 times before freighter died)
freighter is 800-1000$.
ref and tele will not ensure that your base will not be capped. Newbie team, not being able to launch in time. 95% of the team nanning your frigate. You are just damn unlucky. And your base will get capped.
Freighter, if positioned correctly guarantees that HTT with a few nans will not be able to dock that techbase (besides SY itself)
The case of force caps is different, and even there you can get a little bit of time (in the described case above, TT rammed freighter 2 times before freighter died)
Last edited by theTroy on Thu Jun 26, 2008 6:09 am, edited 1 time in total.

Thank you parci
-
quackdamnyou
- Posts: 798
- Joined: Tue Jul 17, 2007 7:11 pm
- Location: Springfield, OR
- Contact:
We'll if you're going to get picky. Ref and tele require ZERO personnel. If you can make use of it - ref at your SY can't hurt for late game scraping, and tele in front of green door is great for HTT D.theTroy wrote:QUOTE (theTroy @ Jun 25 2008, 11:05 PM) ref/tele cost 2.5-3.5k$
freighter is 800-1000$.
ref and tele will not ensure that your base will not be capped. Newbie team, not being able to launch in time. 95% of the team nanning your frigate. You are just damn unlucky. And your base will get capped.
Freighter, if positioned correctly guarantees that HTT with a few nans will not be able to dock that techbase (besides SY itself)
And, freighter is far from 'guaranteed', even at a tech base if there is nobody to kill the htt it might squeeze in. It requires one person to sit at the base, who can then only respond very slowly and can't do anything else. I'd rather have a corv, int, fig, scout, gs, etc sitting on the door, unless I have tons of very effective pilots around and tons of cash to spare. Because face it, it takes a dedicated pilot to sit on a base indefinitely, and I'd rather have that dedicated pilot ready to change gears as need be. And unless I have 20 man team or I have intel that a run is approaching, I'd rather have a dedicated prober or nan.
In the end this kind of camping is a stop-gap against HTT and should not be your focus. Your focus should be on your own end game.

Lets be picky. To effectively defend against a large htt run (4-6 scouts escort) you need more than 1 heavy int (or a vet int). If I will meet you next time in game, we can try the htt on belter techbase with green door blocked by freighter. Ill tell you the answer straight away (since I have checked it) it is impossible. Whatever you do. No squeezing in.
Of course the application is very limited. Sometimes its better to be an int hunting for htt at alephs. Sometimes it is just better to leave more people to defend.
But in one of the common cases in PuGs, when you barely get a team to nan a frigate which nukes enemy bases, the probing and htt defense is usually forgotten. Of course htt can cap garr. It can cap a SY even, and there is little a single int can do against it. On the other hand, you can make sure, that your adv techbase will not get capped whatever happens. Especially if you notice constant eye next to it.
Loosing a voob int (e.g. me) out of the team to just be 100% sure that the base will not be capped is worth more, than getting 3-4 people to stay in base to defend.
Of course I am talking about exp vs exp games. In the case of sup a tele might be as useful as a freighter. Unless you are going against bios.
Of course the application is very limited. Sometimes its better to be an int hunting for htt at alephs. Sometimes it is just better to leave more people to defend.
But in one of the common cases in PuGs, when you barely get a team to nan a frigate which nukes enemy bases, the probing and htt defense is usually forgotten. Of course htt can cap garr. It can cap a SY even, and there is little a single int can do against it. On the other hand, you can make sure, that your adv techbase will not get capped whatever happens. Especially if you notice constant eye next to it.
Loosing a voob int (e.g. me) out of the team to just be 100% sure that the base will not be capped is worth more, than getting 3-4 people to stay in base to defend.
Of course I am talking about exp vs exp games. In the case of sup a tele might be as useful as a freighter. Unless you are going against bios.

Thank you parci

