You should start at least analyzing them! It's a great exercise to get used to what factions have what perks and how to best use advantages and weaknesses of factions + players even if you don't join the stacked side. It's a tool that all great pilots will eventually have to learn ;DWhite Owl wrote:QUOTE (White Owl @ Mar 15 2012, 11:12 PM) I'll just confess to never yet paying attention to money settings and map size. I always try to join the team with fewer newbies, in order to avoid a newbie-stack.![]()
this week's training topic is: how to pick the winning team
phoenix1 wrote:QUOTE (phoenix1 @ May 5 2013, 08:35 PM) Vogue is clearly #1 and commanding against him feels like commanding against Spideycw at times... though he lacks that little bit of "I don't care who's on my team or what the factions are, it's going to be a stomp anyways" that Spidey managed to pull off in his heyday.
I would have said blue was going to win, because Fwiffo was about to antistack them to victory.
Apparently he didn't. Being down two pilots, blue lost.
Apparently he didn't. Being down two pilots, blue lost.
Globemaster_III wrote:QUOTE (Globemaster_III @ Jan 11 2018, 11:27 PM) as you know i think very little of cashto, cashto alway a flying low pilot, he alway flying a trainer airplane and he rented
Cheatsheet for mining efficiencies given map/faction/money setts.
He3 Calculator
He3 Calculator
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[img]http://img97.imageshack.us/img97/4351/babelfish.png[/img]excellent link, ty raven_42!!
even though this is past week's training topic, the subject matter is important enough that i should give you guys one more fun challenget:
using the He Calculator from the link in the previous post just above, consider the following scenario:
one team is IC, the other is belters. map is hi-higher. resources normal, rest just default settings. core is cc13c. all techs on, incl sy.
total money = med low
starting money = med
the game started with 15 vs 15, pretty even distribution of skill across both teams.
which team do you join? (bonus: extra pts if you can work in miner capacities in your answer) explain your thoughts. instructors welcome to chime in with your answers too!
even though this is past week's training topic, the subject matter is important enough that i should give you guys one more fun challenget:
using the He Calculator from the link in the previous post just above, consider the following scenario:
one team is IC, the other is belters. map is hi-higher. resources normal, rest just default settings. core is cc13c. all techs on, incl sy.
total money = med low
starting money = med
the game started with 15 vs 15, pretty even distribution of skill across both teams.
which team do you join? (bonus: extra pts if you can work in miner capacities in your answer) explain your thoughts. instructors welcome to chime in with your answers too!
Last edited by fwiffo on Thu Mar 22, 2012 2:07 am, edited 1 time in total.
Belts + Points: As to the topic of mining efficiency, if the belts comm was paying particular attention he can mine out 4 rocks with 3 miners in an unclaimed backsector before continuing to offload. With 15 players belts can expect enough scouts to find a lot of early floating tech which is often their major advantage at the start of the game.
As to the potential con battles, its fairly even, with the IC starting int ball being particularly dangerous, but nans on every belts ship making it fairly feasible for their cons to plant even if teams meet.
IC + Points: IC wont have to worry about leaving money on rocks which can make efficient mining a pain, and will have ripping miners which used right (and with the potential to spot incoming rushes in a big game being higher) should keep their econ alive. Belts ships with big hitboxes are juicy targets for IC ints (especially in 13c where ints have more boost duration than 14). The fairly common belts carrier opening will be easier to deal with in a larger game, as the rate at which you can kill re-inforcing figs should be enough to drain the carrier of energy if they persist in ripping in, and the tank that the carrier is is less of an issue with a larger number of players to shoot it.
With both sides having rescue probes to use both can afford to be quite aggressive on miner o.
I would be happy to join either side, but would probably edge on the side of IC as I know I can do a lot of damage with its ints
.
As to the potential con battles, its fairly even, with the IC starting int ball being particularly dangerous, but nans on every belts ship making it fairly feasible for their cons to plant even if teams meet.
IC + Points: IC wont have to worry about leaving money on rocks which can make efficient mining a pain, and will have ripping miners which used right (and with the potential to spot incoming rushes in a big game being higher) should keep their econ alive. Belts ships with big hitboxes are juicy targets for IC ints (especially in 13c where ints have more boost duration than 14). The fairly common belts carrier opening will be easier to deal with in a larger game, as the rate at which you can kill re-inforcing figs should be enough to drain the carrier of energy if they persist in ripping in, and the tank that the carrier is is less of an issue with a larger number of players to shoot it.
With both sides having rescue probes to use both can afford to be quite aggressive on miner o.
I would be happy to join either side, but would probably edge on the side of IC as I know I can do a lot of damage with its ints
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[img]http://img97.imageshack.us/img97/4351/babelfish.png[/img]







