Beginner's Guide to EoR

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Raveen
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Post by Raveen »

Introduction


The purpose of this guide is to give players a basic grounding in how to play the EoR core. It is not designed to be a comprehensive guide but it should be enough to get you playing EoR without feeling totally lost. If you can't be bothered reading all this then skip to the end for a basic summary.

Scouts and Garrison tech.


In EoR the normal gun on a scout is a machine gun. This is used for general combat and has a larger clip than the Gat on DN. It is next to useless vs utility hull though. For utility ships you need a plasma cannon, this has a very high spread so you need to get in close to hit the target reliably. Dumbfires are totally unguided and will behave more like rockets than missiles. Imrecs are more like hunters on DN than anything else. They are long range, small warhead missiles with good tracking.

Countermeasure 2 and 3 research is in Starbase. It is worth it to upgrade.

Bombers behave much like their counterparts elsewhere. ABs 1, 2 and 3 are now known as 1, 2 and 3 kt Tactical Warheads. You can use armoured warheads to make the missiles immune to ion cannons and emp mines, but they take more space (1 less/rack in bombers/hvy bombers, sbs unaffected).

Expansion


Interceptors have tricky handling (it's easy to oversteer, especially at low speeds), but higher agility and acceleration. Ints also have virtually non-existant scan range so venturing out of controlled sectors without scout support is not recommended. Minis are known as Autocannons. Ion Cannons are used for quickly stripping shields away and destroying unarmoured Tactical Warheads.

Interceptors use flares instead of countermeasures. Flares have a lower chance of successfully spoofing missiles, but you can carry more and can drop them faster.

Int boosters are called Afterburners. They have better acceleration, but are otherwise identical to regular boosters.

Light Interceptors are called Escort Fighter, the other 2 levels have the original name.

With basic Expansion and bomber research, Light Bombers become availabile. They are a free ship that can mount SRM EMP missiles (and has a base sig matching that of a regular TT, so it's possible to use a ltbomb/tt combo to capture stations). Under Adv Exp, the Nuclear Bomb upgrade becomes availabile. This is used the same as DN's Kinetic Bomb, can be mounted on Light Bombers, and has the payload of a 2kt warhead. It is also armored (i.e. immune to Ion Cannons and EMP mines).

Supremacy


Figs have had quite an overhaul and handle much better than on DN. They mount machine guns and can also mount 1 plasma so take one in cargo for miner killing. They also mount Imrecs, dumbfires and sidewinders. Sidewinders are close range missiles that don't need to lock. They stand a good chance of hitting if the target stays in range and doesn't CM and they hit hard.

The levels of fighter are called Fighter, Multirole Fighter and Space Superiority Fighter, respectively. (SSFs can mount two plasma cannons).

Figs use Boosters.

Torpedos are the EoR version of Galvs. They are long range and slow anti small base missiles fired from Space Sup Figs and from Bombers. They are always locked, so don't expect a locking box (like with the sidewinders).

Tactical


Tac is the most changed tech. Stealth Fighters are now primarily gun based with missiles for defence. Pulse Lasers are the miner hunting gun for the SF. Although they are not long ranged they can tear through a miner in a very short time. The Tachyon Emitter is a long range sniper gun. It takes time to fire after you pull the trigger and is hard to aim at first. It also has a very high sig when firing so only fire a couple of shots before moving to a new position. SFs can mount Imrecs, Sidewinders and Point Defence System missiles (PDS). PDS are like sidewinders but shorter range, dual fire and hit much harder. They are a last resort weapon, definitely don't use them as your main damage source.

Tac has a great defensive tool in the EMP Mine. No unarmoured missiles get through an emp mines radius (bombers can load armored missile variants, but with a reduced rack size, plus the light bomber's nuke is always armored).

Shipyard


Capital ships are mobile bases and should be handled as such. Taking them out without anti-base weaponry is not feasible. They are also pretty slow (the fastest one goes about 40mps), so there should be plenty of time to get a camp that can stop one (which usually means having two or three bombers on aleph with warheads armed, or a couple of bombers with torpedoes waiting outside turret range). SRM EMP missiles work exceptionally well against capital ships - they will completely strip away its shields in one hit.

Fleet carriers are probably the most useful capship, since they are regular rip - this means other capships, as well as constructors etc, can rip to it.

Summary


Scouts: Machine gun for dogfighting. Plasma for miners and cons. Dumbs for miners and cons, Imrecs for everything else.

Ints: Low scan. Spam flares to avoid missiles.

Figs: Same guns as scouts. Sidewinders: short range, no lock needed. Torps: Long range, anti-base, no lock.

SFs: Tachyons for pwnage, long reload, high sig. Pulse lasers for miners and cons. PDS: short range, high impact, very fast lock.
Last edited by Raveen on Tue Aug 01, 2006 7:19 pm, edited 1 time in total.
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Clay_Pigeon
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Post by Clay_Pigeon »

Don't forget the Miner Hunting Guide, which also contains useful information about different tech paths and weapons in EoR.

-T
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wizlawz
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Post by wizlawz »

http://wiki.edge-of-reality.de/bin/view/Eo...nerHuntingGuide

Internet Explorer cannot display the webpage

What you can try:
Diagnose Connection Problems


is the Miner Hunting Guide available in another place i could look at?
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Cortex
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Post by Cortex »

wizlawz wrote:QUOTE (wizlawz @ Sep 14 2009, 03:08 AM) http://wiki.edge-of-reality.de/bin/view/Eo...nerHuntingGuide
is the Miner Hunting Guide available in another place i could look at?
The core is pretty much dead, with the primary maintainer MIA and no real interest in non-standard cores. (I also think the various reasons that led to the creation of this core are mostly gone.)

The EoR wiki is due to technical reasons sometimes down and sometimes up (right now it's up), but chances are that it will at some point in the future be completely removed. I won't throw the data away of course, but I don't think there's much of a point in spending any effort on keeping the wiki up.
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