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Among HW1 units, the first hard-counter to massed Ints/Bomber formations is probably the multigun corvette, which doesn't come out all that quickly, so vs. HW1 builds, I would expect aggressive attacks with strikecraft would be a big part fo the metagame. No idea how HW2 multiplayer feels though.
-In multiplayer free-for-all (on small-medium maps), I've hyperspaced a carrier between 2 enemy positions. By launching small strikeforce attacks and then pulling them back = both players commit forces against my carrier. I then manuever my carrier to best time both enemy forces arriving at the same moment.
Yeah, I then lose my carrier. But then the 2 players start fighting at that location = I've effectively killed far more enemy RUs then I lost in return.
Could you not hyperspace your carrier back out?
That's a cool tactic though, must try it.
That way, everyone wins. I win because i reached maximum satisfaction with what i built and my enemy cause i just forfeit out of boredom and they get an imaginary +1 to their victory count.
I didn't put any modules on it (since I figured it was going to get destroyed anyway) = couldn't hyperspace away. Plus, I needed to stay there to the end in order to get both enemy groups to fully commit. As a tiny bonus, letting it die would help convince both players that I was just a noob and not a real threat. I can't remember if I won that game, but I do remember killing both the above players....they kept fighting while I kept building up.
I never really found rushes to be a regular enough success story that games ended quickly. Especially on maps like crimson bond it is easy to counter a rush and then be in a great possition for a counter strike.
Rush protection isn't a bad option to have but I doubt i'll use it.
I did some number crunching last night and apparently Vaygr Assault frigates are actually pretty good. In the time i takes a torpedo frigate to fire a second volley a Vaygr assault frigate has already done significantly more damage. The hard part is their shorter range, equal speed, and lack of alpha strike. In the late game they will be inferior but the early game they make good all-rounders much like torp frigates.
Missile Launcher frigates are amazingly OP once you have a critical mass of them focus firing on targets. Even with their targets destroyed, their missiles reacquire another enemy to home in on and destroy; making them much better than Ion frigates as a whole.
Plus, all Vaygr chassis types share research upgrades. So any upgrade to the armor of Vagyr frigates benefits ALL of them.
I never really found rushing to be all that effective against me.......unless it is 2 or more oppenents at once.
When playing a team game it is good to coordinate your early game specializations. Everyone at some point will move to a mixed fleet. But in the early game it is really hard to effectively build more than one or two types of units. So pick what you're going for and coordinate with your friends to cover your weaknesses.
The three of you can go interceptors and win the air war...but then you have no real hard counter to AA frigates or destroyers without retooling and are probably going to lose. Most games I saw had one player going frigates/destroyers and the other two focused on AA with interceptors and AA frigates, or corvettes. The third player putting out a little token of AA defense.
As HW2's frigates are infamous for being squishy, (to the annoyance of many veterans), I personally found there are two main "schools" of strategy on how to use them best:
#1: Wall of Frigates
Difficulty: Easy.
Player management: Light.
Economy: Inefficient.
Use your frigates as a meatshield. HW2 frigates are notoriously fragile, but you can build a lot of them quickly.
Send them ahead of your main fleet and have them soak up the damage: This is easy to do, as most frigates are much faster then your bigger capital ships and (ion frigates excluded) tend to have shorter attackranges then the capitals.
On top of this, your ships' AI tends to rush forward as soon as you give them an attack order.
Just let them sit there and tank whatever the enemy is sending your way.
Be prepared to deal with "Frigate lost" message spam within minutes (seconds?) though.
#2: General support
Difficulty: Advanced
Player management: Advanced Micro
Economy: Efficient
Micromanage your frigates to fully employ them in their intended role.
This means attacking with your big capitals and strikecraft first and holding back your frigates untill battle is joined and your enemy has found different targets to focus on.
Flak frigates should stay close to your capitals, torpedo frigates should skirt around the battle and focus other frigates or heavy strikecraft and ion cannon frigates should be kept at range, sniping enemy capitals.
Marine Frigates? No guts no glory: Send them into the thick of it and pray the enemy is looking elsewhere.