What combat rank do you start needing to have a fleet?

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Vagrant Storm
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What combat rank do you start needing to have a fleet?

Post by Vagrant Storm » Fri, 13. Apr 12, 23:22

I am playing TC and I have a decent fleet cobbled together...nearly all prizes that are still only half equiped though my complex is spitting out weapons and shields so soon they will all be service ready.

However, my combat rank is Warlord and my lone Borias can still clear a Xenon sector...actually so can my Shrike, but I have to actually pay attention :P . I think there were more capital ships when I all I owned was a M3 and a couple ore mines.

The only mods I am using are MARS and Improved Boarding (hence all the prizes I have parked, but I don't think MARS is cheating too badly...I let the enemy capital ships use it too). I am not sure how many more combat ranks there are, but is the the difficulty going to increase on me out of no where and all of a sudden I have 50 Q's approaching my main complex?

Is a fleet ever needed? I have noticed the numbers of reds that spawn in missions ramping up, but I don't think I've seen any noticable change in the Xenon sectors...though it's only been about three ranks that I have been really patrolling them heavily.

And non-xenon races don't seem to be changing either...I am fairly confident there isn't a sector on the map I couldn't solo right now. I was thinking about wiping out the Paranid...just because.

Jumee
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Post by Jumee » Fri, 13. Apr 12, 23:26

combat rank only affects missions not the strength of races

Vagrant Storm
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Post by Vagrant Storm » Sat, 14. Apr 12, 00:03

Jumee wrote:combat rank only affects missions not the strength of races
So...if I am not doing missions then I will likely never need a fleet? I've already pretty my stopped doing missions. My traders and complexes make enough money to keep me happy.

Is getting a Boreas fully equiped with Ion cannons, PPCs, and IBLs the end game of TC? I was hoping to have a fleet of Boreas's fending off massive invasions...

I might have to mod a little more.

p00fer
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Post by p00fer » Sat, 14. Apr 12, 00:07

install RRF and attack one of the 6 races, 7 if you activate pirates...
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Freeholder
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Post by Freeholder » Sat, 14. Apr 12, 01:40

If you want to have fun with your fleet, engage three or four Xenon invasion missions at the same time. :twisted:

silenced
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Post by silenced » Sat, 14. Apr 12, 02:34

In reality, you never need a fleet. One bigship is enough, maybe have one or two M7M sitting somewhere to jump in and let loose some hell.

But tbh, a Boreas is fine for everything. All you need is time, patience, a Turbo Booster MK2 and quite a few E-Cells for jumping around from gate to gate if a quick 'evac' is required.
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TTD
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Post by TTD » Sat, 14. Apr 12, 08:06

The well equipped Boreas is the "I win" ship in the game.
I no longer seek them out,unless I get a serious problem.

Nothing wrong in having an attack force in every sector though :twisted: :D

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Post by jkjklkl » Sat, 14. Apr 12, 09:24

Fleets are great fun. My advice would be to bring your fleet to the Unknown Sector next to Gaian Star. I've always found myself too busy giving orders to actually participate in the battle myself, but I don't mind that too much.

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Defence!

Post by David Howland » Sat, 14. Apr 12, 09:56

I have not got a developed Attack Fleet yet but have many Defence Patrols.
The main use for Fleets or Patrols is protecting ones empire from the ever present Xenon threat.
You need no combat rank for this just the resources and boarding skills to obtain the best ships and reproduce them and keep them resupplied! My game has run for three years and I cannot even board the ships I want yet?
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Blackswimmer
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Post by Blackswimmer » Sat, 14. Apr 12, 15:19

p00fer wrote:install RRF and attack one of the 6 races, 7 if you activate pirates...
What is RRF, it sounds interesting, as I need a little more combat in my current game. :twisted:

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Raize
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Post by Raize » Sat, 14. Apr 12, 15:27

Fleet = 1 Cobra and X Elephants with ammo.
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Post by Zaitsev » Sat, 14. Apr 12, 16:15

Blackswimmer wrote:What is RRF, it sounds interesting, as I need a little more combat in my current game. :twisted:
It's a mod, and it'll give you hell if you chose to attack one of the races, to put it mildly. Be prepared to take on multiple capships, fighters and bombers if you install it. Also, unlike their vanille counterpart the RFF bombers aren't afraid to use their missiles so you'll risk having to fight off multiple Tomahawk barrages if you annoy the sector owners enough.
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Blackswimmer
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Post by Blackswimmer » Sat, 14. Apr 12, 16:19

Sounds fun, where can i find the thread? Search hates me. :evil:

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Post by Nyax » Sat, 14. Apr 12, 16:21

Try looking for Race Response fleets. I think that's what RRF stands for?
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Zaitsev
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Post by Zaitsev » Sat, 14. Apr 12, 16:54

I'm sorry, I can't hear you over the sound of how awesome I am :D

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p00fer
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Post by p00fer » Sat, 14. Apr 12, 19:06

theres a youtube video from LV that shows a AI vs AI sector takeover, yday i posted one abou AI vs AI on normal Rapid Response protocol...they're still at it, even after i scripted out every ship out of there hehehe, i think i got my mini AP here)
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Vagrant Storm
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Post by Vagrant Storm » Sun, 15. Apr 12, 18:21

OK...So ahh...how do you actually move a fleet around? I can't move them without loosing ships at the first gate.

I have to jump in first and then bring them in one at a time and move them away from the gate and bring the next in. I was hoping to use fleet commands here.

Any one know of some mods that might help out?

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Post by p00fer » Sun, 15. Apr 12, 18:55

first, when dealing with a fleet (i havent moved a fleet around myself, i just position a siege fleet one ship at a time after i make the foothold), a very important thing is collision avoidance, there's a script i haven't tried called Boune which apparently enhances the AI's collision avoidance logic and prevents insta death when using wings.

which leads me to wings... in theory you should use wings to manage large groups of ships but not more then one 1 cap ship per wing
ie:
1 cap ship
2-3 big ships
5 bombers
20 fighters

if the cap ship is a carrier then it is easier since the fighters deploy from the carrier.


again, i haven't done any of this but it is my theoretical understanding of it. generally i jump in my m7m, flail around a bit, jump in my carracks for escort and then start jumping destroyers as i cap em..heh
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Post by jkjklkl » Sun, 15. Apr 12, 21:20

Vagrant Storm wrote:OK...So ahh...how do you actually move a fleet around? I can't move them without loosing ships at the first gate.

I have to jump in first and then bring them in one at a time and move them away from the gate and bring the next in. I was hoping to use fleet commands here.

Any one know of some mods that might help out?
What game are you playing? I know in TC when I jump my personal rapid response fleet (1 Raptor, 4 Panthers, and a ****ton of fighters) into the sector, the Panthers get stuck and overlap at the gate, but none of them have every exploded because of it.

Vagrant Storm
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Post by Vagrant Storm » Mon, 16. Apr 12, 03:08

jkjklkl wrote:
What game are you playing? I know in TC when I jump my personal rapid response fleet (1 Raptor, 4 Panthers, and a ****ton of fighters) into the sector, the Panthers get stuck and overlap at the gate, but none of them have every exploded because of it.
I am playing TC. I made a wing of captured capital ships and M6's. So far I haven't been able to jump them in using the Wing commands. It might have something to do with the three Brigantines and four Akumas that are in the wing. They might be too big and slow to get out of the way...though they've also jumped in and blown up one of the M6's as well.

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