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 Strategy ideas

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PostSubject: Strategy ideas   Wed Feb 01, 2012 2:50 am

posted by reefagrim

Panzer the pansy

today i joined two OP bashes why i want merits and twice today i watched the fleet turn tail without a shot fired i was ashamed !!!!!

Ive done a Boxer OP and even Wilks and i admit we moved and we did what was meant to be done but has anyone noticed the tatics used ?
Pretty much the same as the tatics employed by the english and french 300 years ago we stand here you stand there we shoot at each other and who is left standing wins ^^

Has every one forgotten what flanks are ! the colonials like to huddle around a op so let them we should send the heavy mob down the center with our escorts and faster shipr on the flanks thus allowing a 3 point attack
the strike craft should in packs allowed to target in pairs the same with the liners choose a target and concentrate fire on that one with the escorts causing their huddled array to break up let the strikes clear the vipers they do not need to attack the op itself
also use the faster craft to draw the missiles from the op away from the liners by going in first when resistance is much less

also i notice all ships seem to go up what about down anything to confuse or make the enemy break there so called formation makes it easier for us to clear a path

but the biggest problem is how do you tell what squad to do what ?

also another thing i have noticed is when the system for op chosen find a heavy resistance break the fleet leave a few liners to sit by our spawn point while the humans build up their fleet wait for a attack which when they realise the main fleet is attacking a different system when they leave to engage those who were left behind have a chance to then attack the op

just a couple of ideas for fleet bash


Last edited by Admin on Wed Feb 15, 2012 4:27 am; edited 1 time in total (Reason for editing : title change)
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PostSubject: Re: Strategy ideas   Wed Feb 01, 2012 2:51 am

Posted by slaine
There is a fundamental problem with OP bashing fleets and that is its actually lots of separate squads (and individuals). This does not lend itself to easy coordination or planning, hell I have seen the bashing fleets split and actually hit different systems (the too many chiefs problem again) or even jump out of range of the support ships which in itself can be suicide as there is no one to take out OP missiles.

Obviously not so much when someone like Boxer is in charge as he keeps the fleet together at all times, but some of the folks trying to lead the OP bashes lately couldn't organise a piss up in a brewery from what I have seen. I think the key to a successful bash is to identify one lead and follow that leads commands, no questions, no second guessing, when they say jump you jump and stick to the fleet.

Another point that just came to mind, when OP bashing mines should be ignored. The main objective is to get the OP and that is the objective that should be stuck to, sure once the OP is gone then by all means clean the system, clean the mines and what have you, but not until after the OP has been taken out. If you don't you not only weaken the attack on the OP itself but vastly lower your chances of keeping the mines if they have an OP to repair and spawn from.
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PostSubject: Re: Strategy ideas   Wed Feb 01, 2012 2:52 am

posted by lost

I agree fleet face offs are like the ship of the line

Recently i've been going behind the enemy and picking em off even when behind their OP, if i had another 4-5 strikes could do more damage (one time i had 3 strike and 2 escorts tracking just me) which means they not fighting main force

this ship of line tactic just plays in to their missile boat hands

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PostSubject: Re: Strategy ideas   Sun Feb 05, 2012 12:16 pm

All good observations

I personally dont see the harm in taking down some mines if they do not take you too far outside the route to the OP especially if the OP is not being defended

As far as the other suggestions go regarding different levels and angles of attacking the OP

I have tried this before and I experience a couple issues with this consistently

Typically when I do this .. it may just be me or a couple others

1. Straying from the fleet makes you meat for the grinder and much easier to pick off by strikes as normally you do not have any strike support

2. It takes time to setup a three or four prong attack

So this would need to be setup before the OP even starts

Groups leaders should be told what there jobs are and every group should have a mixture of ships that can contribute to the strength of that groups whole

Then that is your job on every OP bash for that run

- Group 1 groups always flank left
- Group 2 groups always center
- Group 3 groups always flank right
- Group 4 groups attack from a low level
- Group 5 groups attack from a high level
- Group 6 groups (suggest a groups of strikes due to speed) circle to back and attach from rear

Just a basic mock up but I could see this working very well as long as the groups that split from the main center can sustain themselves




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PostSubject: Re: Strategy ideas   Wed Feb 15, 2012 6:12 am

i havnt seen my old wingleader boxer for ages!! you saying he's back again or you remember?... or have these been moved over from our old wing forums?

one of the best tactics boxer and i talked about involved op bashes...

the idea we came up with is to keep the fleet moving forward at all times. even a 5 speed is better than stopping.
rather than bunching up our lines, as we see every time, we tried having up to 3 long range defense lines moving slowly forward. 2 jorms and a hel say, at 20 speed.
they are our anchor. the rest of the fleet circle these 3 ships. circle around on the flat plane and if enough lines are there, up to 3 layers deep of circling ships with a 5 ship cross as the anchor - 3 stacked and 1 more each side of the central ship which i always saw as hels.

as the circling lines move out of attack range they are rarely fired on and can heal, if they are chased by anything it shouldnt matter much for long as the escorts and strikes should be aware and watching out for this. the hard part is getting all the lines to shoot the same ship as they come around again.. the carriers will help with that.

the same basic tactic works against an escort squad with an escort or line anchor and strikes/escorts circling, but is difficult to explain on the fly and easier to split as its all much faster.

this tactic keeps the fleet together, it limits the fastest lines to a route around the slower ones instead of steaming ahead alone and, obviously, lets the slower ones keep/catch up. it allows the strikes to keep moving with the flow when protecting from missiles instead of having to 'park' on a stationary lines nose while also giving them more time because the missiles are chasing instead of coming towards thier targs.
is simple enough to do but should be very effective if done well. it limits the slow degredation that a fleetball has by keeping most or our ships fired on for only a short time and allowing them to heal while we can take them down with the usual 1 at a time concentrated fire while they sit there or, more often than not, turn and run.

we aim for escorts first, allowing our strike squad to chase down the damaged runners with less danger.

the main problem is that we only have the forward circling ships shooting at anything untill we're pushing into the enemy ball. but by then, if we've done it right, they should be running.

all we need do is protect the anchor against missile boats by having the central hel/carrier in the strike squad directing them and for the circling lines to target the heavy hitters aiming for our anchor ships.

If they do hold the ground then we do not stop.

we practised it a few times during a defenceless op bash as we travelled the distance but never against an actual fleetball. well, not a big one. niether of us could think of an easy way to defeat a well organised fleet circle.
attacks from above/below would face the entirety of our fleet if we're tight enough instead of just the forward arc and against this most other tactics mentioned fall apart.

obviously, doing this after planning ahead - having the anchor armoured/repairable with lr... having the escorts and strikes with the right leaders in the right place doing the best thing... having all the pilots know and trust in what each other will do - lines not chasing because they know the strikes will finish the job... keeping the formation up under pressure, mainly, keeping those lines moving around instead of slowing to try and finish off the target that is getting out of range again.. etc.. works far better than ending up as a bouncing messy and dangerous mistake filled nightmare.

getting enough of the fleet to understand it and do it on the fly was always the problem - even for Boxer.

Wink


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PostSubject: Re: Strategy ideas   Mon Feb 20, 2012 11:43 pm

Eventually when we have the manpower online and ship classes 2-3 squads each containing a ftl transponder strike . The transponder strikes jump in on target system with the other 2-3 squads in jumping distance to instantly jump in , in case of spawn campers If not wait till transponder is dropped 2-3 k of enemy op they climb and await . once they give all clear , the waiting squads jump instantly 2-3k from op and have fun. Then move to next target, I have seen this on a small scale but never on large scale normally 3-4 lines or so . A plus is no waiting for slow ass lines (ME) and all get merits and OP should go down quickly with little response from enemy. Eventually although maybe never this would be great if adopted fleet wide .


Last edited by ™ŠPΛCΞ~īŊVΛÐΣŘ™ on Wed Feb 22, 2012 6:33 am; edited 2 times in total
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PostSubject: Re: Strategy ideas   Tue Feb 21, 2012 8:25 am

i agree with space sounds like a good strategy could also pull it off on small colonial fleets maybe also and they wouldnt even expect it
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PostSubject: Re: Strategy ideas   Sun Mar 04, 2012 4:35 pm

it would be a nice combo to drop 2 squads behind a defending fleet, use the formation i said above but have each squad rotate a different direction. i thought of asking when i was in the middle of a fleet ball if everyone above me would begin circling clockwise, and all below anticlockwise...a carrier was just behind me.. i'd like to strike buffslide some assault lines, ramming them into one of their op defenses too and have another strike ready to support them each controling the bounce..
some enemies would be drawn into chasing into the meatgrinder. it would look like a retreat at first eh?

if only enough people still read the /sg during fights

it'd be awesome to film something like that working too maybe?
Razz cheers cheers afro


Last edited by Illi_am on Sun Mar 11, 2012 11:59 pm; edited 5 times in total
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PostSubject: Re: Strategy ideas   Wed Mar 07, 2012 6:50 am

also, during OP bashes, something ive been greatful for strikes to do is to speed buff the slowest lines. especially look for sliders and suggest you both practise timing it with your buff in /sg chat. escorts passing should also look to buff nearby lines on the way to the frontline.

strikes need to be within 250
escorts have a range of 500
and lines 1000

please continue to take the most worthwhile positions to make use of your area effect buffs.
i'll leave it to you all to decide how and when it is of the most worth to the fleet for you to do this.
when enough of us are out who can stay aware of their positions in relation to everyone else enough to make use of visual signals we can start using formation to determine order.
for example when chainbuffing the slowest line, those next to use the buff fly tucked slightly closer in a nose to tail formation. creating a wave front to back of the formation as the buffchain travels to the next player every 5 seconds sounds simple.

if ever these patterns are ingrained into an entire faction then any combination of pilots could form up. im hoping for the devs to add something like this to the game rather than trying to get everyone to do it myself ;P
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PostSubject: Re: Strategy ideas   Thu May 10, 2012 7:59 am

that op bash plank got going today that resulted in the peg retaliation... you know what we should have done instead of holding, and repairing, at successive ops against that cap limit fleet?

we should all have flown away from the op together. anywhere. and attacked those that chased us. we had all their ops down. i wish i'd thought of it at hatir. i do it in my marauder - draw off a target from a fleet - with a fleet doing it in hatir to the right and under but only slightly towards their spawn (making us the preferable target to our op) erm.. towards the toids... if only to draw them into a long chase... would have been perfect. i just didnt care about popping as much as i should eh. Wink
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