Author Topic: 7/7 Maze D Game  (Read 13378 times)

Offline relmz32

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7/7 Maze D Game
« on: June 04, 2012, 11:18:21 pm »
So I beat 6/6 and 6/7 so now I am feeling up to taking 7/7 on again. Historically, EMP Guards, Spire tractors, and Tele have killed me dead in 7/7, but now i am wiser in the ways of AI Wars and feel up to the challenge. Also, i have gotten a lot better about ship management and nerfing systems. 

Warning: This might be a little Dry.

So on to the AAR:
Setup:
7/7 Vanilla/Support Corps
Available ships:Complex, No CSGs
Game Options: Normal caps, Normal speed, Full Fog
AI Plots:
Human Resistance: 4/10 (last 2 games with this yielded nothing, so idk)
Broken Golems: 2/10
Spirecraft: 2/10
Fallen Spire: 2/10
1 AIP/90mins
AI Plots: none

Opening map:


I already like this map type, with the very structured setup and nice starting position. Maws as a starting unit because I prefer their nice abilities for defeating early mk 4 worlds, if i need to.

First things first is to create a basic defense fleet and scout around early.  I'll grab mk 2 scouts, because I really like having deep pickets(3+ worlds of vision from my worlds).  Uhh, did I close the game without saving? :(  Okay, everything is back up.

looks like Spire Rams and Viral Shreaders from the AI:


After a little scouting:


So it looks like build up and nerfing the adj planets initially. Also, after I build up my fleet a bit i will add some good defense turrets to my homeworld. Finally, I will build the survey ship and see where the first FS shard is located.

A programmer had a problem. She thought to herself, "I know, I'll solve it with threads!". has Now problems. two she.

Offline thelonecarrot

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Re: 7/7 Maze D Game
« Reply #1 on: June 05, 2012, 08:00:19 am »
Are you intending to follow the fallen spire campaign all the way?

Sounds like the AI got a pretty decent counter to your Maws if your not careful of the Mini Rams. A bit of selective targeting on your part may be required.

Do you really need to nerf all the surrounding MKI planets? Unless they posses something nasty like an AI-Eye or Raid Engines, Alarm posts etc. Just hitting the warp gates when you have a second planet to take the waves is in my estimation a better idea.

Once you know where you are heading in terms of taking planets, you could then nerf the planet in between you and your desired path while leaving useless MkI ships to gather and be wasted on CPA's and powerless CBA, which will drain more rienforcement points. Even better if you go in there regularly once you have better ships and destroy the ships there but leave the system intact.

Perhaps this suggestion is more a symptom of my own game worries but I've become quite paranoid about the long term dangers of what might be hasty neutering of low Mk worlds. Just though I'd pick your brain on the topic.

Gonna be fun to see how the maze map type works, never done that myself yet.

Offline relmz32

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Re: 7/7 Maze D Game
« Reply #2 on: June 05, 2012, 09:04:34 am »
Are you intending to follow the fallen spire campaign all the way?

Not at the moment, but i plan to do a little bit.  i just like the options that it provides.

Quote
Sounds like the AI got a pretty decent counter to your Maws if your not careful of the Mini Rams. A bit of selective targeting on your part may be required.

So what fleet ships can the Mini-Rams hit? I thought it would just be starships.

Quote
Do you really need to nerf all the surrounding MKI planets? Unless they posses something nasty like an AI-Eye or Raid Engines, Alarm posts etc. Just hitting the warp gates when you have a second planet to take the waves is in my estimation a better idea.
That is a very good point.  I tend to leave low mark planets alone if i can, unless they are adjacent to my home world. We'll see once i finish my build/scouting routine, and ill probably end up leaving the back mk1 planet alone.


A programmer had a problem. She thought to herself, "I know, I'll solve it with threads!". has Now problems. two she.

Offline thelonecarrot

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Re: 7/7 Maze D Game
« Reply #3 on: June 05, 2012, 09:49:28 am »
Quote
So what fleet ships can the Mini-Rams hit? I thought it would just be starships.


Well for the sake of clarification I ran a little test just now and sadly; yes, Mini Rams can indeed hit maws. If i'm correct though they can also be swallowed so target fire should save your bacon.

Offline zoutzakje

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Re: 7/7 Maze D Game
« Reply #4 on: June 06, 2012, 05:48:09 am »
I would try to leave the low mk worlds alone most of the time (unless there is something nasty on it of course), or at least have them build up quite a lot of forces after you destroyed nasty stuff on it. That's simply keeping CPA's under control. You don't want CPA's to pull away mk IV or V ships because there are to few low mk ships left in the galaxy.

Seeing this game makes me realize that there are so many map types I haven't played a full game on yet. I've only played on simple, realistic, snake and crosshatch so far. I should try them all out sometime.

 

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