Author Topic: What are your starting unlocks?  (Read 4547 times)

Offline superking

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What are your starting unlocks?
« on: May 27, 2010, 06:49:13 pm »
Out of interest, how do you normally spend the first 10k knowlege? and the 2000 you get from the planet?

me:

[Shield Booster as bonus ship]
Mk II Bomber   - 3000k
Mk III Bomber  - 4000k
Flagship          - 2000k
MK II Scout     - 1000k

(wait until 2000k from homeworld harvested)

MK III Scout - 2000k

Pros:
  • 40 MK III bombers + 19 shield boosters + 1 flagship will absolutely dominate everything early game- 1300% K/D ratio normal in first two hours normal, because 5x shieldboosted Mk III bombers with 180% attack from flagship cut through almost everything, and 180% attack 5x shieldboosted shieldboosters & the flagship cut through everythig else.
  • Early scouting, which is hugely beneficial. Waves of 30 MKIII scouts should find both AI homeworlds in the first two hours, not to mention any handy diason spheres...
  • Using mass MRL turrets, mineral/crystal usage is roughly even

Cons:
  • No repair station; manual repair micro for MKIII bombers required early on
  • No spider turrets; beachheads will lack long ranged kick
  • No MKII+ tractor beam; extra minerals must be spent on MRL turrets. This is not so bad, since you get 15 turrets for the energy cost of a tractor beam.
  • No parasites; no procurring free electric bombers with this build
  • No beam cannon; beachheads will lack anti-starship against, eg, mad bombers
  • An AI with armour ships, zenith polarisers, melee and other shield penetrative types will completely nullify the build
  • No transports; not a problem as shieldboosted bombers can take a great deal of damage, but limits deepstriking with colony ships early on

how about you guys? Chris & Keith? I like nerdily comparing builds  :P
and yeah, I realise this is outdated now flagships only cost 1000 (!), transports are free and you get 2500k/world
« Last Edit: May 27, 2010, 06:51:35 pm by superking »

rubikscube

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Re: What are your starting unlocks?
« Reply #1 on: May 27, 2010, 07:05:55 pm »
mk2 bomb, flag ships, that is all. since transports are not needed to unlock since the new update. perhaps mrs

( i don't even really need to unlock anything at start, except the transport, bomber in transports plus light starships with full frigates and fighters beats anything at start) actually mrs is very important.

scouting super easy with mk1s and transports though transports should only be nerfed 30 or 25 % per planet.

spider only for fun

in 8 hours in my current game, i didn't even use half of my mk1 tractors .

parasites as in leech? way too expensive and only should be considered after at least 2 planets captured.

never used beam cannons as a real strategy.

i never depend on shields, especially so many planets have the shield remover or booster on.

Offline Signata

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Re: What are your starting unlocks?
« Reply #2 on: May 27, 2010, 08:52:06 pm »
Besides MkII Bombers and scouts, I've been unlocking Engineer Mk IIs initially because they are 1,000 energy cheaper, and individually one MkII can do the work of more than three standard engineers. Running the early game with just standard engineers is a waste of energy. I also unlock the advanced warp sensor if the starting planet has three or more wormholes, or the two are very far apart. I prefer to defend wormholes with turrets and leave the fleet for offensive duties early on; turrets can handle the early waves with ease. Because I defend with turrets, I also unlock Missile Turrets, because all of the other turrets are crap against bombers. I don't unlock MkII tractors until the wave size is big enough to benefit from them. Ever since I got Zenith installed, I've also been unlocking the basic Riot ship instead of another Raid to help field defences. So far I'm really liking them for defence, they can disabled engines in great quantities and help tractor anything that slips past the wormhole defences. A few riot ships and some turrets can take the place of a big defensive fleet in the early game. This might just be gadget-love though, and I might go back to using a more offensive initial capital ship eventually.

I just updated to the latest pre-release and engineers are now finally affordable to maintain flocks of. So I might consider not going MkII right off the bat, however they have also been made 1,000kn cheaper to unlock, and are now *half* of MkI engineers in energy cost, so maybe I'll still take that route. I find a fleet of various engineer types to be vital to reducing micro-management. Just set up turrets and you can largely forget about the planet until something big happens.
« Last Edit: May 27, 2010, 09:04:32 pm by Signata »

Offline x4000

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Re: What are your starting unlocks?
« Reply #3 on: May 27, 2010, 09:05:22 pm »
I can honestly say that I don't have a consistent build at all.  Sometimes I go starships, but pretty rarely.  The laser turrets are a very common unlock, I almost always have those.  And actually, I tended to get transports, too, but now those are knowledge-free.  Sometimes I'd do engineers mark II (but never III), but rarely on that now that they all have teleporting.

In multiplayer, during my first 10k of knowledge I tend to get both Mark II command stations and scouts II.  Nobody else on my team gets scouts at all, so I tend to get the mark III fairly soon after.  With starships I usually go raid or leech, but recently I did some riot, too.

Depending on the game, I might unlock spider turrets early, late, or not at all.  And also depending on the game, I will either unlock counter-dark-matter turrets very early or not at all.  Usually I get mark II force fields in the middle of the game, rarely mark III.

Hmm, but you were asking about early unlocks.  I suppose I tend to unlock Mark II bombers more often than not, but it depends on what my special unit is.  Often I'll unlock whatever that is, plus whatever from the base set makes the most sense paired with it.  That's fighters or cruisers as often as it is bombers.  If the early planets are lightly defended, then I don't have any need for bombers of a higher level for a while.  And even if there is an ion cannon, I can just raid that with a transport full of bombers.

I used to do the fleet line of starships a lot, but more recently those really just take a lot of commitment to get to the end of that line.  I usually prefer just the mark Is of a few other lines.  If the AI has a lot of starships, then I'll do dread Is pretty early.  I tend not to use the cloakers.  For other turret unlocks, some of which I do soon in (but usually after the first 10k), I'll do probably mark II basic turrets and mark I missile turrets in addition to the laser Is I already have.

And from there... it really super varies.  One of my favorite things about this game (if I do say so) is that I've never found an optimal build order, or even any must-always-only units (aside from transports, which is why they are now free of K).  I tend to unlock absolutely nothing, except possibly laser turrets, until I've scouted as much as I can in the nearby area.  Oh, and I almost never use the MRS, but usually my dad has one that is servicing our entire front line for the entire team, so that's just a case of specialization amongst players, same as they don't get scouts and one at most of us gets fortresses.
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rubikscube

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Re: What are your starting unlocks?
« Reply #4 on: May 27, 2010, 09:10:19 pm »
mrs repair fast  ;)

Offline x4000

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Re: What are your starting unlocks?
« Reply #5 on: May 27, 2010, 09:27:50 pm »
mrs repair fast  ;)

Which is true, but since my ally has one I tend not to need one.  And when I play solo, I tend to play a strategy that gives me ridiculous income and no incentive to repair ships.  So I just churn out the ships, then the replacements are waiting by the time my first set dies, etc.  In that sort of strategy, the MRS is redundant, but when I play multi that's not the sort of strategy I use, so it's just a team based thing.
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rubikscube

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Re: What are your starting unlocks?
« Reply #6 on: May 27, 2010, 11:36:03 pm »
too complicated teamwork :( i suppose everyone unlocks something to cover your ally

Offline superking

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Re: What are your starting unlocks?
« Reply #7 on: May 28, 2010, 12:12:22 am »
to clarify, I scout first and assess what unlocks the AI has, deciding which of my builds to implement accordingly. if it has the shield penetrative types I go for my zenith mirror or sentinel frigate build instead- I rarely play dynamically, I prefer to work out efficent builds and hone them to perfection- theorycrafting is fun  :)

Offline x4000

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Re: What are your starting unlocks?
« Reply #8 on: May 28, 2010, 12:17:30 am »
Sure, I know theorycrafting is fun, and normally I do the same.  But, I have an unusual familiarity with all the parts of this game, so I tend to bounce from thing to thing.
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Offline lanstro

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Re: What are your starting unlocks?
« Reply #9 on: May 28, 2010, 12:30:13 am »
In multiplayer, I unlock bomber 2 and mark 2 of either my unique unit (if it combines well with bomber) or fighters (if not).

After that, it all depends.  Common early unlocks include command station 2, transport, MRS and mark 3 bomber.

Offline Winter Born

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Re: What are your starting unlocks?
« Reply #10 on: May 28, 2010, 01:51:09 am »
Leach if I dont have para (free ships)
Raid if I dont have vamps (kill com stations etc that are under FF)
Scout and see what is next.

MRS fairly early -- MRS + Leach/para + rally point and rally control node = Happy day

« Last Edit: May 28, 2010, 02:09:21 pm by Winter Born »

Offline RCIX

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Re: What are your starting unlocks?
« Reply #11 on: May 28, 2010, 02:30:42 am »
I'll get the MRS very early most of the time as it holds my fleets together, and it has enough health that if it was going to die your fleet was probably too outmatched anyway. Plus, it does an insanely good job at holding together fleets, and boosts their longevity by a large factor. Other than that though ... if i need more defense i'll almost always buy missile turrets (the only turret that resembles being good at killing bombers), but yea everything else is context dependent.
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rubikscube

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Re: What are your starting unlocks?
« Reply #12 on: May 28, 2010, 02:43:11 am »
well, of course turrets when needed but at start it's all good. mrs really helps you recover almost instantly

Offline KingIsaacLinksr

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Re: What are your starting unlocks?
« Reply #13 on: May 28, 2010, 03:21:07 am »
Hmm, depends on the Ai.  We did go up against an Anti-Starship Ai so I decided to put more knowledge into fighter/bomber/frigate rather than light starships.  But it has been really random.  I like to explore new stuff and try out different things.  That way my friend gets surprised at the usefulness of things.  I will most likely unlock MRS (although I question that now with the changes), I actually have NEVER unlocked Transports.  Never saw the use of them.  Now they are instantly unlocked so I'm happy with that XD.  Typically also unlock heavier shields and the higher tech ships of my "special" ship I got. 

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Offline superking

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Re: What are your starting unlocks?
« Reply #14 on: May 28, 2010, 03:41:24 am »
I have an unusual familiarity with all the parts of this game

no kidding  :P