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Topics - Trerro

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91
Chaos Cluster / Not seeing the other forum?
« on: February 25, 2011, 09:20:20 pm »
We have a separate (hidden) forum for discussing group tactics, builds, etc. This is hidden to public view for obvious reasons. If you're in CC and don't see it, it's because I haven't flagged you for access. Message me in game (or just ask via XFire), and I'll add you to the list of people who see it.

Please do *not* just say it non-XFire fac chat. I'm often in all or planet, and there's a good chance I won't see it.

92
TW Guides / Commander class guide
« on: January 30, 2011, 07:08:53 am »
Although most of the commands and abilities can be learned, there are 3 small classes in the game. Once you choose a class, the other 2 are locked out, and you can then learn the extra abilities of that class. It is possible to switch, but only if you do a full respec.

Obtaining a class is *very* expensive, costing a total of 60 level points to get everything. They're intended primarily for high level players, although midlevel players may want to take one in some cases. As with all things, there are of course exceptions to this - see Sonya's very unusual, but very effective, early support build with TFC.

There is no best class, although of course there are areas of the game that each excels in. Choose the class that best fits your playstyle.

The short version:
Army of 1: Supercommander - You excel in small-scale combat, especially single unit combat
Supreme General: Giant dropper and recoverer - You excel in massive-scale combat, and have the smallest recovery costs, and a drop cost discount too
TFC: Versatility above all else - You lack the raw power of the other 2, but make up for this with commands that are useful in any situation, the ability to support others while also boosting yourself, and an army discount that lets you hop from planet to planet with a greatly reduced command bill for doing so.

The Classes:
#1. Army of One
Purpose: As the name implies, this allows you to make one extremely powerful unit, at the cost of not boosting anything else, at all. This is by far the easiest of the classes to use well, and also the most straightforward.
Strengths: Ao1s excel at single combat, or squad-based combat where you squad is centered heavily around a particular unit. They're also especially good at using + units.
Weaknesses: Because all of this class' power is put into a single unit, you won't be very good at being in multiple places at once. You're also going to be much weaker in large-scale combat than the other 2 classes.
Unlocking this class: You need Survivalist (which you'll probably want anyway at some point) and Charisma (eww, worst ability in the game). Survivalist makes sense for 1 guy piloting a superunit, but Charisma is an... odd prereq to say the least. I think Frizz just really wants someone to actually use Charisma. :P
Suggested minimum level and abilities: 50 - Most of this class' abilities further enhance the other commader-specific abilities (Shield Master, Skilled Gunner, etc), which you can get for much cheaper. Additionally, if you're relying that heavily on one unit, you'll want to make sure you can keep it alive with protective commands.
Root skill: The root skill of this class is rather lame. You gain access to hotkeys for 2 of your task forces and ummm... that's it, for 15 LP. Update: Frizz later changed this class so you can pilot + units without the merit if you have this class.
Additional skills:
Defensive Mastery - Commander: +25% Shields / Armor, +1 Gunnery Level Dodge, -1 Damage per hit taken
Offensive Mastery - Commander: +1 Max Speed, +1 to-hit, +1 Damage
Support Mastery - Commander: +2 Controlled Speed, +5% Shield Regen, +1 Acti Charges
Suggested skill order: The order they're listed in is likely best. The defensive boost is just too huge to pass up for the others, and while Support Mastery is certainly useful, Offensive Mastery is more directly useful.

#2. Supreme General
Purpose: This class is all about dropping massive armies, and somewhat reducing the huge expenses of doing so - as well as lowering rebuilding and reviving bills in all types of combat.
Strengths: No one can outdrop an SG, and no one else can auto-recover units without burning mod slots or actually salvaging.
Weaknesses: Although you can drop huge, you get no combat bonuses whatsoever to any of those units. When not in huge-scale combat, you're at a major disadvantage vs. the other 2 classes. You also have to watch out for skilled squads picking off units - no one can actually give orders to 120 units in a turn.
Unlocking this class: Unsurprisingly, you need the 2 regular army limit expansion abilities
Suggested minimum level and abilities: None. With this class, it's less a question of level and abilities, and more a question of whether you actually have the units and crews to support this style of play. If you do, then you're ready. If you don't, then you're not.
Root skill: This class gets by far the most powerful of the root skills. You gain +15 to max army size, hotkey control of all 7 taskforces, 10% autosalvage on absolutely everything, and immunity to overkill on crews.
Additional Skills: The 3 other skills are identical. Each adds another +15 to max army size, and reduces all deployment costs by 3%. The deployment cost reduction DOES add to existing reductions on planets. If you have the full 9% and drop with a 75% discount to attack a supernode, you won't merely take 9% off of what's left, you'll increase the 75% to 84%.
Suggested skill order: Since they do the same thing but cost increasingly more points, not taking them in order would be just plain stupid.

#3. Task Force Commander
Purpose: The task force commander falls somewhere in between the 2 extreme classes, and is a more active class, focusing on gaining commands rather than passive boosts. Unlike with the Ao1's super unit or the SG's enormous army, TFCs favor versatility over raw power. You also get a nice discount to drop costs, helping to mitigate the cost of all of that spam, and making it easier to hop from planet to planet as needed.
Strengths: High versatility paired with the ability to support the other 2 classes with heavy command spam - you have some value in absolutely every situation, even when the forces you have deployed suck.
Weaknesses: Because you lack the strong focus of the other 2 classes, there is no one area that you really dominate.
Unlocking this class: Like SG, this requires the 2 army expansion skills, which IMO, is kinda odd.
Suggested minimum level and abilities: 90+, with all or nearly all of the combat commands learned. A TFC that can't command spam well is just a gimped SG.
Root skill: TFC's root skill isn't quite as huge as SG's, but it's still quite powerful. You gain hotkey access to 4 taskforces, +15 to max army size, and a 10% reduction on drop costs. The deployment cost reduction DOES add to existing reductions on planets. If you drop with a 75% discount to attack a supernode, you won't merely take 10% off of what's left, you'll increase the 75% to 85%.
Additional skills:
Improved Move Out - This upgrades Move Out, causing it to last an extra turn, and granting +2 movement instead of +1.
Improved Aimed Shot - This upgrades Aimed Shot, causing it to give +2 to hit instead of 1.
Improved Power Burst - This upgrades Power Burst, restoring 10 points of shielding twice rather than 5.
Nano Burst - This is a new command, and repairs 5 armor per turn for 2 turns. It's basically a regular power burst, but for armor, and makes it *much* easier than normal to conduct field repairs.
Suggested skill order: I suggest either the order I list them in, or taking IPB before IAS. IMO is useful is just about every kind of battle, as well as drops that aren't battles at all (like scouting for the Zed bacon). IAS is very powerful when you really need it, but it's not something you need often. IPB, on the other hand, is weaker than IAS, but applies to a much wider range of situations and works on allies. It's a tough call as to which of those 2 gets priority. Nano Burst, while certainly useful, simply isn't something you're going to be using all that often. It's a nice added boost, but I wouldn't give priority over the main 3.

93
TW Guides / Spending your LP
« on: January 19, 2011, 03:59:04 am »
Last full update: 3/23/2012
Last partial update: 3/23/2012

One of the most common newbie questions is "where should I spend my level points". As you can well imagine, there isn't really a "best progression", and it's largely a matter of both what you want to do in the beginning, and what you favor style-wise.

That being said, there *are* some skills that are must-have in many situations, so I'll discuss those, then get into everything you can learn, and when you should consider it. Of course, there are people that this guide just plain doesn't apply to, due to aiming for very unusual build setups, or having a very early focus on something that most players skip until later. Don't be afraid to experiment, especially since you get the free reset.

First, however, are a few major pointers:
-Your first reset is free. Many players intentionally use a build that would suck later, but is good at low level, then simply discard it at 20ish. This is certainly an option, and you may want to consider it.
-With the exception of the 3 commander classes (which you have to pick only 1 of), you CAN learn everything, so generally, it's not a question of *if* you'll learn something, but rather when.
-By 149, you can learn everything but vehicular mining, and once you have a mining base, you'll never vehicle mine again. This requires a bit over 5.5 mil exp, however. It's not an insane amount by any means, but it's definitely not something you'll be achieving in a week either. If you want *everything*, it takes L158.
-If you've already burned your freebie, do NOT pay 50 TB for future resets. The PU that does the same thing costs 20ish.

How leveling and LP works:
1. You begin with 9 LP. You initially get 3 LP on level up, but after level 20, receive only 2. There is no maximum level, although eventually, there's nothing to spend the LP on but clones, which are nice to have, but really not terribly important. Most agree that levels beyond 200 are basically pointless - extra clones don't *hurt*, but they simply aren't needed.
2. There is a limit on how many commands you can issue per turn. This starts at a pathetic 2, but you can gain an additional slot every 10th level. There is no slot cap, although you of course eventually reach a point where further slots are unlikely to do anything of value. There may be extremely rare cases where you'll want to issue more than 22 commands in a turn, but generally, 15-20 is plenty, you're usually going to want a hell of a lot less than that, and so again, levels beyond 200 fall under the "not *completely* useless, but not at all necessary" category.
3. 10,050,000 exp is level 200, since you're probably now wondering that. :P Don't worry, you'll have the overwhelmingly majority of the stuff loooooooooooooooooooong before then.
4. The first level up takes 500 exp, the second takes 1,000, and the third takes 1,500. This pattern continues forever - it will never curve. To quickly figure out the exp needed to reach a particular level, the formula is previous level * target level * 250. So for instance, for level 10, you need 9 * 10 * 250 = 22,500 exp. After L200, this changes. Levels simply take a fixed 100k exp after that. So 1.5 mil xp = clone if you do decide you want a pile of them.
4. Wulf unlocks at level 2, Esika unlocks at level 6, Konu unlocks at level 10, and all other planets unlock at level 11. You cannot access any of the planets where it is possible to gain FP without being paid.
5. You must be level 70 to create a clone, but realistically, should not be using that option until MUCH later than that.
6. Other than planet unlocks, slot count, and clones, absolutely NOTHING is gained by leveling rather than LP. If you have the LP to learn it, you can learn it.
7. Unpaid accounts have a level cap of 10. You will not lose exp if your subscription expires, and you will retain everything you've earned, but you will not be able to gain additional exp until you pay again. Let us know if you need help getting paid or re-paid, it's MUCH easier than many think. Frizz has removed the level cap, so this is no longer a concern.
8. It can be tempting to stay at level 40 to use Esika, but there's much better opportunities if you move beyond. Likewise, the higher CE caps on the CE-limited planets are nice, but ultimately, you're better off just being stronger.

Your command crew
Your command crew is stronger than any normal crew. The normal 1.3 CE multiplier is ignored, you have access to + units, and due to several abilities you can learn on the side, you effectively have far more than 3 merits (even if you technically really only have 3).

Piloting: You begin at Skilled (Yellow) Piloting, and will want to raise this very, VERY soon. Nothing will speed up your leveling more than gaining access to better units, and this is how to do it.
It costs 6 LP, then 9 LP, to gain the final 2 piloting levels.

Gunnery: You likely begin at Skilled. Although this is slightly less important than Piloting, I do recommend boosting it to elite very early on.
Like with Piloting, it costs 6 LP, then 9 LP to boost this.

Merits: Not all merits are available to your commander, but this is generally because you effectively earn these merits by other means. You cannot obtain war hero, because you're already 1 CE and unkillable. You cannot obtain Marksmanship, because the Gifted Gunner ability does the exact same thing. I think those are the only 2 missing. So, which should you take? Here's a discussion of each merit:
---The good choices---
Acti Master - This makes a HUGE difference on Zed, a HUGE difference on nearly all + units, and has value on most units. This is by far one of the most common commander merits.
Battlefield Promotion - Only your commander can drive a + unit, and he needs this to do it. If you *ever* want to use a + unit, you'll need this. That being said, I don't recommend taking it before 50ish.
Eagle Eye - You really can't go wrong with more range in those 1v1 battles. The catch of course, is that this does absolutely nothing on listic units.
Zerk - While generally not as good as EE, this DOES work on all weapons, and more damage always helps.

In almost all cases, you're going to want 3 of these 4.

---The niche/medium choices---
Speed Demon - Sure, speed helps, but this tends to be secondary to everything above.
Quick Reflexes - The problem with this one is that it's extremely niche. It's great on dodge units, but almost useless on just about everything else. There's obvious Zed value in having this, but you're definitely giving up usefulness elsewhere if you choose to take it.
Engineer - Although more shields help, they don't help as much as the big 4. Also, the Shield Master ability does the exact same thing without burning a merit slot. (They do add together if you have both, but again, the big 4 are usually better.)

---The bad choices---
Armorer - Your commander generally shouldn't be relying on armor.
Energy Specialist - You should have plenty of regen through command spam.
Packrat - Your commander should not be handling this duty. Leave it to your minions.
Rockhound - There's no way it's worth having a weaker commander for this. If you really like salvaging with your commander, get a Scrappy.
Steady Hand - Upload Terrain Data is your friend. Use it. :)

---The exception to all of the above---
Sometimes, a player will choose merits purely to be awesome with a specific + unit. There's value in this, but it's going to make you weaker everywhere else, and it costs 15 TB to switch out of it, so I don't recommend doing it on a regular basis, if it all.

Merit costs:
1st = 3 LP
2nd = 6 LP
3rd = 9 LP

My recommendation: Get an E/E command crew with 2 merits by level 20. Have the 3rd merit be BP, but don't take it until 50ish.

========================================================================

Initial Commands
Most commands are useful, but some have far more value than others. Let's start with the 3 most consider the critical 3 to take before 20.
Aimed Shot - This is a huge help when leveling crews (including yourself before you have elite gunnery!), and because of how the bell curve works, can make a huge difference for 1 cmd. Yes, it's something you try to avoid using due to its drawback, but when you DO need it, it's incredibly useful.
Power Burst - This gives 10 points of shielding for 1 cmd. Yes, it takes 2 turns to do it, but particularly on newbie planets, this is a huge boost, and even late in the game, it can be that small extra boost that helps.
Ammo Drop - Unless you plan on relying EXCLUSIVELY on energy weapons in the beginning, you're going to have units run out of ammo, and at that point, you either have this command, or you have useless weapons until next drop. Note: The supply crates on Tariona have made this far less critical to low levels than it used to be. You'll still need it elsewhere though, so I definitely recommend taking it by 30.

==============================================================================

Major Commands and Abilities:
These are the things that are useful in a huge variety of situations, and as such, you'll want most of this stuff by level 50.

Stuff that raises movement speed:
Whether you're trying to rush an enemy, flee one, outmaneuver one, or simply get from Point A to Point B faster, movement speed commands are a huge help.
Upload Terrain Data: 3 controlled speed can be huge, and this costs only 1 to grant it for 4 turns.
Move Out: +1 max speed may not sounds all that great, but it's spammable, so you can apply it to a whole squadron.
Fall In: +3/+3 speed, albeit with a cooldown.

Stuff that LOWERS movement speed:
Whether you're fleeing an enemy or trying to stop one from doing so, slowing an enemy to a crawl is of obvious value. These are also good for mind games, as your enemy doesn't know when you'll throw them, and thus can't always count on moving as far as he wants to.
False Orders and Mass Confusion are the 2 commands for this.

Stuff that makes you avoid hits:
You're going to get into situations where no amount of damage reduction and shielding is going to save you, but having an insane evasion level will.
Evasive Action: This is a great way to protect a unit, and it's usable on allies too, with a fairly low cooldown.
Wild Manuever: This hurts your accuracy, has a long cooldown, AND only works on your own stuff, but can be an absolute lifesaver, especially when stacked with EA.
Static and Jam Comms: Of course, if it's one particular unit you're trying to avoid, you can simply kill its accuracy rather than raising your evasion. These are also on separate cooldowns, so it's good to have both methods available.

Barriers:
On the flipside of the above, sometimes you're about to take tons of hits, but they're almost all tiny. Throwing up barriers can completely negate some hits, and greatly weaken most. Just be careful... they aren't going to save you from huge energy hits.
Energy Shell and Energy Barrier are the 2 commands for this.

Shield Boosters:
Sometimes rather than blocking or dodging hits, you're better off simply soaking them and recharging quickly... and sometimes you have no choice because the other 2 options are on cooldown!
Power Burst - This is one of those great "just a little bit extra" commands.
Power Surge - This is a bit more expensive, and limited to 1 unit per turn, but it's stronger, and doesn't take 2 turns to fully work.
Power Rush - The value of this really depends on the target since it's percentile-based, but on a heavy shield unit, this can be huge. Be warned though, this has a very long cooldown.

Energy Stuff:
The ability to manipulate the cooldowns of energy weapons is huge, whether that's getting that extra 200 damage volley off, or stopping an enemy from doing it to you.
Hotwire: This caused a unit to double charge this turn. This will NOT allow you to fire twice, but does allow longer cooldown weapons to fire far more often.
Power Down: This knocks a charge off the energy weapons on an enemy unit. This WILL stop energy weapons with no cooldown from firing.
What happens if both hit the same unit? The last one to be used applies. If you're in a situation where you're likely to have these opposed commands in play, try to use your command on the very last second of the turn.
Note: I think the "last applies first" thing is no longer true, and PD just always works. I haven't extensively tested it though, as it's mainly on Zed that PD vs HW happens, and there hasn't been much action there lately.

==========================================================================
Everything Else:

*ALMOST* everything is useful, but you're going to have to be around level 150 to learn it all besides vehicular mining, and it's going to take you quite a while to get up there. This means you're going to have to prioritize what you want. There's generally no right or wrong answers, but everything you take early means something else is coming later, so try to set up a build that fits you.

At the same time, don't worry TOO much. You will eventually get all of this stuff, and if you feel you've completely borked your build, there's always the reset option - which keeps getting cheaper because the PU system spawns resets way faster than they get used.

These are listed by category, but they don't always line up neatly in a tree. If you can't find where something is on the trees, don't be afraid to ask in faction chat.

IMPORTANT: These are largely in the order they appear on the skill trees. They are NOT listed by any kind of recommended priority.

Improving Accuracy - Aimed Shot, Fire Mission, and Paint Target are the main 3 for this. Fire Mission is generally the best of the 3, but has a huge-ass cooldown. When trying to hit a dodge unit, you'll probably want at least 2 of these, if not all 3 in play, with an ATL going too.

Improving Damage - There's actually only 2 commands for this, Focused Fire and Overload Fire Control. Focused will always do *something*, but there's often better ways to spend command. Overload is mainly used on missiles (where you're lobbing a crapload of tiny shots with a huge accuracy boost), but is occasionally of value on other stuff too. In general, it's missile-heavy players that tend to aim for these early on.

Reloading - Ammo Drop is critical, but Resupply less so. Resupply is more efficient, cheaper, and frankly, less of a pain in the ass. It can also keep 2 units supplied, in addition to Ammo Drop supplying a 3rd. It's up to you how soon you take these - basically, are you putting yourself in the kinds of situations where ammo is frequently an issue, or not?

Mining - Ewww. Seriously. Mining bases utterly replace vehicular mining, and there's much, MUCH better ways of earning resources than the crappy amount of ore you pull in with vehicles. These skills can have value to players under level 6, but taking ANYTHING in this category will almost certainly have you reaching for the respec button by level 20. I recommend completely ignoring this line of skills.
One extremely important exception to the above: You need Transport Ore to run a mining base or Dom. This costs 0 LP, but you *do* have to select it. Frizz did this to limit newbie confusion. Don't forget to take it, and remember that you need to re-take it if you respec.

Salvage - There can be huge profits in salvage, and this can be useful at basically any level. The catch of course, is that everything you take in this category early is something that could've made you fight better. You'll have to decide what's worth it. A lot of newbies don't realize what's worth using where, so here's a primer:
Basic: Use basic for stuff you kinda, but not really, want. The crappier turrets are a good example of common targets for this. Note that most bandits are NOT worth salvaging, because the value of the unit you recover is lower than the value of the command you burned doing it.
Advanced: Use this for the good stuff - valuable buildings, non-probe pvp kills, recovering your own stuff, etc. Also of note, BOMs and BTMs *ARE* worth salvaging, even if they're bandits.
Mod: The main value of this is that you can recover the rare mods (Tear and BE) from bandits. This is a relatively longterm investment due to the rarity of these mods (1/100 and 1/300), but can definitely pay off for the patient player.
Scavenger: If you're going to be salvaging basically ANYTHING on a regular basis, grab this. It boost all other salvage skills.
Salvage Expert: Knocking 1 off the command cost of all salvage actions can be quite profitable in the long run.
Recycling: The idea is that it's basically free resources. The problem is that it is isn't a lot of them, and it costs a metric asston of LP to get the stronger version of it. Generally, Mod Salvage is the better investment.

Making enemies take more damage (or lose parts)
Generally, these are more useful than +damage, especially in PvP. The general +damage ones are the most useful, although +damage to armor helps against the BA series and stuff like brawlers. Critical Flaw is the oddball skill in this tree. It usually sucks, but has obvious value against wall units.

EMPing
This can be a big help in pvp to take a target down faster, and is occasionally useful on bandits as well when you really want to make sure you kill one THIS turn. Shield failure can be very powerful in pvp (and yes, on buildings), but beware it's insane cooldown.

+Shields
Although not as powerful as dodging or barriering in most cases, boosting regen can be an excellant way to keep a unit alive, and as there's several skills for it, with (mostly) small cooldowns or none at all, this is a great line of skills to have. This is everything with "Power" in its name that doesn't end in "Down".

Barriers
These are great for reducing hits, especially missiles, which tend to rain in a lot of tiny, hard to dodge hits.

Hotwire and Power Down
These are critical pvp skills, but can be quite useful when fighting bandits as well... especially on Aldus.

-Accuracy (Static and Jam Comms)
While it's usually better to raise the evasion of the target than lower the accuracy of the attacker, in 1v1, these are effectively the same, and of course, you can do this while the other is cooling. I don't recommend taking these if you don't have EA/WM yet, but they're a great complement to it.

+Movement
Upload, Move In, and Fall Out, are all VERY useful in a huge variety of situations.

+Evasion
Evasive Action and Wild Manuever are very important life saving skills

Army Expansion
These 2 skills raise the army cap from 50->55->60. It's unlikely you'll want these early on, but if you start playing with huge armies, these can give you that bit of an extra edge.

Command Crew Boosters
There's several ways to boost your command crew, scattered throughout the ability trees
Armorer - Duplicates a merit, although shields are generally more important. Still, this helps make you stronger.
Shield Master - This is a big one... it's a substanial shield boost that doesn't use a mod slot, doesn't use a var, and is completely passive
The Gunner Stuff - At 14 total points, this is a substanial LP investment, but you gain a full gunnery level beyond max AND duplicate the Marksmanship merit. You probably won't want this too early due to its cost, but it's a huge help later on.
Lightning Reflexes - This mainly comes into play when piloting evasion units, but will cause the occasional extra miss on normal stuff too. It's not reliable, but it does help. Most wait until at least mid level to grab this.
Grease Monkey - Armor regeneration (even if it's rather slow) can save you from needing a dropship.
Seasoned Mechanic - This boosts your armor regen to 4, and also lets you do field repairs on entire stacks. Of course, it's a very slow repair, so most don't take this until at least mid level.

+Trade Slots
I honestly don't even know what the cap is, and almost no one hits it on any regular kind of basis. In the unlikely event that you need this before being VERY high level, you'll know. :)

Builder Stuff
This is Tinkerer and everything under it. Half of the tree is dedicated to speeding up construction, either through lowering the build time or raising how many slots you have. The other half is dedicated to building vehicles with more slots. The second half is only useful if you have a LOT of strux, so keep this in mind.

Base Stuff
Treasurer is absolutely critical to mining bases, and of decent value to drag bases as well. The rest of the tree doesn't get used terribly often, but can give your bases that bit of extra damage they sometimes need. How heavily to invest in this depends on how often you use bases. Then again, after getting treasurer, it's only 4 points to finish the tree up, so... meh.

Miscellaneous Abilities
Charisma - This is widely regarded to be the worst ability in the game.
Survivalist - This, on the other hand, can greatly reduce the ressurection bill, which can get fairly huge in army combat. The revival PUs have made this FAR less important than it once was, but it's still a useful thing to have.

==========================================================================
Commander Classes

There are 3 commander classes you can take. Be warned, fully unlocking a class takes 60 LP, so it's definitely not something a low level player should be looking at, at all. While there's no official minimum level, I generally do not recommend taking Ao1 or SG before level 60 or TFC before level 90.

There's no wrong answer here. Your class choice reflects your style as a player. Choose what fits you best. Remember, it's not a final decision, you can always reset if you decide you want a different class. It costs TB every time though, so try not to do it constantly.

I'm not going to go into a big discussion of the classes, mainly because by the time you're high enough to be taking one, you'll already know what you want and why, and will be beyond the player skill level that this guide is aimed at. :)

====================================================================
Need further help?
Don't be afraid to ask. :)

94
TW Guides / How to mod, var, and crew intelligently
« on: December 25, 2010, 09:20:55 am »
There's over 150 mods in the game, which you can apply to over 100 units, so listing every possible mod strategy is frankly impossible.

However, you don't need to know every possible combo, you just need to know how to pick an appropriate combo, and once you do, you'll easily be able to come up with your builds. Don't be afraid to experiment - the best combos aren't always the most obvious.

Some major things to consider:
1. Be sure to choose a unit that supports what you're trying to do in the first place. While you can force a unit into an unusual role, and that's *occasionally* a good idea to trick enemies, usually, you'll want to pick a unit that's already good at what you want to do, and make it even better.

2. Some mods suck on their own, but are great as part of a combo.
3. Some mods APPEAR at first glance to be far better or worse than they actually are.
Cerberus is one of the best-known examples of both of these.
Cerberus by itself: +50% shields, +10% regen, 1 damage reduction
HT by itself: +100% shields
Cerb looks better, right? Here's why it isn't: shield regen is not a fixed value, it's a percentage of the total. On any unit with at least 20% shield regen, HT will give more regen than Cerb, and twice the total shield boost. Even if the unit only has 15% regen, you still come out ahead in overall power, since you'll have far more shields, but only a tiny bit less regen. Sometimes, simple really is better. In this case, the "just add a bucketload of shielding" beats "let's boost a unit defensively in 3 different ways, but not do a good job with any of them".
Here's where the combo comes in. What if you use both?
HT and Cerb comboed: +150% shields, +10% regen (stacked with the already massive boost from boosting the total shielding), -1 damage reduction
Suddenly, that Cerb's looking good again. Of course, you may decide that this combo is simply way too much defense for what you're doing, and that's fine. There's definitely cases where it's an awesome thing to have though.

4. Niche mods often shine on specific units.
Let's look at 2 reduction mods.
Sanctuary Dampening Shield: 2 damage reduction
Porcupine Reactive Armor: 3 damage reduction, but only vs. hits that strike armor
Well, in most cases, you want to avoid taking armor damage in the first place, and if you are forced to take some, Sanc still works. So in any normal situation, Sanc is clearly the better mod.
Now look at the Battle Axe series of meka, however. These don't have shields at all. There's no such thing at a hit that didn't strike armor on a Battle Axe. There's nothing else to strike. This means that for those units, Porcupine is simply a stronger Sanc, with no drawback.

5. A gun cannot have 2 properties. Properties include things like mag, mistarget, and rail. So what happens if you equip gyro ammo on a unit with a mag cannon? Well, the mag cannon is already mag, so it cannot be rail as well. This means gyro ammo will do absolutely nothing on that gun. On the other hand, if you equip both cluster missiles and explosive missiles, these stack fine. Cluster gives the other missile launchers a property (mistarget), but explosive does not, so both can be in play on the same gun.

6. Some units just plain suck out of the box, but are very, VERY mod-friendly. Sometimes it's obvious (the Claymore flat out tells you what to do in its description), while other times, you have to think a bit harder. The mite is a HORRIBLE unit unmodded... but it's actually one of the best simples in the game. We'll explore this when we get to sample mod builds.

7. Check the mod list carefully. You may have forgotten something. The first time I did a base seige with BAIIs, I used Sanc, because I flat out forgot Porc existed. Yeah, brilliant move.

8. Consider damage boost mods carefully - they aren't always worth it. For instance, Armor-Piercing Missiles adds 1 missile damage. Try to come up with a build where putting this on a unit is better than adding another gun, or a different missile mod. Yep... there isn't one. Of course, now that this also anti-missile mods, the mod *can* be useful in certain, rare, pvp situations.

9. Try to think of unconventional uses for mods - it can pay off big. Take Natural Armor Acti - an acti that consumes ore deposits to add armor to a unit. Have you ever dragbased or otherwise mass spawned on Konu, only to find ore blocking the spawns? Well... vehicle mining takes multiple turns. NAA not only doesn't, but makes the probe doing it stronger each time, allowing it to survive bigger and bigger pulls. This clearly wasn't the intended main purpose of the mod, but it's a very good use of it.

10. If you're using a unit for one purpose, mod it for one purpose. If your goal is to transport ore at the fastest possible speed, speed mod the hell out of a loggerhead, maybe including ONE defense mod. Something else can pull bandits out of the way, or you can let your base deal with them.

11. Mods, vars, and merits do not exist in a vacuum. The best units make good use of all 3, and try to complement them. Scroll up to the HT/Cerb combo. It's pretty strong on its own, right? Well, what if the unit is also RS. Now pilot it with a unit with both energy specialist and Engineer. That's a ginormous shield with insane regen, and you've still got 2 mod slots to play with. :) (Note: In normal situations, this is overkill. When shielding matters above all else on the other hand...)

12. Capitalize on strengths, and make use of weaknesses. Many mods are stronger than normal, but come with a drawback. Sometimes though, the drawback doesn't matter. -25% shields on a Battle Axe? -25% of... oh right, nothing. Supernovas give +8 damage to energy. Well, that's awesome no matter what you're using, but there's a great way to make it even more awesome. The punisher is 2 guns, and yes, that +8 is going to apply to both. Etc.

13. Cost matters. You can make a VERY powerful unit if you get a perfectly varred and crewed advanced unit with 2 I mods, while also employing Shak mods. You're also going to pay more than a + unit for something that's much easier to kill. That's not to say that expensive units don't have their place, but if you spend 3000 TB on an army... yikes, that's painful for ANYONE to lose a battle with.
13b. Additionally, sometimes it's better to use 3-4 not quite optimal units in place of 1 perfect one, as the total cost will be lower, and the total performance will be higher. Of course, the CE is going to go way up too though.
The bottom line: Budget most definitely IS a factor you have to consider, especially when weighting your odds of the unit surviving a fight.

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Ok, let's put all of this together in a few examples.

Example #1: Newbie leveling with a Mite
So, you're pretty much just starting out. You're level 2 or 3, and you want to quickly work your way up to having access to the good units. With limited piloting and gunnery, you've decided a fast energy unit is the way to go, and it'll have to be a simple. You're either just starting and have very limited command, or you're trying to train multiple crews at a time, so you need to watch the 5k CE limit. Because of this, you've decided to use only simple mods to avoid a CE penalty.

There's 3 obvious choices here - the Sai, the Copperhead, and the Mite.

Let's look at the base Mite.
20+5 shields, 2 armor, 5/5 speed, and 2 2 damage, 1 cooldown energy guns.
It has a better shield than pretty much any other simple, but a measly 2 armor, average speed, and utterly pathetic damage. Clearly, something like a Sai or a Copperhead is going to wipe the floor with this thing, as both are faster, harder to kill, and deal more damage, making the Mite well... pretty pointless. Let's fix that. :)

Merits: Since this is a newbie leveling unit, we can safely assume that whether it's you getting those first few commander levels or leveling a crew, that whatever is piloting this isn't going to have any merits... so let's completely ignore those for this example.

Vars: Clearly, A and M are useless here. DRS seems like the obvious choice, as after all, E can't reduce a cooldown that's already at 1. However, this assumes you want something super cheap... so let's only do 2 vars, and let's take DE. E may seem like an odd choice, but you'll see where this factors in.

Mod #1: Proton Mass Generator - This adds 20 shields. That's a nice boost in general, but huge on a simple. Mite has the largest simple shield, yet you're still doubling it. Additionally, it has a +15 shield recharge acti, so in a pinch, it's also a nice regen booster. The catch? You lose HALF of your armor. Wait... what armor? The mite has 2. We're adding all of that shield power and giving up a whole 1 armor. Win. :)

Mod #2: The goal is to  level as quickly as possible, and get you (or the crew) off of Tariona. Let's slap on a Combat Analysis System for +50% exp gain.

Mod #3: Vertigo Energy Turret - It's a nice, cheap, 1 cooldown energy gun, and an obvious complement to the unit's existing weapons.

Mod #4: Maxwatt Energy Transformer - This adds 5 damage to each of your guns, but also adds 1 cooldown... or does it? All 3 guns were already at 1, this ups it to 2, but that E var you took brings it back down to 1.

Final unit:
40+10 shields on turns the acti isn't used, 40+25 on turns it is, 1 armor, 5/5 speed, 150% exp gain, and the following guns:
2x 2 range 10 damage guns that fire every turn
1 3 range 14 damage gun that fires every turn

Most bandits you encounter on Tariona can't break that 10 regen. When you encounter 1 or 2 that can, well... you've got a nice shield reserve, and you can crank your regen to 25 on the 5 times when you need it most. You're not very impressive on range, but you can pump out 34 damage/turn (more if you get super close), and you can easily use that speed to get in range to do so. You only needed 3 mods to achieve all of this, so you're getting 50% more exp too. You're also doing it with a dirt cheap unit that you get the funds for even with vehicle mining (but don't - we'll supply this).

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Example #2: The Walking Shield (Aegis)
This is a much simpler example. The Aegis is designed to take hits for other units, using a massive shield reserve and some damage reduction. So, let's make one do precisely that. Let's assume that this is going to be protecting a stack of squishy advanced units - perhaps sentries or lightfoots, and so the cost of integrating once (but not twice) is worth it.

Merits: The ideal merit combo would be Engineer, Energy Specialist, and Speed Demon - Get more shields, refill them faster, and add to speed. You of course can't always get the exact combo you want, but you'll want some mix of those.

Vars: RS, nothing else really matters

Mods: That HT and Cerb combo I mentioned above? This is a great place to use it. Since protons flat shielding applies before HT and Cerb, let's throw that in to boost the combo. Armor really doesn't matter on the Aegis. Slap on a Hydra to avoid slowing down what you're protecting. For the 5th mod, you might be thinking kite, but at this point, there's better answers:
-Sanc Dampening - With the shield already so huge, upping the built-in 3 damage reduction to 5 could be quite nice
-Energy Defense II - On the other hand, close range energy attacks can get through a shield no matter how huge it is. This will slow that damage down.

Result: You've got a massive walking shield protecting other units, it's fast enough to not slow them down, and it's either got good overall damage reduction, or lighter overall reduction with heavy energy protection.

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Example #3 - Aldus Beast Leveling
IMPORTANT! - The new Aldus has been shrunk way down, with the Shak rate turned way up. This really doesn't work there anymore.[/b] (A similar build works fine for Dom/Hell dragbasing though.)
So, you're high enough level that you're willing to attempt the most difficult form of bandit grinding - fighting on Aldus with a stupidly weak Beast. You don't mind paying a huge upfront cost, and you're planning on using a LOT of command spam - this is for 200% exp stacked with the Aldus multiplier for 360%. You do, however, have to actually survive in this crappy meka to make use of its xp multiplier.

Vars: DE are obviously the critical ones. I'd recommend S for the 3rd, although M and R are also options if you want to involve slightly less command spam (saving you some Ammo Drops or some Power Bursts respectively.)

Merits: Acti Master and Eagle Eye. If you're willing to do a merit reset purely for this, switching back when you're done, I suggest Zerk for a 3rd merit.

Mods: There's aren't any obvious combos for this. The Beast has no strengths! You're pretty much going to have to brute force this one. Here's the 6 mods I use, and my logic behind each:
1. Wraithunter - It's not cheap to say the least, but you simply can't get a stronger energy mod.
2. EMP Cannon - This is generally the 2nd most powerful energy gun. Oblit shoots further, but you're fighting Aldus bandits, so you have to be in range of other stuff anyway. Additionally, since the EMP cannon does 150% damage to shields and WH does 150% to armor, there's an obvious combo here.
3. Hightower - This one's self-explanatory... the base shield on this thing just isn't going to cut it.
4. SBG - I picked this over Cerb, as preventing damage is critical.
5. Hydra - Even with speed spam, a speed of 1/2 isn't going to make that exp bonus worth it, at all (and will make some long range units basically impossible to kill). This kicks that up to 2/4, and 8/8 with all speed commands active, 5/5 while Fall In is cooling. That's quite managable.
6. Combat Analysis System - As the whole point is the doubled exp, well... that doesn't work without this.

Despite the huge cost involved, this isn't a very strong unit. A beast simply isn't going to be very strong, no matter what you do to make it not suck. However, with a weapon combo, ok speed, and and plenty of defenses with the aid of command spam, this is a unit that can generally hold its own on Aldus, and level you up enough to stop using it. It's pretty much the opposite extreme of newbie grinding with a Mite.

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Conclusion: This is a topic one could write a freaking book on. There's always new stuff to try, and no one knows ALL of the good combos, as there's thousands of them. However, if you think about what you want to do, find a good unit to do it, and mod, crew, and var it intelligently, you'll get a unit that does what you need it to do. Good luck, and don't be afraid to ask for help in faction chat, whether you're having trouble figuring out what you want, or just can't quite figure out what should go in that last slot. Good luck. :)

95
Chaos Cluster / Giant FP Contest!
« on: December 15, 2010, 08:49:36 pm »
Our last contest went pretty well, so we're going to start up another, larger, contest. The contest will involve basically everywhere that FP can be earned, in an effort to move the faction forward.

Our scoring system for this contest will be as follows:
Hadeus beacon: 1 point per capture. Although boring, this can be a great way to rack up a lot of points. Remember that we also pay 1 TB/beacon, so in general, you can expect a large payout from a run here, even if you come nowhere close to winning a contest prize. Also, although it's boring, once your net is set up, you really only have to pay attention every 20 minutes or so, so you can easily be doing something fun at the same time. Now that we've reached 100k FP and Had beacons are worth far less, we now pay 1 TB and you get 1 point per 3 beacons. This can still be a decent source when Dom isn't available, but we recommend sticking to Dom when possible.
If you don't know how to run Hadeus, I've written a full guide here: http://forums.chaoscluster.com/index.php?topic=192

Dominus ore running: 3 points per fully processed Unknown Ore deposit. Catching the timing on this can be tricky, but if you manage it, you'll get far more captures in the same period of time than you would on Hadeus. You can even level at the same time, as the planet has pretty strong bandits. Additionally, during this contest, we will be awarding 1 TB per Unknown as well. We haven't decided what the rate will be after the contest... it's going to largely depend on what that ore actually does.
I've written a guide for this one too:
http://forums.chaoscluster.com/index.php?topic=196.0

Zed beaconing: 1 point per 30 FP gained (1 point per 5 turns, IF you survive.) We're emphasizing this slightly less than Had and Dom because it's far easier to get people to do it, and because the TB payouts are already quite substantial on successful runs.
I did write a guide for this, but since most of Zed is about single unit pvp in general, 1 post won't cover it fully. Here's the guide though:
http://forums.chaoscluster.com/index.php?topic=197.0

Aldus beaconing: 1 point per 20 FP gained (Note: Aldus' beacon has really crappy FP payouts. Unless you're there to level and basically trip over the thing without looking for it, don't bother. Also of note, the Aldus beacon doesn't work like Zed's - you DO keep payout you've earned, so when in doubt, bail out. :P It just isn't worth fighting to hold this thing with a real unit.
There isn't much of a guide to write. Cap the beacon if you find it, bail out if you don't like the odds. The end. :P

Hellion noding: 1 point per 20 FP gained. Note: The per turn payouts are a pain in the ass to track, so I can't promise we'll catch this exactly. The every 720 turn ones are obvious though. Be very careful. Hell attracts a lot of bored vets that like to claim easy kills.
I haven't written a guide for this as only a few of us can really handle army combat (and none of us can do it on a constant basis). Generally, if you're not fighting bandit nodes, guerrilla warfare is the way to go. If people want a guide though, I'll write one for this as well.

Other methods: We may award some bonus points for various things in the future, such as recruiting members, participating on the forums, etc. We're still working on the details of this.

IMPORTANT: DS is an ever-changing game, so we may change both the point rules and the normal payout rules in response to game changes that occur during the contest. This will of course not affect anything you've already earned.

To win the contest, you need to be the first CCer to reach 1000 points. These can be earned by absolutely any combination of the above, so mix and match however you choose.

--------------------------Prizes------------------------------
1st place: You'll win a shiney new command unit, built and modded exactly to your desired spec.
-It will be activated (a + unit)
-It will be 4 slots, and 3 vars, and you will get to choose which 3 normal (not X) vars you want
-It will come with an integrate PU, so you can add a 5th mod of your choice
-It will come with any 5 mods you choose. The only restriction is that you may only choose 1 Shak mod. Everything else is fair game, including expensive stuff like Triage and Oblits.
Total value: It depends on exactly what you choose and how you customize it, but in most cases, it'll be worth 75-80 TB.

2nd place: You win a  4s 3 var BOM, with you choosing the vars, and an integrate PU for you to add a 5th mod of your choice. It will not come with mods, but will still be quite valuable.
Total value: There really isn't a stable price on this, but if I had to guess, somewhere in the 40-50 TB range.

3rd place: You win 1 bandit's eye. This is what you use to add the + to a command unit of choice. Said unit will not be provided, however, you have to win for that. :)
Value: Roughly 30 TB

Consolation prize: If you score at least 200 points, but do not win one of the top prizes, you will receive a 10 TB bonus in addition to any TB earned normally during the contest.

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Good luck to all CCers!

96
TW Guides / Zed tips
« on: December 14, 2010, 11:54:41 pm »
Zed is a much simpler planet than the other FP planets. There's a beacon, you capture it, and if you still own it at horizon, you get FP. That's it.

Since there really isn't much to explain about how the planet works, this is more a guide on how to be successful.

First and foremost, the golden rule of Zed (and really of pvp in general): Don't deploy something you mind losing!

Finding the beacon:
The planet is tiny (4x4 quadrants), so even with a single unit, you'll find it eventually. To find it fast however, do a probe sweep. Line up 4 probes in a row or column, then simply run through the planet until you see it. For best results, have both barrier commands, both dodge commands, and protons on your probes. You may even want to use multislotted probes, as that can lower the chances of a probe dying to near 0, while greatly accelerating them as well (use PHA).

Getting the beacon to a defensive unit:
If you're alone, you're probably going to have to UD and come back. If you're working with someone, someone should drop a defensive unit while the other drops probes. The probes find the beacon, caps it, carries it to the defender, then UDs and comes back with a unit to protect the beaconer with.

Surviving
This of course, is the hard part. The beaconer is usually going to be a very defensive unit, with brawlers, behemoths, clopses, and other heavy defense units all being popular choices. Other players should either be focused on keeping the beaconer alive with support units, or killing enemies. This isn't mandatory, however - sometimes the best defense is to just kill everyone that attacks you, and quickly.

The important thing is to choose your team well, and be fully aware of what that particular group of units can do. If you're going all offense, kill quickly, and try to catch your enemies off guard. If you're using all stall tactics - stick to them. Don't let them lure you out for easy kills. If you're using a balance, adjust your tactics based on what's coming.

The bottom line: You won't always be able to outgun your opponent, but most of the large teams that drop are uncoordinated messes that you very much can outplay... or at least survive.

Some tips
1. The later you cap the beacon, the less likely it is to be challenged, and in general, the less people that will challenge it. It also gives them less time to find and kill you, while leaving all your actis and such charged up for a much smaller fight. Of course, the the payout will also be much lower, however. It's up to you how much risk you want to assume, but generally, I find it works like this:
<20 turns left - Rarely challenged, and almost never by more than 2 people. The chances of encountering combat at all are low.
20-30 turns left - 50:50 chance that someone will drop, but low chance that they'll ever find you
30-40 turns left - The beacon will probably be both challenged and found, but the fight will be short - even if outnumbered, you can probably win by focusing on simply staying alive
40-60 turns left - Expect a more serious attack, and be prepared for a real fight. You will almost certainly have to defend the beacon, and there's a good chance that 3+ people will go for it.
60+ turns left - This has a bad habit of turning into an 8v3. I don't recommend attempting this without backup, and even then, be careful.

2. If you leave a giant trail of bandit corpses to where you're staying, you're making yourself much easier to find. Try to keep all of the bodies next to you, or to move the beacon away from the pile. If you're patient, you may even want to try to create a false trail of bodies directing someone to a corner you're not in, although of course, your opponents are only going to fall for that trick so many times.

3. Even if you're looking for a fight, you don't an early one. You're stuck holding the beacon, and your enemy isn't. If you defeat him with 50 turns to go, he WILL be back with a unit specifically modded to killl you... and he knows exactly what you have because he just fought it.

4. Don't always beacon with the same unit. If you become known as "that guy who always beacons with X", you'll encounter nothing but opponents specifically countermodded to kill X. On the flip side, you can specifically drop a unit to trick your enemies. If they know you always use a defensive brawler, you can try arming one to the teeth, and have a great chance of catching them off guard and quite dead. :) Whatever you do, make sure you switch up your tactics - even swapping out 1 mod can be make a difference when your enemy's not expecting it. Predictability is the easiest way to fail.

5. When working with a team, form a team. Many units complement each other nicely, so try to set up a team that works well. Also, it's a good idea to make sure at least 1 player is prepared for each type of unit you might encounter. If you have 4 people down and no one has an ATL, for instance, don't be surprised when 1 guy in a killfox wipes the floor with your whole team.

5. Intermediates are used for more than anything else on Zed. The actis are a great help, the prices make them cheap to integrate, and they can get 4-5 mods on within the 1000 CE limit. Advanced units aren't out of the question, especially since the base units are much stronger, but they start much closer to the 1k limit, forcing them to employ things like Mark of the Commander to even deploy. Of course, the lower CE advances such as the Leopard are always an option.

6. The numbers themselves are often enough. Solo beaconers are almost always attacked, while teams of 3+ are rarely challenged even on some of the longer beacons.

7. Don't be afraid to bail out. Sometimes you get stuck in an 8v3, or you've been fighting for 25 turns, everything is cooling, and you know you're dead if you don't evac. At this point, you have to decide if you want to risk it for the FP. If it's an expensive unit, it probably isn't worth the risk.

97
TW Guides / How to get Unknown Ore on Dom
« on: December 14, 2010, 11:22:01 pm »
What you need
-Our faction storage needs to have the necessary buildings. If we're short on something, let us know so we can restock. Of course, donations of buildings are always appreciated, and of course, you'll recover their costs easily on a successful run.
-Crews for the transporters. Even 3 is enough to get some ore, but more is of course better.
-The transporters. Loggerheads are by far the best, but you need veteran or elite piloting to use them. The crappier transporters are simples, so you can drive them with level 1s.
-A 1000+ CE command unit, both to fight and to capture the base node

Getting a buildable node
(You can of course skip this section if we already have a node.)
You need a base, but Dom bases don't work like Hadeus ones. You build them on site, and to do that, you need a buildable node. Dominus is 9x9 quads (a quadrant is a 30x30 area.) The Dom quads are divided as follows:
-Border quads (anywhere you can see a red line from) do not have nodes at all.
-The other ring of quads has nodes, but they cannot be made buildable
-The inner 5x5 quads are all buildable nodes.

First, scout around for a good place to capture. While any of the 25 buildable nodes can work, being sandwiched between 2 enemy bases is not only a pain in the ass, but greatly increases the chances of getting steamrolled.

Once you find the node you want, clear its quadrant of all bandits, than stand on the node and issue the capture command followed by the make node buildable command. These can be issued on the same turn, but MUST be done by your commander, and he must be piloting a unit of at least 1000 CE (total, the base unit can be crap).

Building the base
(You can of course skip this section if we already have a base, but may want to read it anyway in case we need more processors.)
To drop a building, put your command unit where you want it, then issue the drop building command. The desired building must be in faction storage.

Recommended buildings:
1. Large ore processors - These are required to do the run, and each deposit takes 20 turns to process, so you'll want multiple. 5 in generally enough, but if you find that isn't cutting it, add as many as you need.
2. Command tower - This will get the ore in faster, and get your transporters out on the next run faster. It also gives you some extra maneuverability when fighting the inevitable bandit pulls that come in with the ore.
3. Heavy Thumper - Your focus is the ore rather than the bandits, but that also means you're not fighting them to the best of your ability. Use this to greatly weaken their ability to fight back.
4. Tracking Station - This ups the accuracy of both you and your turrets.
5. Guns - Don't overdo it, as you can't hold off a heavy player assault. 3 guardian lasers is plenty.
6. Power - You of course need enough power to run what you drop. Try not to flash fusion reactors next to anything else for obvious reasons.

Optional buildings:
1. Supply depot - If you're going to be there a while, you may want this to reload. If you're not (or you're using energy), then don't bother.
2. Grav gen - Slowing the bandits is a double-edged sword. It can help keep them off your transporters on the way in, but can leave them in the way on the way out. It can help keep you and the turrets from being overwhelmed, but when it's 1-2 bandits, it just plain wastes time. If you do drop one, I suggest turning it off, then activating it only when large pulls are coming in. Of course, if you want to drag base at the same time, you'll definitely want this.
3. Interdictor - If you're drag basing, it always helps to include one of these. If you're not, you're just giving enemy factions a large shiney reason to attack you... so don't.
4. Shield recharger - Self-explanatory, but rarely needed.
5. Dropship pad - This is great for deploying replacement transporters and probes, but it's one of the most expensive buildings in the game. Please don't deploy this until you actually need to call something with it.

If you don't drop with your transporters, you can drop directly to the node on your second trip. However, the node itself doesn't count, so put at least the first building of the base down... or if you're going to be away for a while, just slap down a flag.

Gathering the ore
Every now and then, the special ore will land on Dom. The newsbot will announce it in chat. This only happens once every couple of hours, but a LOT of deposits get dropped. To capture a deposit, move a transporter unit (I recommend loggerheads, but any ore transporter can work). Issue the capture command, then drag the ore to an inactive processor. The processor will nom the ore. Once the deposit disappears from the unit, you can immediately send the transporter out for more. Note that unlike with beacons, you do NOT have to sit on a deposit for a turn to cap, and holding one applies only a slight reduction to move speed, not a cap of 4. You can easily have these things flying across the map at 10+.

Packing up
If you're done gathering and no one else wants to use the base, UD it. To remove a building, stand on it and issue the UD command. I recommend leaving 1 flag down so others can attempt to use the node in the future. Dom is not Hadeus - AFK bases absolutely WILL be destroyed, it's only a question of when.

98
Announcements & Such / The amazing disappearing shoutbox!
« on: December 05, 2010, 10:15:26 am »
Sorry about that. Everyone can actually see the damn thing now. :P

(The database was calling the permission something different than the actual code, causing only admins to see it.)

99
TW Guides / How to Hadeus Beacon
« on: December 05, 2010, 09:53:15 am »
Before you start:
1. You need a LOT of probes. I recommend 45-49.
2. You need something with guns, in case someone has an AFK net that you have to poke a hole in. Any fast unit works.
3. You of course need crews for all of that. Level 1s are fine. You can only recruit 5 crews per day, so if you're starting with none, it'll take you 10 days to get enough.

Deploying the base
1. Choose a base. If you look in the faction menus, you'll see the faction base designer. We have a few pre-built ones, ranging from the bare minimum of FHQ, Command Tower, and power, to a fairly huge one. In most cases, you'll either want the the bare minimum one or a lightly armed one. Don't drop a large one if you're not prepared to defend it. You can also design your own, but again, keep it very small if you're not prepared to defend it.
2. Deploy the base from the normal deploy window.
3. Drop and go. If you deploy on the red line, you may want to evac and retry for a better position.
Note: Although you will not initially have the ability to drop the base, we will grant it to anyone who asks. We just want to make sure people know what they're doing before they drop a base and potentially cost us a lot of resources as bases are not cheap to replace.

Setting up the net
Hadeus is 6x6 quadrants (a quad is a 30x30 space). You'll want a probe in the center sector of each quadrant (this is commonly known as a probe net). There's 2 ways to easily figure out where the probes belong.
Method A: Look at the coordinates, you'll want probes at 15,45,75,105,135,and 165. (Exact coords don't matter, just make sure you're in the right sector.)
Method B: Your base is in one of the correct sectors. You can count off 3 sector increments from there.
So you don't need 1000 clicks to set your probe net up, remember that you can stack a few probes together, select the stack, press w, and click where you want the whole stack to move.
Be careful, there is likely at least one armed base down, so you WILL lose a few probes. Just try to make sure it's "a few" and not "so many you have to UD and try again".

Beaconing
Now that your base is down and you can see the whole map, you're ready to beacon. This is a very simple process.
1. Look for yellow dots on your minimap. 3 of them are the beacons.
2. Send one of your extra probes to the net probe closest to the beacon.
3. Send the probe that was already there to the beacon.
4. Sit on the beacon for a full turn, then command->capture beacon.
5. Carry the beacon to FHQ. As soon as you get the beacon to FHQ, a new one will spawn somewhere at random.

The Shak Base
One thing to be careful of... the aliens deploy a base, and will periodically UD and redrop. Their base is quite massive and will absolutely annihilate any probes that get in range. Always remember where it is, since if you lose a beacon to it, you won't be able to recover that beacon until the base leaves... which takes 2-5 hours.

A few other tips
-A beacon carrier has its max speed reduced to 4 until it drops the beacon. However, Move Out, Fall In, and the Command Tower DO ignore this cap.
-If you want to make it *to* the beacon a bit faster, shield shunts are a good cheap way to add +2 max speed to your probes.
-You're quickly going to realize that most of your time will be spent waiting for beacons to make it to FHQ. I strongly recommend doing something else at the same time, or at least having music on. It can get very boring otherwise.
-An enemy may attack, but you have the tactical advantage of seeing them LONG before they get to you. React accordingly. If you can't fight the enemy or don't want to risk it, evac the base. Click on FHQ, command->evac base. Be careful: base evacs CANNOT be canceled.

Dealing with other nets
Destroying probe nets is very heavily frowned on in the DS community. This is because rebuilding and resetting a net is a pain in the ass, while the guy destroying it gains almost nothing. Poking a hole in an AFK net because it's blocking a capture is fine, but do NOT kill an enemy probe without reason.

You may find you and someone from another faction are both beaconing, and you'll need to work out a sharing agreement. Don't worry, this may actually not slow your FP gain down, since long distance beacons are closer for the other guy.

Good luck. :)

100
Off Topic / Happy birthday Galeesa!
« on: November 11, 2010, 09:36:08 pm »
:)

101
TW Guides / How to earn resources
« on: November 04, 2010, 06:55:22 am »
Ok, first of all, you obviously have the option of donating money to the game. It's the fastest way to get started, it helps the game, and you can get quite far on 20 bucks, if you manage it a lot better than me and Lomaz do. :P

However, you may not want to pay at all, and even if you are willing to pay, there's a finite amount you're willing to spend, so you're not going to want that to be your only source of resources. This guide covers the other ways to get stuff.

Before listing off the methods, there's one important thing to point out, which is that you can always trade any resource for any other resource. If you have a surplus of something and a shortage of something else, the way to fix this is obvious. :)

Ok, here's some methods of earning resources:

1. Crew training - An E/E crew only goes for about 2 TB, but a fully merited crew can be quite valuable. How valuable of course depends on what merits you roll, but all but the worst combos pay at least 10 TB, and the best combos can be worth 50+. Here's some tips for getting a crew leveled up quickly:
-Level 1 crews suck at hitting, so stick to energy units with a +hit mod to compensate.
-You'll probably want to E/E your crews on a newbie planet.
-Konu gives +10% merit chance on level up, which is huge (35% vs. 25%). Definitely do your meriting there.
-To maximize your kill rate, try drag basing (drop a small base with no turrets, your leveling units, and probes to pull stuff in, making heavy use of things like thumpers).
-There are 2 mods (Combat Analysis System/Module) that raise earned exp. This will, of course, speed up the process.
-If you're going to be doing this particularly often, invest in a commander's seal. It's pricey, but most definitely pays for itself many times over.

2. Relicing - Remember, you can sell command. To capture a relic, simply stand on it, wait a turn, and issue the capture command. Esika relics have smaller payouts, but earn you command every turn. The Konu relics put the command in a pot, and the final capper takes the pot. For Esika, you can choose between probing and running and actually defending, while on Konu, you'll almost always need to defend. Of course, needing to defend may also give you access to killed enemy units.
Bottom line: Esika = easy command, Konu = high risk, high reward
Note: Your relic cannot be capped while you have a unit in sector. There are 3 ways to make use of this without actually defeating your attacker:
-You can cloak something (usually an SE) in the sector, forcing them to play whack-a-mole or bring in a detector.
-You can use LEs running around, forcing them to simply waste turns.
-You can defend with a unit that can't actually kill anything, but is nigh impossible to kill. If you can stall until horizon (or at least until reinforcements arrive), you win.
Obviously, all of these methods will eventually be defeated... the key is make sure that "eventually" doesn't mean before horizon or reinforcement. Also, if you're defending multiple relics, having your forces on one and stall tactics on another is of course an option.

3. Hadeus beaconing - We currently pay faction members 1 tb per beacon. Yes, it's really freaking boring, but someone has to do it, and you can make a LOT of TB, fast. If you don't know how to set up a net and/or need help getting the giant pile of probes to get started with this, let us know.

4. Killing NPC bases - You'll need an army for this, so this definitely won't be your initial method, but the salvage from bandit node bases and Shak Hadeus bases can be quite nice.

5. Hunting Shak units - This is *very* profitable, but it's almost impossible to solo, and requires you to have good units and be an experienced player. It's a great method once you're in the mid levels, however.

6. Mining - You won't make much from vehicle mining, but a full mining base can earn 5-10 TB per Konu cycle. It requires an initial investment to build the base, and you're occasionally going to be forced to UD it, but it can pay off pretty nicely over time. For best results, have 3 fast transporters to get your processors going ASAP. A command tower is also a huge help here.
On the flip side, there's also the mini mining base, where you use Konu's base discount to drop a 0 cmd base. You won't make much from a free base, but because it doesn't rely on processors, you don't have to do ANYTHING. It's completely passive income. You can probably even drop the thing from a cell phone if you're so inclined.
Note: The Union Treasurer ability is critical in either case. Be sure to learn it before you base mine.

7. Rare mod farming - All bandits have a chance to drop a tear (worth 9-10 TB), or a BE (worth 30ish TB). You'll want the Mod Salvage command and Scavenger ability if you decide to go for these mods. For best results, combine with #1, as you can easily be salvaging that huge pile of wrecks that's building up around your drag base.

8. Arenas - Players (and occasionally Frizz) will run an arena either with a buy in that goes into a pot, or a separate reward for winning. While you'll often be competing with some of the best players in the game, there's generally zero risk involved (or at least no risk beyond the pot), and if you manage to win, some of the pots can be quite large.

9. Crafting - The patient player can earn a good amount from crafting, but you need a LOT of strux and some abilities for this. It's definitely not a popular option, but if you manage to become one of the few highly established builders on the server, you pretty much have a neverending supply of resources.

10. PVP - By far the fastest way to earn stuff is to salvage it from other players. This is, for obvious reasons, also the hardest and riskiest method. As you get higher level, have better units, and become a better player, however, this becomes a very real option, and may eventually be your sole method of earning stuff.

102
Off Topic / How fast do you type?
« on: October 29, 2010, 07:33:22 am »
Out of curiosity (while reading http://www.fark.com/cgi/comments.pl?IDLink=5721983), I googled for "typing speed test", which came up with this for a first result:
http://www.typeonline.co.uk/typingspeed.php

I got 77 WPM, with 3 unfixed errors.

I'm curious as to what other people will get here... I'd imagine we're all pretty fast from all the posting we've done over the years. :)

103
Chaos Cluster / New faction levels discussion
« on: October 16, 2010, 11:07:08 pm »
Ok, since Frizz discarded the old level system, we need to decide what order to take the new stuff in. Since the new system doesn't do anywhere near as much in combat, we also have to decide whether to focus as heavily on levels (vs shared slots or fac strux) as we were before. These are likely to be tweaked, but currently, the new levels are going to be as follows:

Combat:
Level 1. Simple Unit (Prowler)
Level 2. Crews cost one less Command to Recruit
Level 3. Increased crew survival rate (+4%/+2.5%)
Level 4. Intermediate Unit (Hawkeye)
Level 5. Improved Unit Salvage Chance (+4%/+2.5%)
Level 6. Increased crew survival rate (+4%/+2.5%)
Level 7. Advanced Unit (Dread)
Level 8. Improved Unit Salvage Chance (+4%/+2.5%)
Level 9. Command bonus (33% / 25% of unit's deploy cost) per PVP vehicle kill
Level 10. Elite Unit - BA III (More armor and reduction than a BAII, but even slower, and with a single large gun that does less than the normal 2 combined)
The much earlier access to the Dread sounds quite appealing, while salvage boosts certainly don't hurt. I'm not a huge fan of the BA III personally, but I wouldn't be surprised if it gets a future buff.

Construction:
Level 1. Simple Building (Command Tower)
Level 2. Build speed increased by 15%
Level 3. Improved Building Salvage Chance (+6%/+4%)
Level 4. Intermediate Building (Resupply)
Level 5. Build speed increased by 15%
Level 6. Improved Building Salvage Chance (+6%/+4%)
Level 7. Advanced Building (EMP)
Level 8. Build speed increased by 15%
Level 9. Faction earns free Command (100 per day)
Level 10. Elite Building - Improved Heavy Shield Generator (Stronger shield, but slightly less chance of deflection)
Having a stronger EMP than the Shak one is definitely appealing, and building salvage *is* profitable. I think this is still going to be least used path, but it's got some nice stuff. The elite is kinda meh, but I could see it being occasionally of value.

Research:
Level 1. Simple Mod (Gladius)
Level 2. One additional Build Slot and bonus to get Mods Slots
Level 3. Improved Mod Salvage Chance (+6%/+4%)
Level 4. Intermediate Mod (Punisher)
Level 5. Crews receive an increased chance of earning merits (+2.5%) and recruited crews start at level 2
Level 6. One additional Build Slot and bonus to get Variants
Level 7. Advanced Mod (Escape Pod)
Level 8. Improved Mod Salvage Chance (+6%/+4%)
Level 9. Crews receive an increased chance of earning merits (+2.5%) and recruited crews start at level 3
Level 10. Elite Mod - Chaos Computer Targeting (+1 range to energy and missile at 1.0 CE)
This is probably the one elite we're going to care about, provided it's not asininely expensive. Mod salvage is also the most important one to boost, since the odds start lower, and Shak runs can be a huge profit. With the punisher now at level 4, we should pretty much pounce on that the second we can.

The only change I know of to the old level-based strux is that Gladius has been doubled to 32 damage. It *still* isn't very good, but it's at least occasionally useful now. :P

The cost of the new levels is unknown, but Frizz said he's going to make it "as close as possible" in total FP to the total cost of the old stuff. Since there's 10 levels instead of 12, this means everything's going to cost a bit more than it did.

For those who don't know, shared strux work as follows:
1. To obtain a shared slot, you pay FP based on the complexity of the slot - 250 for simple, 1000 for inter, 2500 for advanced.
2. Once you have the slot, you can set it to any strux you want, but once you choose, the choice is permanent.
3. Up to 20 of each strux can be shared.
4. There is no limit to how many share slots you can buy, provided you have the FP of course.

The fac strux thing is a gamble... you pay 100 FP and 3 TB to receive a random strux. If you're lucky, you get a bandit strux, a DIM, or additional strux of something unlocked by faction levels. If you're not, you pretty much just waste FP. :P

------------------------------------------------------------------------------------------

Here's a path I think could work:
1. Start with Combat 7, Research 4, and Construction 3. I'm pretty sure we'll have the points to do this instantly.
2. Max Research.
3. Get Construction to 7.
4. Max Combat.
5. Max Construction.
I'd say keep shared slots to an absolute minimum while we're still faction leveling. If there's one we're constantly using a gazillion of though, grab it.
The random strux thing I don't think we should use at all until we're basically maxed out in both levels and slots. We can buy them from elsewhere in the meantime.

So.... thoughts? Comments? Suggestions? Does this sounds like a good plan?

104
Off Topic / Happy birthday Lomaz!
« on: October 12, 2010, 04:16:23 am »
:)

105
Tinywarz / Known Shak Stats
« on: September 23, 2010, 07:49:53 am »
As we fight Shak (and get info from other players), we're slowly figuring out info on them. Check this post often for updates. :)

Command spam rules:
Command Spam works only on odd numbered turns.
EMP Pulse (the 15% shield drain) does not work at all, on any Shak unit.
===========================================================================

Shak unit stats:

Deathowler
Shields: Roughly 600, with 15% regen
Armor: Roughly 600, with roughly 5% auto-repair
Our current guess is 650 shield and 550 armor.
Speed: 4
Range: 3 or 4, appears to be 3
Damage: Appears to be 3 33 damage range 3 guns (50 damage at point blank).
The guns are also acid. Each hit does 5 acid damage for a few turns straight to armor, and this stacks if you take multiple hits. However, acid cannot lower armor below 10. Be careful, Acid weapons also deal 150% damage to armor, so avoid taking hits on armor if at all possible.
Targetting: Appears to be completely random amongst all in range targets.
Protection: MDII (40% damage reduction vs. missile)
Command Immunity: Mass Confusion and False Orders

Harbinger
Shields/Armor: Either 800 total or 1000 total, 20% shield regen
Speed: 5+, likely 5.
Range: 10
Damage: Odd... 20 damage missiles (3 of them) with 45 EMP damage per shot. The EMP occurs AFTER combat, so it's not quite as insane as it initially looks. Harbingers, if alone, are actually *very* easy to kill... just watch out for the harb/spitter combo.
Targetting: Appears to aim for the largest shield.
Protection: EDII

Doomspitter
Shields/Armor: Either 1000 total or 800 total... whichever the Harbinger isn't, 25% shield regen, 4-5% armor regen.
Speed: 8
Range: 9
Damage: 50x3 ACOM, so 25 on non commanders.  Listic with a strange variant of ACom. Not only can it reset your cools, but it can force you to fire them. This can be particularly bad if it's something like forced recall making you kill a minion with a necro.
Targetting: Appears to aim for wherever it can screw up the most actis.
Note: 15 damage PDS (appears to fire every turn when in the same sector as a slave AI)
Protection: Likely BDII since the other 2 have the other 2

Queen
Shields/Armor: Something ridiculous - Do not attempt without several people involved
Speed: 6
Range: At least 3, probably a lot higher
Damage: 6 guns, 2 of each type, kinda like a BOM on crack.
Energy: 50 damage per gun at range 3
Listic: 63 damage per gun, seriously
Missile: 28 damage per gun


Drops seem to be 1-3 of either the unit's type of weapon, or Tear, with likely low chance of a BE.

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