123's Comprehensive GSB Guide

Discussion of the space strategy game where you design ships, issue orders to your fleet, then play hands-off battles against human or AI designed enemies.
thc
Supreme Robot
Supreme Robot
Posts: 145
Joined: Mon Aug 09, 2010 7:51 am

Re: 123's Comprehensive GSB Guide

Postby thc » Sun Nov 14, 2010 7:50 pm

Putting repairs on the safest positioned ships somewhat contradicts itself, because every repair forgoes a gun. So for a drag out long range war you can lose over 1000 damage for that 1000 HP. If to get repair to work requires very fine toned conditions.

I will go test 2 identical plasma fleet, one with repair in the back and one without, and see how they play out.


I'm interested how your test went. But if you try it while also making sure it also beats the 1000x serenity challenge from NEC, I think the outcome will be even more favorable towards repairs.
123stw
Supreme Robot
Supreme Robot
Posts: 968
Joined: Thu Jul 01, 2010 1:00 am

Re: 123's Comprehensive GSB Guide

Postby 123stw » Sun Nov 14, 2010 7:57 pm

thc wrote:
Putting repairs on the safest positioned ships somewhat contradicts itself, because every repair forgoes a gun. So for a drag out long range war you can lose over 1000 damage for that 1000 HP. If to get repair to work requires very fine toned conditions.

I will go test 2 identical plasma fleet, one with repair in the back and one without, and see how they play out.


I'm interested how your test went. But if you try it while also making sure it also beats the 1000x serenity challenge from NEC, I think the outcome will be even more favorable towards repairs.

With that, yes. It's definitely better there.

Repair section regarding Tribe Repair changed.
User avatar
yurch
Supreme Robot
Supreme Robot
Posts: 637
Joined: Mon Nov 23, 2009 3:25 am

Re: 123's Comprehensive GSB Guide

Postby yurch » Mon Nov 15, 2010 5:04 pm

Theoretically, there's some added advantage to be found in there somewhere - weapons reload slower (and thus lose DPS) when even slightly damaged. Might be better to look at it from that perspective.
123stw
Supreme Robot
Supreme Robot
Posts: 968
Joined: Thu Jul 01, 2010 1:00 am

Re: 123's Comprehensive GSB Guide

Postby 123stw » Mon Nov 15, 2010 6:09 pm

yurch wrote:Theoretically, there's some added advantage to be found in there somewhere - weapons reload slower (and thus lose DPS) when even slightly damaged. Might be better to look at it from that perspective.

I don't doubt the benefit of Tribe Repair so long as half of it's supplies get used up. It's getting any of the supplies used at all against the wave of MWMs, plasmas, or CLs that's the problem. When ships goes from full HP to 0 in under a second, repair just isn't doing much. It's probably because I tend to play on large maps like SAC 5.
123stw
Supreme Robot
Supreme Robot
Posts: 968
Joined: Thu Jul 01, 2010 1:00 am

Re: 123's Comprehensive GSB Guide

Postby 123stw » Tue Nov 16, 2010 11:05 am

The rush section had been updated with a new frigate based fleet.
Miths
Senior Line Worker
Senior Line Worker
Posts: 5
Joined: Tue Nov 09, 2010 12:07 pm

Re: 123's Comprehensive GSB Guide

Postby Miths » Tue Nov 16, 2010 7:03 pm

What about combining long and short range, like having eg. the majority of your fleet be a rush fleet, while keeping a few long range MWM cruisers and perhaps a fighter carrier hanging back?

I bought the game a while ago on Steam, but for various reasons never got around to spend more than a few hours with it until now that I've bought the campaign and getting ready to start playing the game properly.
I've made use of the excellent info in this thread - and the campaign tutorial someone else wrote - to start out the campaign with long range Nomad fleets, each consisting of a heavily armored tank, a carrier (with tractor beam and pulse lasers) and a slew of Nomad missile armed cruisers, around half of them also carrying lasers for anti-rush purposes.
On top of that I have a few squadrons of laser and dual rockets fighters.

My handful of battles so far - on the easy difficulty - have been rather one sided, with my fleets heavily outmatching the much smaller enemy fleets, and on two occasions my slow cruisers barely managed to get into firing range before my fighters have made mincemeat of the enemy frigates and one or two cruisers.

I'm sure the difficulty will ramp up soon enough, but rather than just aiming for making by-the-numbers extremely powerful long range or rush fleets, I wouldn't mind trying out some slightly more creative combinations - perhaps trowing in some of those pretty looking beam weapons as well, this game is a visual treat after all - assuming they are viable of course, and not a sure fire way to gimp yourself?
123stw
Supreme Robot
Supreme Robot
Posts: 968
Joined: Thu Jul 01, 2010 1:00 am

Re: 123's Comprehensive GSB Guide

Postby 123stw » Tue Nov 16, 2010 7:54 pm

Well you can mix and match, but functionally it will still fall into one of the 3.

So take the rush + long range example, if you have mostly rush and some missiles in the back, it will function as a rush with disadvantage against anti rush and advantage against pure long range.

Missiles should not be used at small quantity as their ability to bypassing scramblers is highly dependent on the density. I suggest going with plasma instead.

As for beams, they are not only visually stunning, you absolutely need the red ones (cruiser beam laser) nowadays. The pulse laser is also good as an utility gun against fighters and frigates.
thc
Supreme Robot
Supreme Robot
Posts: 145
Joined: Mon Aug 09, 2010 7:51 am

Re: 123's Comprehensive GSB Guide

Postby thc » Wed Nov 17, 2010 8:38 am

This is great stuff STW!

I especially like that you gave explicit ship designs. Finally decided to share some of your secrets!

Okay, now about the long range section. I'm curious why you rated plasma spam lower than missile spam. In my experience, plasma spam always has the capability of beating missile spam by simply taking more engines. I think this is true, even after the scrambler nerf.
123stw
Supreme Robot
Supreme Robot
Posts: 968
Joined: Thu Jul 01, 2010 1:00 am

Re: 123's Comprehensive GSB Guide

Postby 123stw » Wed Nov 17, 2010 8:55 am

thc wrote:This is great stuff STW!

I especially like that you gave explicit ship designs. Finally decided to share some of your secrets!

Okay, now about the long range section. I'm curious why you rated plasma spam lower than missile spam. In my experience, plasma spam always has the capability of beating missile spam by simply taking more engines. I think this is true, even after the scrambler nerf.

Actually I gave both of them 4 rating. You might be right that Tribe MWM should have less. I think you and ZGeneral spend a lot more time using Tribe long range then I did. Then again maybe I should move Alliance armored plasma above nomad missile since it can beat everything that doesn't come into beam laser range.
jfpOne23
Junior Line Supervisor
Junior Line Supervisor
Posts: 12
Joined: Wed Nov 17, 2010 9:20 pm

Re: 123's Comprehensive GSB Guide

Postby jfpOne23 » Thu Nov 18, 2010 2:34 pm

Nice guide as I start getting into the "guts" of the game mechanics.

I'm wondering though, is there any kind of excel style "spec sheet" that someone has created so I can compare 2 module types at the same time without the need to keep switching back and forth between them in the menu? Too many numbers to keep track of that way for this feeble mind :-)

Thanks!
123stw
Supreme Robot
Supreme Robot
Posts: 968
Joined: Thu Jul 01, 2010 1:00 am

Re: 123's Comprehensive GSB Guide

Postby 123stw » Thu Nov 18, 2010 10:15 pm

jfpOne23
Junior Line Supervisor
Junior Line Supervisor
Posts: 12
Joined: Wed Nov 17, 2010 9:20 pm

Re: 123's Comprehensive GSB Guide

Postby jfpOne23 » Thu Nov 18, 2010 11:56 pm

Now we're cookin' with fire :-)

Cheers bud
123stw
Supreme Robot
Supreme Robot
Posts: 968
Joined: Thu Jul 01, 2010 1:00 am

Re: 123's Comprehensive GSB Guide

Postby 123stw » Fri Nov 19, 2010 1:41 am

Lure section updated.
Ramcat
Supreme Robot
Supreme Robot
Posts: 268
Joined: Sat Aug 21, 2010 4:41 pm

Re: 123's Comprehensive GSB Guide

Postby Ramcat » Fri Nov 19, 2010 11:39 pm

123stw wrote:------------------------------
Anti Rush
------------------------------

Tribe MWM - 4627833


I was intrigued by the FML MWM controversy so I decided to try out one of your listed challenges - the only one with MWM. And I was shocked. This is the reason people don't like Tribe, and this challenge has many of the things people list as what makes challenges bad. Tribe, corner banging, misleading fighter deployment, forced deployment zone, are all issues with this challenge. The decoys and fighters are also detractors.

Then I realized that you had listed this as anti-rush not long range MWM. OK, but it's not pure anti-rush either.

I know there is an attractiveness to the challenges as a "puzzle", how do I configure my fleet to beat this paticular setup. I get less enjoyment from those types of challenges. I would post a non-Tribe MWM example to let people work on that, because as I see it now you don't have a MWM challenge posted.

Edit:

123stw wrote:------------------------------
Rush
------------------------------

Tribe CL Rush - 4628046


I just played this as well and it is a better example of the power of a lure to spring a trap than it is an example of a rush. I'd be more than happy to talk off-line (skype?) and create some challenges that show case your good work without detractors.
123stw
Supreme Robot
Supreme Robot
Posts: 968
Joined: Thu Jul 01, 2010 1:00 am

Re: 123's Comprehensive GSB Guide

Postby 123stw » Sat Nov 20, 2010 1:54 am

I have no intention of showcasing an handicap fleet.

What you are asking me to do here is

No Fighters using Escorts
No Lures
Allow Corner Deploy for Challenger
Place a MWM spam in front where it's easy to kill
Not use Tribe

If you want a challenge like that, you don't need me to build it. They can be found all over the challenge board.

Personally I don't see the fun of "I know I can beat it with a mediocre Nomad Missile Spam, or a Plasma Spam, what's else"?

I don't have skype. I do have MSN and AIM. PM me your username if you still want to talk about this.

Return to “Gratuitous Space Battles”

Who is online

Users browsing this forum: No registered users and 4 guests