Tactics/Strategy help. Answering your questions.

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Re: Tactics/Strategy help. Answering your questions.

Postby PhilipJFry » 11 Jul 2016, 19:15

Lots of t1 pd and then some t2 shields are the easiest way to defend against telelaser
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Re: Tactics/Strategy help. Answering your questions.

Postby Nepty » 11 Jul 2016, 19:16

EvanGalea wrote:Quick question, if I suspect my opponent is preparing to telesnipe me, and there is no safe water around to hide my acu, what is the cheapest way to gurantee safety for my acu?


Put acu on a transport. Stay in the air.
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Re: Tactics/Strategy help. Answering your questions.

Postby PhilipJFry » 11 Jul 2016, 19:17

don't go in a transport and stay there thats basically suicide
edit: if your opponent can afford to spend massive amounts of energy on telelaser he will have more than enough eco to get a few of those stealthy cybran asf out which will take out your transport with the acu in it.
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Re: Tactics/Strategy help. Answering your questions.

Postby Nepty » 11 Jul 2016, 20:55

Obviously teleport isn't instantaneous. The ACU has to power up for a while after selecting an area to teleport. At that time the air or quickly moving to another location is the best option to me. Staying still is the dumbest thing a person can do at the time. You Risk dying if defenses are inadequate.

Obviously going on to a transport without good air defenses/forces is stupid.

I posted the cheapest counter (air ACU), not the absolute counter. However, I know the real counter is a personal shielded ACU, protected by overlapping shield generators, with so much t1 pd. Time is critical sometime.

Fact: I have never been tele mazered in the history of this game...
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Re: Tactics/Strategy help. Answering your questions.

Postby PhilipJFry » 11 Jul 2016, 21:34

Teleporting takes something like 10 secs iirc if you don't stall energy while doing so. Walking somewhere is the best way to get yourself killed against telelaser.
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Re: Tactics/Strategy help. Answering your questions.

Postby Petricpwnz » 11 Jul 2016, 23:15

EvanGalea wrote:Quick question, if I suspect my opponent is preparing to telesnipe me, and there is no safe water around to hide my acu, what is the cheapest way to gurantee safety for my acu?


T1 pds and com shield, if dont have com shield make static shields in a circle around your com in such a way thay they overlap at the point where your acu is, covering it from all directions. Make sure you dont accidentally move your com.
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Re: Tactics/Strategy help. Answering your questions.

Postby Lieutenant Lich » 12 Jul 2016, 03:11

Yes, T1 PDs own telemazers - higher DPS than T2, lower cost and higher accuracy. Personal shield if UEF (I wouldn't do area shield because it's easy to telemaze under it and then the shield is useless), overlapping shields because as sera/aeon you'll probably want RAS+ARAS (If no RAS/ARAS, then Aeon shield/double shield, Seraphim double Nano + right hand Gun, T2/T3 suites at will). Keeping a couple E storages for overcharge can prove crucial.
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Re: Tactics/Strategy help. Answering your questions.

Postby Hawkei » 12 Jul 2016, 04:17

Nepty wrote:
EvanGalea wrote:Quick question, if I suspect my opponent is preparing to telesnipe me, and there is no safe water around to hide my acu, what is the cheapest way to gurantee safety for my acu?


Put acu on a transport. Stay in the air.


This solves one problem, but creates another. As soon as your opponent gets wind of where you are they will send every available ASF to take you out. If you did this, you'd want an impenetrable air defence and you'd want to be in a Continental. You could give this tactic some longevity by orbiting stealth generators, and parking underneath T3 shield generators. But if your opponent discovers where you are (and believe me, if they have telemaser, they will be looking) you're basically dead.

Teleporting yourself is only useful if you can stop the little portal giving away the enemy tele. It can also be useful to pre-emptively teleport to different positions. If you have several prepared "bunkers" for your ACU, and randomly teleport between them every 2 minutes, this could potentially work. IMO this is a lot of effort for no gain when you could just make personal shield + PD and be done with it.

The safest place to be is underwater. But failing this, a bunker complete with stealth field, interlocking T2 shields, and about 15 T1 PD is the best way to go.
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Re: Tactics/Strategy help. Answering your questions.

Postby biass » 12 Jul 2016, 04:27

thats just completely fucking unnecessary
blind, leading the blind to the edge they're.. falling...
scout > is enemy making telemazer? > t1 pd spam if yes > gg
you havent scouted but yet still see incoming tele > spam t1 pd and luck out, or die, gg

but hey this is petric's thread not mine
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Re: Tactics/Strategy help. Answering your questions.

Postby Hawkei » 12 Jul 2016, 04:46

biass wrote:thats just completely fucking unnecessary
blind, leading the blind to the edge they're.. falling...
scout > is enemy making telemazer? > t1 pd spam if yes > gg
you havent scouted but yet still see incoming tele > spam t1 pd and luck out, or die, gg

but hey this is petric's thread not mine


Sorry, yea, just trying to explain why transport and teleport are bad ideas and how they could possibly work. Only merit I can see in Teleport is if you happen to be playing on a 40 km or 81 km map, and have alternate defensive positions to teleport to... But when does this happen? Almost never.
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