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| Contents |
LPS Tactics,
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| LPS Tactics |
Yesterday I have played in a quite frustrating LPS (last planet stand)
on fisher. We were killed by a team member that did not read messages.
But that's another story. What astonished me was the fact that there
seems to be no knowledge about what to do in an LPS. Additionally,
players seem to think an LPS-situation is hopeless and boring. That's
wrong, at least for the defenders :-). They get lots of dooshes and
nice offense and bombing stats.
Tactics:
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| What to do during LPS |
When I'm attacking an LPS, I generally look to do one of two things:
Given this, the best things to do as a defender are:
Conversely, if an enemy kills you at the homeworld, refits to an AS, gets three armies, and flies all the way into your space without being intercepted, then you're awfully close to getting genocided, since that means the enemy is getting frequent, high probability attacks, and eventually one is going to sneak through.
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| Bomb during LPS? |
It is never bad to bomb.
As an avid SC bomber, I have to agree with this. One bomber can usually keep things pretty flat even with 4 agris unless there's some ASW. The more ASW they allocate, the more bombers you can have. The attacking team in an LPS will feel the smaller number of ships more than the defenders. If you're bombing and avoiding the ASW, remember to keep the ASW ships away from the real action. If the enemy can stop you bombing and still help take planets you're not helping your team much. In an LPS, the more people you take away doing ASW, and the more bombing you get done, greatly reduces offensive team coordination. How passively you bomb depends on the situation. If there are plenty of enemy armies but no enemy has kills then don't get killed at any cost. If they have plenty of kills but are army flat, bomb any pops ASAP and don't worry too much about being killed in the act. It's also not too bad to give kills to other players who already have two kills, SCs who already have one kill or a base. Always check their kills so you know whether they're trying to pick up and leave or defend armies with a view to killing you. Passive bombing often just involves being more patient than the ASW. Just hang out at the edge of his tactical as far from your home space as possible. See if you can coax him into chasing you into third space for a few butt torps. Watch out for alternative planets to bomb and use your SC speed to run them into etemp trouble. If their shields are down, even a single SC torp can take a warp or two off their top speed and SC torps are often fast enough to beat them to raising shields.
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| Ogg their planet(s) |
I read one message to the Team board that pointed out something we
might all have realized sooner on: we need to treat their core planets
as starbases and OGG them. When we got 4-8 ship waves together is when
we succeeded in clearing the planet for our carrier.
Hmm. Sorta thought this was common knowledge, but then this isn't 2 years ago... clue is more dilute these days than it used to be; that's for sure. (And there are also generous LPS timers to end things because everyone hates playing the winning side in static LPS. These make the game more fun exactly because they remove LPS play.) Probably most of you guys don't face many genos, because these days it hardly takes more than about a clue or two to make a team geno-proof. Anyway, the way to geno a team is to form ogg waves consisting of one or two carriers and everyone else ogging/detting. The idea of the escorts is to kill all enemies within long phaser range of the planet, and after that, det (if close) or uncloak and draw fire (if far). The main hope of the carrier is that his '??' gets overlaid by someone else's letters at the key moment when he makes the move and drops. The backup dream is that all the enemies hosing the planet whiff, which is pretty rare but which does happen on occasion. And of course, the backup backup is that there are still three or four friends detting between him and the streams of torps. Yeah, right. And all of this has to be tightly synced, else the enemy will have time to mutual and get back in phaser range of the planet. Needless to say, even one or two good players rewling in BBs makes it very hard to clear the planet. An additional player or two who know how to stupid ogg will make geno pretty much impossible. Leonard aka Wreck |