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Team: Pax Romana
Main: Ghost Commander
Level: 1138
Class: Berserker

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Post Entry-Mid level Recon Tactical Manual.
First of all, this is not a shopping list. Second, if you have a setup worth over 100b and or an AWC or better, this Manual is not intended for you to use. And third, every situation will be different; I am not to blame for freak accidents/enemy completely whitewashing a team.

Main Topics in this Manual:
1. The definition of Reconnaissance.
-Terrain Reconnaissance
-Force Reconnaissance
2. Seer Class, and where it fits in.
3. Speed Demon class, why is it needed.
Secondary Topics in this Manual:
1. Morale.
2. Panic.
3. Stealth.



Main Topics:
1. Reconnaissance (RECON), also known as scouting, is the military term for exploring beyond the area occupied by friendly forces to gain information about enemy forces or features of the environment. (Pulled from Wikipedia)

This is just a big complicated phrase for gathering information on enemies.

Military commanders favored specialized small units for speed and mobility, to gain valuable information about the terrain and enemy before sending the main (or majority) troops into the area; screening, covering force, pursuit and exploitation roles. (Also pulled from Wikipedia)

Adapted for Star Sonata, there are two types of Reconnaissance:
-Terrain Reconnaissance, gathering information on what the galaxies in question have in terms of planetary arrangement, warp location, and PvP range.
-Force Reconnaissance, obtaining intelligence on number of enemy units, number of a particular class, tech and base count.

Knowing the terrain placements can allow your team to form attack routes, ambush sites, and fall back positions.
A. Striking at AP routes can gain easy GG on unsuspecting targets, with the added benefit of potentially lowering the morale of your enemy and or getting him to move, hopefully into further ambush sites set up by your allies.
B. If your opponent isn't that scouty, you could lure them into ambushes. Whether the ambush comes from stealth or a show of overwhelming firepower, both have the element of surprise. This surprise could cause panic, which is the number one reason why a pvp op can fail. And that is exactly what you would want to create in their ranks.

If your director/councilor is online, you could make use of the fact the pvp range changes, depending on the war condition. Sitting just in pvp range, then undeclaring can offer cover while retreating...sometimes. It can also cause a bit of panic or confusion if the enemy isn't too experienced in war.


2. Seer class is the pinnacle of Stealth, Radar, and Crits. It can move undetected through enemy space to gather information on the terrain, their physical count, and their movements well before they reach an objective. It can ambush the enemy and cause confusion and loss of morale using the element of surprise. And if cornered, it has the best chance of escape.

As a Reconnaissance unit, a Seer generally does not have the ability to kill off a group of enemies unless the squad is seriously outclassed by the seer. His or her first job is to gather information and remain unseen and undetected while doing so. Afterwards, if there is a target of opportunity, the seer may be allowed to strike the enemy. Remember that all seers tend to have very low shields, and this may be an issue fighting a class that can put out a lot of burst DPS or high DPH. The seer also has a serious weakness to Engineers with drones deployed.

Using Warp Devices can be a way for Seers to escape damage or move into a better position. Make note that, while the Seer Warper is very useful for certain situations, it does show the warp jump graphic, which is a dead giveaway for finding the seer. This warper is also noticeably heavy. It may be better to use a PWI a split second after an attack to avoid enemies with heavy counter attacks. Particularly the enemies that use Nanites to deal massive damage and lasers that make you as visible as a sore thumb.

A wide variety of ships and setups can be used for seer class, provided the player and or team is smart enough to figure them out.


3. Speed Demon class is built on speed, agility, and high Rate of Fire(ROF). It can reach the speed cap in its combat ship, unlike other classes whom choke on the dust. Its main advantage, like its namesake, is to rush into space known to have enemies nearby and take fast notes on planetary arrangement and numbers before rushing out. Sometimes, a SD may be able to inflict damage to his poor advesaries before they have time to react, but in reality, SD is a terrible choice for a direct confrontation.

Like Seer, SD have the potential to have good critical chance, which bodes well for offense. However, this also works in reverse. Causing a physical or energy crit may hamper the pursuer long enough to gain a lead. SD has the ability to somewhat stealth themselves, but this generally takes away from its combat ability or speed. It can for the most part be countered by an Athena+ in an enemy. Don't be discouraged! The stealth can work very well in aiding its ability to scout out movements.

The same number of genuine combat ships is available to SD as Seer. Great amounts of variation in aug setups allows for less exact encounters if a SD meets another SD.



Secondary Topics:
1. Morale is a powerful force in terms of warfare. It can be defined as the readiness and zeal of one's troops. If one's troops are demoralized by constant attacks, deaths, and loss of resources, this could build momentum for the enemy, and cause them to win battles. It is a very difficult task, escaping a spiral of demoralization. Causing an enemy to enter one of these spirals is a very powerful crippling device. One will only be able to lead their army to victory our of a spiral of demoralization through experience, and charisma. One must always inform their army that they are in control, and can consciously make the decision to never accept defeat at any cost. (Pulled from Valerius_Maximus' Topic on Minecraft Forum)


2. After enough losing moves an army enters what is called the Frantic State. At the Frantic State, the enemy army begins to act irrationally, incurring P and N costs at random. This tendency is increased when the Army in the Frantic State has very low resources, and not much left to lose. A losing army in the Frantic State will fight relentlessly. At this critical time the opponent of the army in the Frantic State must deliver the finishing blow, or endanger themselves of also entering the Frantic State. When two armies enter the Frantic State together, there is no winner, the war becomes a stalemate. Fighting during a stalemate causes only N costs to both sides, infinitely until there are no resources left. It becomes a war of nothingness. (Pulled from same topic)


3. Stealth is being unseen or hard to see when moving or standing still. Attaining that state can reduce losses and potentially make one self look larger than the actual numbers suggest. It allows the Commander to move units into position for timed and crushing attacks to take place, crippling the enemy's morale and possibly making them panic.

With current mechanics, three classes can make use of stealth. A fourth will regain Stealth with the release of Star Sonata 2. The current three are Seer, Speed Demon, and Sniper. The final class is Engineer.

-Seers are all naturally stealthy, and have at least two stealth augs in their combat setups, along with powerful cloaks to mask their movements. Without Engineer deployed Drones, it may be a very hard thing to catch.
-Speed Demons do not receive any Stealth bonus, but it does use Light Fighters, which tend to have low vis and small reflections. A cloak and maybe a stealth aug can mitigate enemy radar from picking you up. Engineer drones, still, will see you as if you had a Lighthouse.
-Snipers get a Stealth bonus, but their larger ships sometimes offset this. Most Snipers pack a stealth aug and a powerful cloak, though. And this makes them a nasty adversary.
-Engineers rely on Drone augs to bolster their ability to fight. All of them add large amounts of Vis. However, this is not a static increase to vis. Therefore, if one uses no or low vis gear and ship, the engineer may lower its vis down to a reasonable level. C2's release adds item charging, which will allow drones to be charged on the go with a no vis energy, meaning it can pack stealth gear and be ready before the fight even starts. It is, however, a risky tactic, so it may be just regulated to only support duties(healer drones + grem drones).

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Thu Oct 06, 2011 2:33 am
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Team: Blueberry Pancakes
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Post Re: Entry-Mid level Recon Tactical Manual.
Holy shit Churchill your wrote a bible!

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Thu Oct 06, 2011 5:20 pm
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Team: Strawberry Pancakes
Main: shawn - mccall
Level: 2411
Class: Fleet Commander

Joined: Sun Jan 06, 2008 12:53 am
Post Re: Entry-Mid level Recon Tactical Manual.
Gunner and Zerker can also make great use of stealth.

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Thu Oct 06, 2011 7:38 pm
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