More actions
John Haldane (talk | contribs) |
John Haldane (talk | contribs) |
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* Neuts -- Heavy energy neutralizers on the non-primary target can shut down their remote repair. If they use cap boosters, you'll force them to use up their booster charges. | * Neuts -- Heavy energy neutralizers on the non-primary target can shut down their remote repair. If they use cap boosters, you'll force them to use up their booster charges. | ||
* Anti-battleship tactics -- since these groups are mostly battleships | * Anti-battleship tactics -- since these groups are mostly battleships, make them re-lock your ship, and destroy their light drones for safety. | ||
* Massive firepower -- If you can do enough damage to a ship before its friends can target it, you're pretty much done. | * Massive firepower -- If you can do enough damage to a ship before its friends can target it, you're pretty much done. | ||
* Persistence -- since many fits of this nature rely on cap boosters, force them to use up those boosters. No more cap, no more remote repair. | * Persistence -- since many fits of this nature rely on cap boosters, force them to use up those boosters. No more cap, no more remote repair. | ||
* You control the range. If they're fit with blasters, fight 'em at 30km. If they're fit with long-range guns, get close. They're slower than you are, and have to coordinate their movements. | |||