Its a game... have fun, you don't have to hate the person you are hitting nor do you have to feel bad. PvP is an important aspect of the game without it the game would stagnate and become boring.
Creating a feud with your next door neighbor is probably not the best idea as you will be under constant pressure. It doesn't take long to travel to another sector with a longbow fleet, maybe 4 mins at most and forming a friendship group in your sector or planet might save you a whole bunch of resources.
How you play is up to you and don't let people bully you into being part of an alliance. Don't be disappointed or angry if your base gets destroyed, learn from it, make it better, its just a game after all.
Base Attack BasicsEdit
First off the base defense turrets are very strong compared to an equivalent level fleet.
You main objectives are the storage buildings and the outpost itself. In other similar Added by NoirDotgames the storage warehouses are worth 10% of their minerals and the outpost itself is 25% this is untested for vega but the comparative value probably holds.
There are two ways to attack a base Sniper or Rambo:
Sniper Fleet: The longbow has a range bonus of 140% this means you can out range beam lasers with either rail-guns (5600km) or with scatter missiles (5250km). I prefer scatter missiles as the dps is higher and they have an AOE attack making them viable vs structures however they are heavy.
Longbow sniper fit:
- level 1 scatter missile
- level 2 scatter missile
- level 3 platesteel
Be aware they move backwards very slowly. you may want to sacrafice a level 2 scatter missile for the strafe enhancement mod allowing you to pull away from turrets if you have moved to far forward.
You want to maximize the following traits in the following order:
Your aim is to close with their vital structures and kill them before they kill you. This has gone very well for me and also gone horribly wrong. Ive found it 50/50 depending on the positioning of their turrets. If you think you can kill the outpost but you will lose your fleet in the process, you can leave one ship behind and rush in with 5 ships. this will keep your fleet alive until the 5min timer expires and you can limp home with your loot. With a Rambo fleet your fleet micro is very important, you will need to move the ship back that is taking the most damage so the turret will switch to a different fleet.
A note on Gauss Guns:
Their missile speed is slow and it will take a long time for the missile to hit your ship. You can avoid a large portion of damage by approaching the turret at a 45 degree angle with a Rambo fleet, or continuously strafe with a longbow fleet, without the strafe mod you will take damage from the missile one out of every two.
Learn the difference between
Base Defense Basics:Edit
Your outpost and your storage is your main priority (maybe a major upgrade as well). Everything else is a secondary concern. Keep in mind the above section when you are planning your base.
When you are positioning your buildings you want to force a bubble on the first attack. Use your mines and your research buildings as a meat shield to trigger the bubble. YOU DON'T WANT THEM TO HAVE TWO SHOTS AT YOUR BASE.
I have hit many bases thus far in vega and the hardest base to deal with is the simplest one. Its a square of defenses around your outpost and your storage facilities.
If you note on the photo to the right, the top right hand corner is the weakest part of the defense, something you should try to patch up when your outpost increases in level. alternatively you could move the storage buildings into the wall... but his will make them more vulnerable.
Turrets to use:
At a level 3 outpost you want a mix of gauss and beams. Never use 100% gauss or 100% beam as the attacker can chose Rambo or sniper fleets to suit your base design. Lots of gauss= Rambo lots of beams= sniper.
Sniper fleets have low HP and low dps meaning the relatively small amount of damage on the gauss guns compared to the beams is not as important as you are targeting a different fleet type.
level 4 turrets get an armor slot which at the first level increase its health by 50% meaning sniper fleets will have a tough time killing the turret with their low dps.