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Defence Guide

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Defence Guide Empty Defence Guide

Post by ViperCiamiK Fri Nov 28, 2008 1:58 pm

Defense is the most important aspect of the astro empires game. It is the thing that keeps you alive and striving. Without a basic defense, you will not be able to grow or survive in the world of AE. This article explains some of the best ships that are made for defenses, and some of the worst ships. I will also review some of the basic defenses that are necessary in the game, and what is a good combination.

Defence Structure
Some people don't like putting up turrets or even a simple Photon Turret for a defense. People like this are the ones that are usually targeted, because people who do this generally either have little fleet that can get blown away, or even have a large fleet though it's so badly composed that too gets blown away. Some defenses are better then others, though I will review each.
[edit] Barracks

Barracks are the weakest defenses, you generally do not want these if your a high level, you should basically just skip this defense totally because its generally not worth it to use up valuable time in order to build these up and then just tear them down to build a better one.

Generally for lvl 0-5
[edit] Laser Turrets

Laser Turrets are also very bad defenses, you should basically just skip these too UNLESS you are researching a lot of tech and losing protection level within the day.

Generally for lvl 5-10
[edit] Missile Turrets

With Missile Turrets you're finally getting to some ok defenses, though these are still generally bad for you to get if you beyond level 25. These are good against small and medium units, which can stop most corvette and Destroyer attacks that you would experience during this level which makes these a valuable but not that effective turret.

Generally for lvl 10-15
[edit] Plasma Turrets

Plasma Turrets are better defenses for the newly founded player. Once you reach these you should tear down any other defense structure and build up some of these. These are generally good defenses against ships like destroyers and corvettes, so a couple of these can support their well being for a little while. Paired up with the Missile Turrets you can calm down and start teching up for ships.

Generally for lvl 15-20
[edit] Ion Turrets

Once you reach Ion Turrets, just tear every other defense down like you did with plasma. These might be a little costly for you at first, but they are well worth for the defense at your level. Put on a couple of these at your base and if you are attacked you will see the results that I am talking about.

Generally for lvl 15-25
[edit] Photon Turrets

Photon Turrets are the best turrets for the new player, pair these up with some ion turrets and you should be all set for awhile. Make sure to stay on-top of making some ships paired with your turrets by now, because you should be in a phase were you can start building fleet by now. These defenses will generally hold up, and is the first turret to defend you from a single Battleship.

Generally for lvl 20-30
[edit] Disruptor Turret

Getting the tech and such for this you will have a nice defense for future battles. Disruptor Turret are nice for the generally average player because of the fact that it can fend off against Fighter drops and the fact that it can defeat a dreadnought in a single bound.

Generally for lvl 25-30
[edit] Deflection Shields

Deflection Shields are ok defenses if you pair them up with disruptor turrets. They can stop smaller ships in their tracks if they're the only defense you have on your base. They can also stop big ships like battleships, though they can't stop a nicely teched dread and on their own they definitely cannot stop a titan.

Generally for lvl 25-30
[edit] Planetary Shield

Planetary Shield are one of the best defenses, by themselves they can stop fighter drops, they can also stop a single dread, perhaps 2 or 3 if you have good tech. (That would also include Fighters in hangers) If your pshield is nicely teched it should also be able to stop a titan if you have fleet and CC's on your astro(s).

Generally for all lvl's past 30
[edit] Planetary Ring

Planetary Ring are the best defense for your astro. Once you get the necessary tech for these you should build them immediately. These can stop titans dead in their tracks, and if you have dual rings built on your astro, you can stop a levi with relative ease. Once you get 3 or more more, you should be able to stop most fleets coming to your astro.

For all lvl's, definitely build these as soon as you can.
[edit] Defence Combination
[edit] Photon + Ion Combo *lvl 15-20*

This stops most of the small ships that are at your level that most people build. Once you get to level 25 you should be able to tech up some different Turrets for your astro.
[edit] Disruptor + Deflection Combo *lvl 25-30*

A nice combination in order to stop a titan if tuned the right way. In order to do this properly, you should build two of each on your astro. This is also a combo to stop fighter drops because of the brute force behind the disruptor turrets.
[edit] Pshield + Pring Combo *lvl 30+*

Stops almost everything in its tracks if you double up on both structures. A fleet on your astro combined with these will scare most agressors as most people don't want to break rings...yet.

Note: Just because you have these defenses doesn't mean you're invincible to all attacks. There will always be someone who will be able to break your defenses, no matter the level. Even if you're at the top of the game, someone will always have you in one rank or another and that just might be enough to take you down. If you don't make anyone mad, you shouldn't get hit if you have good defenses. (Unless you're in a war)
[edit] Other Defenses

These are some of the best defenses, but that doesn't mean you're all set yet. You still need a basic fleet on your astro in order to stop attacks. Even if you have 5 Prings on your astro, if you don't have any fleet you are at a major disadvantage. Your trade routes are now available for people to pirate unless you have at least 1 fighter or ship at your base.

For fleet, there is truly only one defense ship: Fighters

Fighters are the most efficient ship in the AE world. Though, it goes exactly vice versa. If you have 10k fighters but no turrets/shields, then your base can get dread/titan smashed. So all in all, you have to have a nice balance of fleet and turrets/shields to be efficient.

On my own bases, I have constructed my own fleet/defense/CC run.
10,000+ Fighters
150+ Cruisers
5+ Battle Ships (Or substitute with a dread)
10/10 Disruptor
5/5 Pshield
5/5 Pring
10+ Command Centers

Note (An + means you can have more of that specific ship.)

This is what I've come up with for a basic defense, though most players would tell you to go with the dual pring/pshield combination. 10 Command Centers increases fleet power by 50%. Though if you're not going to build them to at least lvl 5, save the space for something else. You either go all out with Command Centers or you don't have them at all. -By Twin Blade

CC 15 is a better goal because your fighters will have enough power to pierce the shields of a heavy cruiser. Also, Cruisers do not make for a good defense because they are vulnerable to fighter drops.


The following defense is superior and is what you should aim for:
3 dreads
5/5 (or more) Pshield
15/15 (or more) Pring
10+ Command Centers
[edit] Alternatives

And alternative defense for defending non-jumpgate bases (which doesn't have to carry any fleet) looks like this:
N PRings (as many as possible)
1 PShield
1 DShield
1 Disruptor (or 2, if N > 2)
N Dreadnoughts (~1/PRing)

This works best with N => 3. Since you do NOT need any Command Centers with that defense, you can use that space for other stuff.
ViperCiamiK
ViperCiamiK

Number of posts : 14
Registration date : 2008-11-28

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