Post by Vable on Sept 16, 2006 15:41:26 GMT -5
So, speaking of Jugernaughts.
How have been early assessments?
I've found that they have some interesting tactical uses. Particularly, I've explored their use as a defensive weapon. I have not used them offensively yet, though I believe Garrett has.
The Jugg on 'D' vs. Computer
The Comp tend 'build up' or stage its forces just beyond immediate combat range until it has forces that it 'calculates' as sufficient to take on your fleet.
Once it has staged enough forces, the Comp initiates its attack run in formation. It is when the computer is executing this style of attack that I've found the Juggernaught to be of most interesting value.
Particullarly if you send it alone out towards their battle group as a suicide defense mechanism. I've effectively wiped out 40% of a very large force. At which point the computer retallied its total force value and beat a hasty retreat, which I then dog'd with my originally smaller force as they fled.
The most important (and obvious) factor is making absolutely sure, that you begin maneuvering your Jugg towards their stage point with enough time to keep your Mothership and exsising battle forces out of the Blast radius.
The Jugg is beastly slow, but extremely heavily armored. Luckily the computer tends to ignore the danger of the Jugg, and instead attempts to focus fire on it. Giving you time to drive it in under fire, position, and skuttle it. And if done right, successfully wiping out a massive portion of their force.
In the last scenario where I tested this, I played on the defensive until things were starting to look desperate. I pop'd the Jugg out, just as their main force was starting to take on 'overwhelming' portions. I just managed to pull the Jugg out of range of blasing my own Mothership and the small defensive force I had built up. I didn't get it 'perfect' but the detonation still wiped a clear 35-40% of the enemies armada.
The tide of the battle turned at that point.
I can't say that this tactic would work in PvP, but it makes for an interesting strategy. Perhaps Flying a sphere/perimiter of Juggs on the outskirts of your base setup, might make for a unpleasant suprise to 'would be' enemy forces hyperspacing in. Or at the very least, forcing inbound forces to maneuver to avoid the explosion.
Considering that most 'Mothership-killer' forces include a vareity of large and slow ships, having to take anything but a 'direct' line of attack after hyperspacing in, could buy your defensive force a large chunk of time in which to scramble countermeasures.
Enough rambling, anyone have any thoughts about either this strategy, offensive strategies, or exsisting experiences with the Jugg.
How have been early assessments?
I've found that they have some interesting tactical uses. Particularly, I've explored their use as a defensive weapon. I have not used them offensively yet, though I believe Garrett has.
The Jugg on 'D' vs. Computer
The Comp tend 'build up' or stage its forces just beyond immediate combat range until it has forces that it 'calculates' as sufficient to take on your fleet.
Once it has staged enough forces, the Comp initiates its attack run in formation. It is when the computer is executing this style of attack that I've found the Juggernaught to be of most interesting value.
Particullarly if you send it alone out towards their battle group as a suicide defense mechanism. I've effectively wiped out 40% of a very large force. At which point the computer retallied its total force value and beat a hasty retreat, which I then dog'd with my originally smaller force as they fled.
The most important (and obvious) factor is making absolutely sure, that you begin maneuvering your Jugg towards their stage point with enough time to keep your Mothership and exsising battle forces out of the Blast radius.
The Jugg is beastly slow, but extremely heavily armored. Luckily the computer tends to ignore the danger of the Jugg, and instead attempts to focus fire on it. Giving you time to drive it in under fire, position, and skuttle it. And if done right, successfully wiping out a massive portion of their force.
In the last scenario where I tested this, I played on the defensive until things were starting to look desperate. I pop'd the Jugg out, just as their main force was starting to take on 'overwhelming' portions. I just managed to pull the Jugg out of range of blasing my own Mothership and the small defensive force I had built up. I didn't get it 'perfect' but the detonation still wiped a clear 35-40% of the enemies armada.
The tide of the battle turned at that point.
I can't say that this tactic would work in PvP, but it makes for an interesting strategy. Perhaps Flying a sphere/perimiter of Juggs on the outskirts of your base setup, might make for a unpleasant suprise to 'would be' enemy forces hyperspacing in. Or at the very least, forcing inbound forces to maneuver to avoid the explosion.
Considering that most 'Mothership-killer' forces include a vareity of large and slow ships, having to take anything but a 'direct' line of attack after hyperspacing in, could buy your defensive force a large chunk of time in which to scramble countermeasures.
Enough rambling, anyone have any thoughts about either this strategy, offensive strategies, or exsisting experiences with the Jugg.