Short Version and Long Version:::Illuminator Spammers: How To Beat Them Edited: 11/10/09

UPDATED VS 1.04

Short Version:

Here are the units that can stand up to Illums and win:

TEC: Scouts, Fighters, Flak (with hoshikos preferably), HC's, Starbases (with repair bays)

Vasari: Flak, Fighters, HC's(barely), Starbases

Advent: Scouts, Fighters, Flak, Illums, HC's, Starbases

Long Version:

Edited: 11/10/09

To start, I want to be clear. I love this game, I am a seasoned veteran, and I love the Illuminator, and I do make fleets of them. However, I am by no means an Illum spammer. Spamming is a poor technique. By making a simple fleet, you make the job of countering your actions simple too.

v1.04 has brought new balance to the game, but Illum spammers are still here. Guess what! There's good news! There are counters now!

Instead of spamming, I make fleets of Scouts, light frigs, carriers, Illuminators and guardians because just an Illuminator spam is a flawed technique, although eventually the bulk ( as in 1/2 ) of my fleet is Illuminators purely for the amounts of damage they provide.

I am the guy who can send fleets of Illums at you and frustrate all the TEC players who try to fight Illums with Lrms, the guy who 9 times out of 10 will laugh at Assailants, and will make a fleet of Illums bigger than your fleet of Illums.

First off, I want to establish that long range frigates, as the game is currently configured, produce the highest general amounts of dps for an early game fleet. They are strong pretty much against anything. Even against very heavy armor, they do 75% of their statistical damage. This applies to LRMS and Assailants, not just Illuminators. Going purely by DPS and the best damage multipliers, LRF's are the early game work horse.

Any race can do an lrf spam, and each can do it effectively. Advent, however, do it best. Understand, I, along with many, do this stategy because the payoff of this strat is enormous. Most experienced players switch to Advent because it rewards experience. There's more payoff for microing and timing your use of abilities properly.

Before I continue, understand that when I compare Assailants, Illums, and Lrms, I will compare the stats of 3 lrms, 2 assailants, and 2 Illums. This is because lrms only take 4 ship slots, assailants and illums each take 6.

Positives

 

+ Damage Output

- in the very early stages of the game, a fleet of 20 Illums and the Mothership against anything will pretty much own. I don't really think there's anything else with any amount of resource management that produces a higher rate of overall damage output early than a fleet of Illums. Compare 20 Assailants and an Egg or 30 lrms and an Akkan, Advent simply has the upper hand.

This in general, however, is one of the advantages of Advent. They have no econ focus like TEC (credits) or Vasari (resources). Advent instead focuses on making the fleet stronger and something that can't be killed. The units are meant to synergize and when mixed together make a mighty fleet.

DPS Comparison

1. 2 Illums: 33.2
(In game the Illuminator is listed as 17 dps, I think the ship is really doing 16.6 ish dps)
2. 3 Lrms: 33
3. 2 Assailants: 26


+ Cap Ship Abilities


- Illums are already strong enough. They have capital ship abilities that make them stronger. The Mothership gives them malice and sheild regen. The Halcyon gives them an aura so they'll shoot faster. Animosity on the Battleship can pull you away from targeting the Illums so they're free to shoot. The point is Adventcaps bring the best support abilities in the game. Already deadly shps are more deadly.

+ Guardians

- These are the ultimate compliments. The shield and repulse are both incredible additions to a fleet and I use both. It's worth noting that I hate repulse. Repulse shoves the ships I want to shoot away, meaning I'm not shooting them. The Illumintor helps minimize this problem however. Since it's a ranged frigate, it never stops shooting, but your opponent does, so this is an ungodly strong combo. Guardians + Illums can lead you to a lot of victories.

-Thankfully the game has been balanced. Guardians are no longer broken. Repulse isn't broken. It's wonderful.

+ The Side Beams

- Those side beams are lethal folks. Obviously, Lrms and Assailants don't have these. What makes them lethal is that now the fleet, and each ship, are taking out more targets at once. While TEC and Vasari must target each individual ship, Advent side beams chew through the enemy fleet. Illums are designed to take down huge fleets with many targets. Assailants and LRMS are not.

+ First Strike

- Also, Advent side beams (and the main beam) are instant hit, as per -Gambit-. His point is that Illums beams instantly hit the enemy ship, while TEC and Vasari missiles take time to get there. During that time, the beams have taken out at least one, possibly a few ships.

- High Amount of Hull/Shields

- The toughness of Illums is ridiculous. Before 1.04 they crushed HC's, and now, I'm willing to bet they still put up a good fight.

+ No Excess amounts of damage done to individual targets

- Missiles take forever to get to their targets. What happens a lot of the time is when a target only needs 30 missile volleys to destory it, your units will all aim at it and spend 60 missile volleys on it since the volleys take forever to get there.

Here's what happens. The first volley is fired but it was enough to kill. It takes forever to get there however, and during that time a second volley is fired. It goes to waste. SUCKS!!!!A lot of the potential damage of this fleet is lost. This doesn't happen with the Illuminator. Since the hit is instant, very little damage goes to waste like with missiles.

+ Relatively inexpensive (At least comparable to their counter-parts)

- Before you say anything, hear me out. Take a look at this.

Cost: 2 Illums: 760 Credits, 120 Metal, 110 Crystal
Cost: 2 Assailants: 800 Credits, 130 Metal, 90 Crystal
Cost: 3 Lrms: 825 Credits, 135 Metal, 75 Crystal


If you take away the base cost of 760 cred, 120 metal, and 75 crystal you get

Cost: 2 Illums: 35 Crystal (Crystal focus because it's Advent)
Cost: 2 Assailants: 40 Credits, 10 Metal, 15 Crystal (Oy, no break for the Vasari here)
Cost: 3 Lrms: 65 Credits, 15 metal (Credit focus b/c it's TEC, no suprise)


Illums are actually CHEAPER than Assailants and very close to the value of LRMS. Perhaps Illums are SLIGHTLY more expensive than LRMS, but what I'm trying to emphasize is that they're almost identical in impact on economy.

Many complain about the Illuminator. Many say it's unbalanced. I used to agree with that statement, but now I've come to a new conclusion. Believe it or not, this strategy has drawbacks.

Negatives (Well, there aren't too many)

- ADVENT CAN'T SEIGE ******V1.04 ADD-ON

-This is a big disadvantage to Advent play. They can't seige. Illum spammers rarely have more than 1 cap, so they can't knock out planets. There is no shame in stalling and building up a fleet while the Illum spammer slowly seiges. Just don't be too lenient and actually let him take the planet.

- 3rd Tier Tech

- It takes three labs to make the research available. The research is also very expensive early. Also, those labs gobble up precious slots when you only have your homeworld, a roid, and maybe a second. You don't have the option to do anything eco if you want to get Illums early ( as in the first 10 min ).

-THIS MUST BE EXPLOITED if the battle is to be won. An Illum spammer's eco sucks. He won't be able to replenish his fleet if you destroy it early.

- Range

-
Despite all the beauties of the Illuminator, the range of this LRF is the smallest.

1. Lrms: 9800
2. Assailants: 7820
3. Illums: 5520


My gut says this is a negative and that this belongs here, but this can be construed as a positive. By making the Illum get close, it then can use its side beams, so I dunno, I'll count it as a negative. This limited range hurts when trying to use Illums to clear starbases. Not only can you only fire the front beam at a starbase, you're also close and within range of the starbase (which if it's a TEC starbase with self-destructing red button is bad news).


- Very Slow Start to the Economy

- The Illum spammer typically can't help their economy at all. They take the first roid with their capital ship alone and send in Illums peacemeal to help the Cap at the second planet, whatever that may be. They aren't constantly making Illums. The eco of an early game just doesn't support this ship. One of the ways you beat Illuminator spammers is by getting a strong econ early so you can overwhelm with ship numbers later.

- Few caps

- Advent has to have capital ships to be effective. One mothership, though formidable, is not going to be able to support 50 illums alone, but that's what a lot of Illum spammers do. Make the mothership and then make nothing but Illums. Very very bad misuse of resources. Still a beast, but a much weaker beast.

- Can't focus on one target

- Since roughly half of the ships damage comes from the side beams, this ship is severely weakened when it is only shooting from the front. This comes into play in many instances, but primarily when attacking starbases.

So how do you counter it? I have these answers, but understand, what is key to countering the Illum spam is making sure you know your opponent is doing it. Keep your scouts in his planets. If you see 3 military labs in the first 10 min, you know he's going for Illums. A


TEC:
V1.04 Addons:

For TEC, I primarily use scouts early on. They really do the job. I use scouts, and if I can afford them, I get some carriers. If you can get the guy to fight in your repair bays, you're in a good situation.

TEC doesn't have too hard a time with Illums. Obvoiusly, cobalts are cannon fodder for Illums, and unfortunately LRMS are to a large extent. LRMS can beat Illums, but you need to be damn good to do that. The armor on Lrms is just too light. It takes heavy mirco, and tbh only vets will probalby pull it off.

First, instead of making just cobalts early as your fleet, make some scouts to help your cap out. Scouts do anti-light damage, so consider the fact that for 200 credits, you get a unit that does 6 dps to LRM pirates and Seige Pirates, and later to Illums. Sure the scouts are useless against any other pirate ship, but you'll have scouts later when your opponent shows up with Illums.

Consider this:

3 TEC Scouts vs. 1 Illum

Cost: 600 credits vs. 380 Cred, 60 Metal, and 55 Crystal
Damage (With percentages calculated): 18 dps vs. 16.6 dps
Hull: 1350 vs. 620
Shields: 525 vs. 550 (Ok, it's advent, they should win this category)


I'd like for the Counter to a unit to be more apparant, like, it should be the scouts do twice the damage to Illums that Illums do to scouts, but hey, that's the evidence right there.

I do not advise continuing to just make scouts, however. A giant fleet of scouts is one of the easiest things in this game to counter. They do 50% of their damage against anything with medium armor and up. It's not a good idea to make a huge fleet of scouts, for you will destory nothing besides LRMS and other Scouts. They're also extremely vulnerable to fighters.

If your opponent is dumb enough to keep making the Illums though, CHURN OUT THE SCOUTS.

After your initial scout push (2 scouts made for your fleet for every 1 cobalt), your second fleet addition can be a fleet of scouts, flak, lrms, carriers, or heavy cruisers.

I have an addendum for flak. A fleet of flak can take a lot of punishment. The problem is flak don't do a lot of damage. They do 15.3 damage per second, but that's split amongst 4 guns on the ship, and you can only aim the front 25%. Their teeth are a little dull for my taste. They're not a bad option against LRF's, but they only do 75% of their damage. Also, if you make flak against me making Illums, I'm just gonna take out the frig factory, or maybe I'll just let the flak keep coming. I like the experience feed for my caps.

If you're on a map where the Illums got to you quick, which is most likely, the answer I like most is at least some scouts first, and then some lrms mixed in later once your opponent switches to something besides LRF's. Take a look at the statistics for 3 lrms vs. 2 Illums.


Lrms vs. Illum

Cost: See Above

Hull: 1500 vs. 1240
Victor: Lrms


Hull Repair Rate: 1 vs. 1
Victor: Lrms
(Because they have three ships regenerating, not two)

Armor: 1 vs. 2
Victor: LRMS (The Armor upgrade is mandatory as TEC, it's tier one and inexpensive. That gives LRMS the edge)

Shields:
840 vs. 1100
Victor: Illums


Shield Regen Rate:
1 vs. 1
Victor: LRMS (See Hull Repair Rate)

Construction Time:
66 vs. 52
Victor: Illums


DPS:
33 dps vs. 33.4
Victor: Illums, only by a little


Mix in carriers and hoshikos when you can. The fighters for anti-light damage and Hoshikos because they are critical to keeping a TEC fleet alive. Also, eventually mix in Heavy cruisers with hoshikos, carriers, and your surviving LRMS and you will mop the floor.

Also, I'm skeptical of getting trade ports VERY early as TEC. Trade ports are critical for TEC, but you need to make a fleet first, because that's what the Advent player is doing. You will lose if you make an eco first and start a fleet, but you can get a fleet first and go eco after that, it's not forbidden.

I say you will lose because making tradeports early takes time and money, and by the time the network is established, ur Advent opponent is likely ready with a full fleet to come after you. Trade ports take too long to pay themself off. It takes 15 min for a trrade port to pay itself off. On a rush map that's bad.

You should also be microing with the Akkan and Ion bolt or Marza and Nuclear Bomb. Have the Akkan always firing at the enemy mothership. The second you see it fire up shield regen, you fire an ion bolt. You should be watching for this intently, ready to click the second it starts. This helps put Illuminators on par with LRMS and/or scouts.


Also, at some point you MUST make a second frig factory too, earlier the better. Probably after you've taken your 4th planet at the latest. With the discount you get, it's not much of a hit, but since 2 Illums are made quicker than 3 lrms, you have to make up for that. Keep 2 frig factories churning out LRMS or scouts constantly. Advent early game can't keep Illums churning out of 2 frig factories constantly.

If you're on a map where you don't think your opponent will get to you for a while, and I'm speaking for around 30 minutes, you can tech straight to Heavy Cruisers. This is not a bad tactic, considering Kodiaks are strong and a great counter to Illums. The drawback is you can get caught with your pants down when all you have is labs and his fleet shows up. It takes a good amount of finesse to pull of an HC spam and I only recommend it to experienced players, but it's a viable option. I like to make a large group of scouts as my starting fleet, and once I start making HC's, I send them with the Bomb ability into his backfield to get frigate factories and temples of hostility.

Pure fighters will beat pure illums. It's a fun tactic and it's effective. The problem is if you start making carriers, he's going to likely make the counter, flak, which will just obliterate your fighters. Just be observant.

Vasari:

I read my Vasari answer and wanted to puke. This game changed so much. Vasari  has a tough time with Illums. There's no denying it. Starbases are pretty good now, but you want to know what I tend to do? Use scouts to stall ( you won't win with Vasari scouts, but you can stall ). Get carriers quick. Flak help too. Everything else pretty much loses in my opinion.

Vasari actually don't have too bad a time with Illums. If you want to stop an Advent player in his tracks whose spamming Illums, take out the opponent's capital ship.

One of the key elements of the early Illum fleet is it relies on the capital ship, whatever that may be. I would say 95% of the time it's the mothership, sometimes a newb will pick a Halcyon, but occassionally you'll run into the battleship guy or the seige cap guy, but I would like to say a fleet of Illums without a Halcyon or a mothership is considerably weaker and an easier beast to defeat. Take whatever this capital ship is out, you weaken the fleet considerably and put a big hurting on the Advent player to replace it.

Anyway, Vasari are easily the best race at eliminating the opponents cap early in a game. This requires picking the Space Whale, Space Egg, whatever you like calling it, the Evacuator as it is called. Put the upgrades in the Nanite bomb thingy. Also, you should be making Assailants with some flak mixed in later as a Vasari player against an Illum spammer.

There are two options: spam assailants to fight rock with rock, or spam fighters.

In general, an Advent Illum spammer picks someone to be their bitch that they'll rush. If it's you, just make Assailants. You WILL ( or at least should if you did it right) have more ships. Hopefully somewhere in the range of 6-8 more. Targeting his Illums is futile because of shield regen on the mothership. Target the cap first. (You should also have teched phase missiles). The nanite bomb lowers armor and does damage. This is a cap killing ability. Use it. You are at the least going to severely wound the capital ship. In general, you will destory the damn thing.

As mentioned by P5yy, you will lose some assailants during this process. But consider the fact that he's losing the force of a capital ship, you're losing maybe 4-5 assailants, but at the same time are feeding assailants into your fleet.

Consider this:
Advent and TEC have to go through the shields first, then the hull with mitigation shields. Vasari can bypass this and go straight after the hull.

1. The nanite bomb does 30 dps to the hull
2. The nanite bomb lowers the armor of the ship, making it a better target for everything else
3. Vasari have phase missiles, which bypass mitigaiton shields alltogether

Lure the enemy capital ship towards the planet and away from the edge. Like, pretend your hugging a repair bay. If he comes after your or starts seiging your planet, you've got the cap where you want it and can destory it. Once the cap is out of the picture, you have a fleet of unsupported illums to micro away. They're still beasts, and you'll need a decent sized fleet of Assailants.

Once the cap is gone, send the Assailants after the Illums. Sit your assailants far away and exploit your superior range. If he moves the illums close so he can use his side beams, move the Assailants and turn them around again. You don't want to be in side beam usage territory.

Remember this: Illums are much weaker without their capital ships.

Also, the Vasari have their own answer to sheild regen. The carrier has that wonderul health cloud that heals ships at a very rapid pace. It's like a hoshiko cloud that lasts for 10 seconds. In general, Illuminators are hitting more than 1 target at a time (side beams), so the repair cloud helps negate the side beam effectiveness, greatly reducing the effectiveness of the Illum spam. The carrier is now my second cap 50% of the time because of this abililty.

At some point, say after you've made your 30-40 assailants, start making flak. They will help dramatically with an Illum spam. About roughly 2 assailants per every flak will do the job. The flak get up close and absorb the side beam damage.

That's my answer with Vasari. Against a late game Illum spammer, Heavy Cruisers and fighters are a good answer. The HC's can absorb damage and the fighters can slowly pick 'em off one by one.

If there are guardians with repel, though, you better have assailants. Fighters and Bombers don't do enough damage to them. Assailants can sit outside of the range of the stationary ship and kill it.

It's also worth noting that since Vasari fighters are tough little bastards, I encourage using them. They use phase missiles too, and can take a hit or two from a Halcyon if one shows up.


Advent:

My answer is scouts now. You can fight rock with rock, and frankly it's not a bad option, but some people don't like that answer. Going HC rush isn't really going to work in my opinion. The Illum spammer will have Illums down your throat before you have HC's rolling out in a decent numbers.

I recommend starting out like I said with TEC. Build scouts and a few light frigs, primarily scouts. Add carriers to the group slowly. About 1 fighter squadron per every 3 scouts. The scouts are the meat shield, the carriers are the work horse. It's really not a bad option, just be careful with your carriers. Make sure he's not micro targeting to take them out.

What's great about using scouts, disciples, and Fighters is that ALL use the laser, which can be cheaply upgraded for damage. You can get +20% damage output quickly and cheaply. It's a great option. What's key is reacting to your opponent and whatever he makes AFTER the Illums.

Guardians with repulse are great too to support carriers. They can keep everything from getting to the carrier.

I know I jumped all over the place here. Advent have a lot of options. Scouts are the best one. Fighters can work. Flak too. HC's as well. Repulse too. I prefer scouts though. Cheapest and simplest answer.

If you decide to fight rock with rock:

This really comes down to outwitting your opponent. First and foremost, I recommend the scout strategy mentioned in TEC. The figures are very similar.

In general, whoever gets Guardians first is going to win this battle. To beat an Illum spammer, keep the sheilds on your ships higher than his, have more ships obviously, but most of all, try to make a better composed fleet than his. Get the Guardians and Halcyons before he does (Guardians first).

Also, repel will annoy an Illum spammer. An Illuminator's range is just about the same as the distance repel effects. The ship won't constantly fire. Also, repel can split the fleet of illums so you can destory one half while the guardians keep the other half away.

I accept both positive and negative criticism, as I know there are other options out there to counter Illums. This in general is what I've seen that works against human opponents. Emphasis on WORKS.

201,437 views 74 replies
Reply #1 Top
Thanks for the Stratagy tips I will use them next time I get the chance
hopefully illum spams won't be mutch of a problem anymore.
Reply #2 Top
From my experience, even as Vasari, Illuminators will still destroy your fleet easily even with their mothership dead. Illums have a huge range of fire while the Assails and vas cap ship does not, so all it takes is a little micro and advent is back on top again. he can literally fly circles around your ships while blasting you, and you can't do a thing.

IMO, Illums need their wide range of fire nerfed hard for Illums to become balanced with other LRFs.
Reply #3 Top
Port Forwarding chiming in here. I played with Raging Amish last night. He's a really good player and knows what he's talking about.

However, I have to disagree on a couple of points:

1. The "negatives" you list aren't exclusive to an Illuminator strategy. Being stuck in a bad spot, limiting a player's ability to fast expand, has a similar effect on TEC and Vasari. In fact, I would say fast expansion is most important for TEC because a TEC win requires out-producing your opponent, which requires more worlds and trade ports.

2. Illuminators are overpowered, hence the reason why you and so many other players mass them and little else. Why? Because they're essentially the best bang for your buck, even matched up against HC and doing 75% vs. taking 150% damage.

With 18 DPS plus side guns, Illums are cleary the superior long ranged unit, and even superior to Destras when you consider build time and the cost of Temples and research. This clear superiority is somewhat justified when you consider they're tier 3 tech and have only double (as opposed to triple) the range of flak.

I don't believe Illums need a large nerf like many are crying, but a small one is definitely in order.

I think eliminating the Illuminator's side guns would still keep the unit the superior longe ranged ship, justifying its existence as tier 3 tech. At 18 DPS for the cost, players will still use Illums over Destras, especially when you factor in the abilities of Guardians and Subjugators.

With the nerf, the only difference is that Illums won't have those ridiculous sides guns which can also be used frontally, a utility that no other attack craft besides flak has. As a result, Illums will still the best DPS for the cost but not broken.

3. Guardians are broken. Repel, when used by a strong player like Raging Amish, makes it almost impossible to break an Advent fleet, even with double the ships.

Vasari have the range and Subverters to take out Guardians, but it's still a punishingly messy ordeal. For TEC to win, they essentially need to bring an upgraded mixed fleet with lots of HC, costing easily twice that of the Illum + Guardian fleet.

The Repel ability needs to be redesigned.
Reply #4 Top
Thanks for your thoughts.

While Flak are useful for staling an enemy's advance, they will never win you the game. They will at best delay an enemy, or your enemy will simply ignore their fire and burn down your labs, constructors and other infrastructure. So flak is a poor choice. Frankly, there is no "counter" to illumns -- you need to find a way to make him respond to you. LRMs are more effective at putting pressure on an enemy since they can hurt enemy structures. Carriers with bombers are a decent response unit too, since they are excellent at raiding and killing structures, and at killing caps.

I think the most effective choice is to 1) produce more LRMs than the opponent does illumn -- ie, if you scout and see he HAS illumns then you most likely need to go into spam mode -- , 2) attack his worlds one at a time ignoring his fleet and killing his factories, his lab, and his constructors, until 3) you tech to *cluster munitions* (or whatever the splash damage tech is for LRMs at T4). The splash damage + a superior number of LRMs to Illumns will allow you to hurt his fleet at long last. Plus, this puts you on track to get to Kodiaks and allows you still to switch to carriers or even flaks as needed.

I don't put much stock in repair cruisers. But that's me.
Reply #5 Top
The vasari can handle illum spam.
The advent, well rock vs rock.
The Tec eh, need only for their hoshiko to be AOE.

The side guns on the illum are intimidating, but with the hoshiko being AOE, counterable.
Repulsion is broken, thankfully I don't see alot of it.

Would love to see the 1.1 preview.
Reply #6 Top
I agree with the flak stalling strategy to cruisers.

Im very skeptical about the vs Capital strat for vasari. Its very easily counterable.

However Im reluctant to have a full blown discussion on strategy with 1.1 around the corner.
Reply #7 Top
Just want to point a few things out that I think people over sighted (I'm not flaming you).

@ Raging Amish
Flaks do Anti-Verylight damage not Anti-light - so 75% dmg to LRM's not 200%. That may not change your overall point, but I just thot I would point it out. Flak vs. Illums are still pretty good tho because if IIRC flak can fire on the move and can move around the illums as needed. Keeping out of thier frontal beams.

@ Realhits
I believe that the Illums. do 18 max DPS not 18 just on front guns. Meaning 9 DPS on front plus 4.5 on each side = 18 DPS. I may be wrong, but that is what it seems.

/end corrections

I have said it before and will reiterate - I feel that Stardock needs to simply switch accel. of carriers to 150 and LRM's to 100 and take away the antimatter cost of Strikecraft production (or make antimatter stores for instant re-builds). These changes would make Carriers (fighters) the answer to LRM spam. Players could out manuever LRM's and the LRM's couldn't catch them. Also, the light frig (counter-carrier) would still be faster and out accel. the carrier. Problem *potentially* solved. But that is just my two cents. Minor fix rather than an overhaul.

My experience with scouts as the anti-Illum has been "meh". Fighters are the better bet, but in a pinch you can pump them out for little cost and they can really put the hurt on LRM's but you need to get them behind the Illum. or they will just cut through them.

Repulse is OP - agreed. Needs rework.


My two cents.... I was not attempting to flame anyone.
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Reply #8 Top
@ Paulta
Yes and no. The advantage of the assailant is you will outnumber your opponent. Say he has his mothership and 15 illums. I'd go as far to say as you should have the egg and 20 - 25 assailants. Illums take out assailants quicker than assailants take out Illums, there's no denying that. Also, if you keep the assailants very tightly grouped together, you really neglect the side beams. Your force him to spend time getting close enough for the side beams to fire.

@ RealHits

@1. What I mean is if the Advent player wants Illums very early, he has to have easy expansion that the mothership can do alone. This isn't so prevalent with Assailants because they're Tier 1 and LRMS are cheap enough and easily replaced. Illum spammers in general don't make those first couple light frigs. They spend that money on teching to Illums.

@2. Illums aren't overpowered. LRF's in general are overpowered, but because the Illum has side beams it makes it seem stronger. See my response to Paulta.

@3. I agree entirely about repel. Then again, each race sorta has something overpowered. The Advent have the Guardian. The Vasari have subverters. TEC are on the short end of the stick, but I consider Hoshiko's invaluable. They keep ships alive so much longer in battle.

@ Sixhits

Outnumbering Illums isn't enough. Illums are already tough beasts, but Advent players almost always upgrade shields. Also, consider this. For 12 tactical slots I get 2 Illums. My opponent gets 3 lrms.

LRMS:
Cost: 3 lrms 825 Credit 135 Metal 75 Crystal
Damage: 33 dps
Armor: 1
HP: 1500
Shield: 840

Illuminator:
Cost: 2 Illums 760 Credit 120 Metal 110 Crystal
Damage: 36.6 dps (18.3 front beam, 9.15 X 2 for sidebeams)
Armor: 2
HP: 1240
Sheild: 1100

With Large Fleets the sidebeams are always firing. Illums will crush an equally skilled player making LRMS.

@ Lord Dark Cloud

Lol. You summed pages of writing in about 3 statements.

@ P5yy

As long as the Vasari player outnumbers the advent, I have to disagree. In general, I do the anticap start as Vasari cause it really does hurt to lose that free cap. Replacing it early hurts.

@Evernight57

You're right, thanks for the catch. Both LRMS and Flak do 75% to Illums. Flak are just damn tough and can actually take the punishment that Illums dish out.

Also, I think you're right about the side beams, but I remember somewhere I saw 60% front and 20% for the sides, but I could easily be mistaken. Either way, front does more than the sides.

Also, i think everyone gets why I said "No Flaming". I wasn't trying to be a jerk when I said that, I just don't like what we all know as the "flamer".
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Reply #9 Top
Hey Raging A,

You may have missed my second point -- use your LRMs to go infrastructure hunting. Tec LRMs won't win a stand up fight vs Ilumns even with cluster munitions, but if you attack his labs and take him down from the ability to produce Illumns, you have a solid chance of seizing the initiative and reducing his numbers while expanding your own. I'm thinking more economically than militarily here -- which is tecish.

Further, Tec gets LRMs significantly earlier than Advent gets Illumns - and don't LRMs build quicker than Illumns? They SHOULD have a numerically superior force at all times.

In any event, there is no "counter" to Illumns on the Tec side -- Flak are not a counter, they just slow down your defeat. The only winning option is to reduce the enemy's ability to produce Illumns -- or to in fact simply ignore his fleet and raid his worlds while you tech up/produce more ships. It's more about timing and good micro than anything else.
Reply #10 Top
nice guide :) do most of the stuff myself to counter illum :)

like sixhits if i know im gonna lose the battle "illum or not" i withdraw into his own territory start splitting my fleet and pop as many economy as i can (if he's not cheating he wont have a good defense + illum spam :).. mostly :P


after that people will call me a lamer etc.etc.etc, but hey.. they didnt go 4 brainplaced PJI's :) i just love people saying they suck... more chance people dont get em so i get another free-ish win :D


i gotta disagree tough, TEC flaks do kil the illums, theyre cheaper, have ALOT of more health and will do AWESOME if u micro + hoshiko em..
(with micro i mean withdraw ships that are being forced targeted)
25% of the time they'll follow it til it either dies or jumps out.
25% wil react instantly and target another one
49,9% wil not response so quickly and follow in even closer into your flak armada , allowing more then 2 fireports to fire :)
last 0,1% leave right away... wont happen often.. but sure does ocasionally


lrM's indeed build faster then illums, but like raging amish sed:"

LRMS:
Cost: 3 lrms 825 Credit 135 Metal 75 Crystal
Damage: 33 dps
Armor: 1
HP: 1500
Shield: 840

Illuminator:
Cost: 2 Illums 760 Credit 120 Metal 110 Crystal
Damage: 36.6 dps (18.3 front beam, 9.15 X 2 for sidebeams)
Armor: 2
HP: 1240
Sheild: 1100


u get about equally for build time, so evne if you've got 30 lrms and i got 20
illums the illums (with cap ship) win
also the higher the number of enemies the more sidebe beams fire, even on "tight" formation
Reply #11 Top
@ Raging , the problem with the anti-cap strat is the fact that illuminators are better anti-cappers then assailants because their side beams allows them to whittle down your anti-caps at the same time.



Reply #12 Top
Question: Will the side beams fire up and down? (And if so, do they fire effectively?)

There is a key mapped to z axis movement, and I've been playing with flanking on that axis with what looked like (*not thoroughly tested mind you!) promising results.

Thoughts? And I agree with P5yy, so close to 1.1 might mean the numbers will need to be analyzed again.

(Oh hey P5yy, I do now have the chart written out beside me. Again the logic that the numbers may change soon meant for me memorizing right now might be premature.)
Reply #13 Top
...Also, I think you're right about the side beams, but I remember somewhere I saw 60% front and 20% for the sides, but I could easily be mistaken. Either way, front does more than the sides...


From the GameInfo files:

Javelis LRM:

Damage:Physical/AntiMedium
Front: 71.5

Cooldown: 6.5

Illuminator:

Damage:Beam/AntiMedium
Front: 58.5
Left: 30.33333
Right: 30.33333

Cooldown: 6.5

Assailant:

Damage:Physical/AntiMedium
Front: 78.0

Cooldown: 6.0

For the Illuminator that comes to about 50% front and about 25% for each side.
Reply #14 Top
@ Sixhits

I do think flak are the counter. They do enough damage to Illums and can take the punishment. Pure flak will lose. That much is so, but TEC need Hoshikos, Flak, and HC's to beat Illums. What I think the TEC don't have an answer for is repel.

Also, speaking from experience, if you go after my infrastructure, that means you're dodging my fleet. The second I see a fleet that's not targeting my Illums, I start building more labs, and can keep the stream of Illums flowing. It's not really hurting me by making me build excess labs cause

a) I can still make Illums
b) I can probably tech Repel before (if) I lose a single lab

I pay almost as much attention to my opponent as I do to myself. If you go after my infrastructure, I'll see and know you're doing it ages before you get there.

@P5yy

Any fleet of lrf's is a fleet of anti-cappers imo. I have to disagree that Advent are best at it. Advent are most lethal at destroying an enemy fleet, not individual ships. That title goes to Vasari.

The Nanite disassembler? ( not sure if that's what the nanite bomb on the evacuator is called ) is an anti-cap ability. It targets one ship, does 30 dps to the hull, not the shields, and lowers its armor. Combine that with phase missiles from Assailants and you have the most lethal anti-cap race. In general, the cap ship's health will go down almost as quick as the shields.

Advent Illuminators and TEC LRMS have to go through the shields first, then the health. The nanite bomb combined with phase missles and micro-targeting is the most effective cap killing method early in a game. When I say effective I mean that you'll actually kill it. In general, a cap can flee if TEC or Advent micro target it. Vasari have a much better and easier time getting the enemy cap. (early in the game = before HC's are a viable option)
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Reply #15 Top
One more comment about going after my infrastructure, the second I think someone's going to do it, I send my fleet to counter that. Also, even if you do have a bigger fleet than I do, I can make my fleet bigger than the one that's heading to my infrastructure. It takes a while, and I can get reinforced by ships that only have to travel 1-2 jumps, but your stuff is traveling 3-7 jumps to reinforce.

I send about 10-12 of my ships to counter peace meal reinforcements. The line of ships become food for the fleet.
Reply #16 Top
@ Amish

Ok I forgot about the nano ability. Ok so yes , vasari would get the enemy capship. But I think at what cost. How many assailants would the illums beable to kill in the time it takes to down the capship.

I would say its alot. Maybe not enough to cost the same as a capship? , but then enough for the fleet difference to be so wide any newly built assailants becomes exponentially less effective. (Using the theory of 2 ships vs 1 ship , the 1 ship dies but only 1/2 damage on 1 of the 2 ships.)
Reply #17 Top
What I've seen is actualaly that the Assailant range is so huge compared to the illuminator that you'll get off a couple volley's before the Illums are even in range. Add in the fact that I stay in a ball so side beams are null and void, and the Illums don't do as much damage to the fleet.

I agree with your point that the Illums are targeting the Assailants. The thing is though, I go after the Repair cloud ability, or use a repair bay, or fight with an ally advent to keep the fleet alive.

I would say if we had 25 assailants and the evacuator go up against 15 illums and the mothership, it'd take maybe 30 seconds. In that time you lose probably 3-4 assailants. What happens after that though is the other guy tends to get pissed and target your cap for revenge, at which point I just turn it around.

I put big emphasis on phase missles, the higher the better.
Reply #18 Top
@raging

I would assume this strat would require the first 2 phase missle upgrades to be pulled off.

Im trying to think however , with the Advent cap , its advantage is that its already lined up broadside meaning its fastest escape is perpendicular to the battle.

The advantage of this is that when your assailants chase this cap sideways , this opens up the assailants to 2-3x beam attacks.

I might try the anti-cap strat and see how it works tho.
Reply #19 Top
good to know.
Reply #20 Top
Hey Raging A,

Not to nit pick, but as long as I'm making you respond to me I have a chance to seize the initiative. If I attack your infra and make you build more labs (whether I kill your labs or not becomes less important as long as you are spending your time and resources on the home front) then I'm achieving what I wanted, which is forcing you to focus on your labs and not on fighting me. Essentially, I've bought myself the opportunity to tech up, to expand, or to mass, or even to spread the infra attack and hit another world. If I'm using a Dreadnought, I might even kill your roid. All of which doesn't win me the game, but it makes you do what I want to you to do -- which is become predictable. I agree, this is hard thing to pull off. A skilled player can out play me and hold the line at home and press me on the attack -- but that's quite hard to do.

If we're in a 2v2 or 3v3 and my ally can assist, I think then you will be on your heels for awhile vs an infra attack. We don't need to beat your fleet -- all we need to do is slow your production of units (ie, if you're building labs then you're building fewer Illumns) and control your builds for awhile.

I guess I prefer the pure offensive choice of LRMs rather than the tanking force of flak and H-cruisers. It's cheaper and quicker to get out the LRMs -- flak are much more expensive and H-cruisers are expensive in both TIME to tech to and in actual cost. I'd rather go to carriers and get bombers and have a force that totally ignores your illumns and purely raids your worlds than a flak/h-cruisers fleet. ;-)

(what are HCs?)
Reply #21 Top
HC are Heavy cruisers the: Kodiak, Destra, and Skarvos enforcer. They are good vs LRM's and weak against bombers(I think).
Reply #22 Top
@ Sixhits

Attacking the infrastructure of an opponent is not a bad idea at all. It's a good strategic concept. The problem is, I see the downside to it.

It's very rare for there to be more than one door into an opponents backyard. In general, there's one way back there, and he's got a fleet there ready to follow you back into his planets if you decide to go into there. Also, if his fleet is just following yours, you're making his job easier. He can shoot at you while you go there. You cannot shoot back.

But I do agree. If you can get into your opponent's backyard and destroy his infrastructure, more power to you. If you did that you just pulled off great tactics. Having an ally help you means this strat will almost assuredly work.

My main critique is that it requires an opponent who either refuses to move his fleet to get you once you show up (Cause really....fleets are never more than 3 or 4 jumps from each other), or doesn't have a fleet.
Reply #23 Top
@ Sixhits

Amish makes a good point about your Infrastructure strategy. This is only going to work on maps with many different ways to their homeworld (in most cases). Best-case scenario what you described is one of the best ways to slow down the production of Illuminators or simply cripple an Advent (or any player) early game. Worst case you lose your fleet. Hit and run tactics work in theory, severely crippling an opponent early game, but what if you end up walking into a trap? He is most likely massing his fleet no more than 2 jumps away from the planet you strike, so at best you're going to get, oh, 30-60 seconds free to molest the structures before he shows up. Probably enough time to take out one structure with the fleet sizes we're talking about.

What you need to be doing is using this as a distraction. Don't bring your cap in there. Bring enough ships to take out what you can reasonably expect to. Use their time decimating his buildings into building up your own econ further. As TEC you can expand for more un-taken worlds, or just work on your trade ports whatever. Take advantage of progressing your econ much farther past his. But then build your flak + hakishos. Like you said this isn't going to kill him, but force him to play catch up for the rest of the game, and use your time to make sure he never does.

If you use this strategy with an ally just kill him. But you're also going to risk getting screwed by one of their allies using the same exact strategy on you, but on the other side of the map with no chance to defend (see the assailant counter mentioned before). TEC is a lot more reliant on infastructure so understand that by doing this you are taking a risk as much as anything else. Especially using LRMs vs. Illuminators, you aren't going to stand up to it if he jumps on you before you hit him.
Reply #24 Top
sry guys, i feel that bomer fighter crafts has a better chance at illums if only they are upgrade able to counter capital or frigate ships. long distance frigates vrs a longer distance upgraded bomers imo can only defeated those hard illum spams. but i'ts just an alternative or maybe someday may be implimented on a patch? i've always thought bomers where mainly made for anti frigates and capitalship. i'n real life, bomers can take out frigates and capital ships like a fat kid eating a pie and cake on a hungry stomach :).
Reply #25 Top
@Gun

Hey! hows it going.

You need to consult the second sticky in the strategy forum. It shows the weapon bonus tables. Bombers 50% vs illums , Fighters 200% vs illums