"missile destroyers and drone frigates are amazing at taking out fighters,
corvettes. if your wall of capital ships are getting wiped off the board by a
wave strike craft, add a drone frigate. then another. simply select wall, and
attack all. a wall of frigates, ions, with merely two drone frigates can mince
most fighter formations.
Try to keep your frigates and supercapitals separate, as they tend to slow the
frigates down. however, a single destroyer supported by two assault frigates or
ion frigates (or against fighters, drone frigates) GREATLY extends its lifetime,
and the amount of damage you can inflict. delta formation, heavy takes the
brunt, and everything else is just icing.
add support frigates as neccassary, and sprinkle with multigun corvettes.
team note: keep a freindly team of salvage corvettes available, and as soon as
you spot a lonely cruiser, steal it. psychological warfare.
"hey! you stole my crusier!"
"what? you mean MY crusier?"" - Frozenark
"On the junkyard level -- I don't see how everyone is having such problems on
this level.
first thing's first, by this time you probably have several destroyers, a
missile destroyer and a hell of a lot of frigates. all you need is ONE yes,
that's right, ONE missile destroyer. do NOT go around with frigates at all, the
autoguns are damn near impossible to see, and have longer ranges than the ion
cannon frigates, if you do you'll probably waste a frigate or three for no
point.
the dawg (a 'salvage corvette' capable of stealing your lovely supercapitals)
will NOT submit to lowly capital ship fire, though it is not indestructable.
however, to kill it you need a hell of a lot of lance fire, not including a
couple of heavy cruisers, and all the destroyers you can. If you want a quick
way to save your lovely supercaps, send in a frigate to get captured, the dawg
is therefore immobilised at a cost of 400 resource units. (or so.) otherwise,
read on.
somewhere I read that the right hand side is the lowest defended, this is
untrue, take your missile destroyer with a cloaking generator (if you have 'immobilised'
the dawg or destroyed it, you can scrub the cloaking generator, though if you've
destroyed it, why are you reading? :P) assuming you didn't immobilise the dawg,
take the missile destroyer around the LEFT hand side, along with the cloak
generator, and a cloaked fighter. check the sensors manager. if you see the red
speck making way to you, activate the cloak generator. you're only at risk if it
leaves the debris feilds, make sure you're a way out from it.)
the missile destroyer has a longer range than the autoguns, so you can move into
range and hit it with a couple of missiles. if the dawg is still active (check
the sensor manager periodically, it will come close if it doesn't have a frigate
to chew on). then, taking out the scattered autoguns (AND THE PROXIMITY
SENSORS!! remember, they negate stealthstealh) then, feel free to launch yas
ship into the junkyard office.
doing this, I've managed to get away with killing only about 3 autoguns,
(excluding the two or three above and about the junkyard office.) also, don't
worry if you are outside the debris feild, but right across from the office, the
dawg probably won't notice and go straight into the hyperspace gate.
the only problem I had doing this, was having too many frigates from the
missions before and scrapping some so I could actually hyperspace out and onto
the next level. oh, and not harvesting any resources, but then again, you'll get
enough later on." - Frozn