Fractured Space

Fractured Space hat jetzt einen zweiten Spielmodus: Frontline (bisher nur mit zufälligem Schiff).

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Außerdem hat das Spiel jetzt ein zweiteiliges Tutorial (Proving Grounds), das einem alles wichtige beibringt.
 
Hier ist mal ein Beginner's Guide für den Conquest-Modus in Fractured Space.
Er ist schon etwas älter und beinhaltet nicht die neuesten Schiffe (Pioneer, Venturer, Sentinel, Overlord), der Rest ist aber immernoch aktuell.


The Anthill Strategy Guide (teamwork for solo players)


This guide mostly isn't about teamwork in the strong sense, it's about what YOU as a single player can do to make your team win the game.
It emphasizes on the same strategy ants employ to create and maintain their hives. Ants do not have a high command that constantly gives them orders, instead every single one of them does it's best to work towards the benefit of the hive while communicating with the others in it's immediate periphery.
There are even some clans that work according to this scheme though most of them do in fact have a high command and a clear leader. In random matches however there is no leader, so it's best to stick to the anthill concept there.

This guide will cover most regular strategies during the individual stages of the game (opening, early game, midgame, late game) as well as a few of the more advanced ones that actually do require some true teamwork.



The minimap

This is the minimap. It is one of your most valuable resources and you can increase it's size by pressing tab.
The minimap tells you where your teammates are, where your enemies are (well, at least the ones that can be seen by your team or by the bases that belong to your team), if Gamma is open, and it helps you to anticipate your enemies' movements before they actually hit their destination.

The big map even tells you what ships your team mates are flying and if they are dead or alive – and when you click on their names or their arrows the UI will highlight the corresponding entry (so you can either find out who that lonely arrow at the enemy forward base is or which arrow that Brawler is that just requested help).



The chat

This is the chat. Press enter to write a message and ctrl to switch between team (blue) and global (white) chat. Not only does the chat allow you to talk to your team mates, it also gives you valid information, like when a player in your team jumps to a sector or when one of your team mates disconnects.



Some general dos and don'ts:

! Lemming trains
The most important thing after the game started is to not create a lemming train. NEVER put all five ships into a single lane and only ever put 4 ships into one lane if you have a very good reason and a plan. If you see that there's already 3 ships in a lane (watch the chat) don't go there and if you're already there switch lanes (or tell someone to do so).
During mid/late game a massive assault may be needed to push a lane and win the game (or to stop an enemy lemming train) but still, don't leave your other lane undefended. Certain ships (Equalizer, Enforcer, Hunter) can traverse an entire lane very quickly and - especially during late game - do serious damage to your base or even win the game before you can jump home and defend.

! Take cover
Mining stations (and asteroids) are not just decoration. The middle one is a great piece of cover against Watchmans while you're advancing towards it. To use it as cover just leave the forward base by flying BELOW the station shield and adjust your position in a way that the middle mining station is between you and the enemy Watchman. Adjust elevation if needed and you should take almost no hits. This even works for Heavies.

! Don't jump while someone is shooting at you
Just don't do it. You take massively increased damage during the jump warm-up and it MULTIPLIES with the increased damage caused by broken armor. All those bonuses can bump a Watchman's LR cannon shot up to over 10000 damage and Hunter's heavy cannon salvo to about 5000 damage. You don't want to get hit by that. So if you have any escape mechanism (blink, boost) at least try to get some distance before you push the jump button. Most of the time though it's better to just go down guns blazing, especially during early game.

And NEVER EVER hit jump home in a fight. It takes even longer to warm up than the regular jump and is guaranteed to get you killed. If you really really need to, use jump to move to another sector and immediately after your arrival hit jump home (if you're in a Hunter you want to use blink between the jumps to prevent an enemy from dropping right on top of you while your home-jump spools up).

! Don't go for an instant baserush
Before you are at least level 4 (better level 6) there is no point in going directly for the enemy base. At low levels the base damage is so high and your capture rate so low that it will kill you before you've captured even 5%. Better concentrate on the mining stations, that way you will quickly get enough levels to attack the main base.

!Play safe
A solid defense is ALWAYS better than a desperate offense. When you see enemies are approaching your forward base and nobody seems to care then go there and defend! In mid or late game the capture of one of your forward base can easily ruin your day - if there's more enemy ships deeper in the lane you might instantly have a full-scale invasion on your home base at hand.



Opening strategies

During the game opening the primary goal of both teams is to get two mining stations in each lane. There are certain ships that are better suited to take either the first mining station or the middle one and a few that may choose freely depending on your lane fleet composition.
We will go through all of them and see the reasons for this.


Ships that should take the first mining station

- Disruptor
The Disruptor is a relatively fast ship. It has low damage and cannot really hold it's ground against a Hunter or an Enforcer , but it can give repair drones to an ally fighting over the middle station and immediately blink to him for more fire support after it captured the first mine.

- Watchman
The Watchman is a long range fire support ship that seriously doesn't want to get into any form of close combat. During the game opening, when all enemies are outside it's effective range anyway, it is the most prefect ship to capture the first mine as this position also allows it to give better fire support than from the forward base (this is especially true for the asteroid lane).

- Ranger
The Ranger is a light long range Watchman and usually it can't hold a mining station against a combat ship, even with the mines.

- Raider
Although the Raider is strong in very 1v1 it's not good for directly contesting a mining station. Enemies can easily get past it's screen or force it out of the capture zone.

- Infiltrator
The Infiltrator is a long ranged hit&run attacker and as such has a hard time winning a direct close range fight against a medium or heavy combat ship. However the first mining station is a perfect steppingstone to deploy Ion Drones from and then help out in the unfolding fight over the middle mining station.

- Protector
As a long range support ship the Protector can't win a fight against a combat ship or a light attacker. But the first mining station is perfect for firing the repair beam at any allied ship fighting for the middle station. Also the Protector can give long range support fire from there if it has the heavy smart gun.

- Reaper
The Reaper excels at midrange combat and as such doesn't want to get involved in a close range brawl with mobile attackers that can get above/below or behind it where it cannot fight back effectively.


Ships that should take the middle mining station

- Brawler
The Brawler has very short ranged weapon and is extremely effective at taking a mining base. No Hunter or Enforcer pilot wants to fly in that capture circle if he knows that there is a Brawler lurking on the other side that could concuss and dispatch him within a few seconds.

- All heavy ships (Colossus, Destroyer, Leviathan, Carrier)
Heavies are slow and shouldn't waste any time flying the huge detour that's required to cap the first mine. Also heavies usually are good pushers that can overwhelm most opposition due to their sheer firepower and armor - and if the can't chances are high that they might at least hold their ground until the ship that captured the first mine can help them out.


Ships that can do both

- Hunter
Usually the Hunter should go for the middle as it is a fairly tanky high damage combat ship, but it can also get the first one if there are only heavies or Brawlers in it's lane. Despite it's tankyness the Hunter is actually a quite mobile ship that can use it's blink ability to get from the first mining station into the battle over the middle one quickly. Also the Hunter's cannons have a good range which allows it to give effective support fire even long before it enters the battle.

- Equalizer
As a low DPS high range support fire ship the Equalizer should usually go for first mining station but can do the middle one if there is no hostile fast combat ship in the lane. Thanks to boost gate the Equalizer is fast enough to grab the middle station before any slower ship can reach it. However the Equalizer lacks the firepower and armor required to contest the station against a combat ship and must retreat if one gets there before it can fully take over the station.

- Ghost
The Ghost cannot contest the middle mine against a combat ship nor is it fast enough to get there first, but if it is in a 3-ship lane and there is another ship that can take the first mine it should go for middle one to support the combat ship there with it's immense burst damage.



Unusual opening strategies

The two-staged rocket
This is a special opening strategy where a Colossus hooks up two Enforcers and boosts them across the lane. When the Colossuss boost timer hits one second (remaining) the Enforcers fire their boosts to get out even further. This enables the Enforcers to instantly reach the third mining station, nuke any weak ship there, and quickly take over the mine with the help of their cap mod drone, while the Colossus contests the middle one.
The advantage is that this opener can easily plunge the enemy team into chaos and completely deny them the entire lane. The main issue is that somebody has to go back and cap that first mining station.

Crossed/chained boostgates
Due to the size of the boost gate (it actually is not a gate but a sphere) it can be used by multiple ships flying into multiple directions. Just strafe sideways of the ship that moves towards the middle station, fire your boost gate at it and after the your ally is gone use it to catapult yourself towards the first station.
It is also possible for multiple Equalizers to chain their boost gates or provide a starting boost to an Enforcer or Colossus before these fire up their own boost engines.



Early game strategies

During the early game your primary goal should be to grab and hold as many mining stations as possible. Kills are mostly worthless due to the short respawn time, but if your team manages to hold more mining stations than the enemy you can very quickly achieve a level advantage and get into a superior starting position for the midgame.
Usually this works best by just taking and defending the middle station. An assault on the third mining station will open up your lines and make you vulnerable for a counter attack - especially if some of your ships die during the assault the enemy may quickly grab the middle mining station before you can reinforce your defense there. So if you try to grab it make sure you don't overstretch your front line.

Don't bother with the enemy forward base - you cannot hold it anyway (fresh enemy reinforcements will drop right into your face) and attacking the enemy base at such a low level would be suicide. That of course doesn't count if you have a fleet of powerful close combat ships that benefit from enemies jumping in close to them, like Colossuss or Brawlers - these should indeed go on and capture the forward base.

Usually killing the enemy ships and getting the mining stations goes hand in hand but it doesn't have to. Fast ships can afford to die more often than heavies because they can re-enter the battle quicker, so if you're playing a fast composition against a team that consists of mostly heavies you might be able to afford a few sacrifices for the greater good.


Ships that are good at stealing mining stations

- Equalizer
Very fast, it can easily slip past the enemy and take over a mining station. Watch out for hostile Hunters and Raiders though.

- Raider
High speed and an impenetrable shield allow this ship to flank the enemy fleet and hide behind a mining station to recharge it's shield.

- Ghost and Infiltrator
Both ships are very fast and when they cloak you never see them coming. The Ghost can easily nuke most light ships before taking over a mining station while the Infiltrator with it's huge AOE blast can still deal damage even when completely hidden behind a station (also the Ion drones slow the ship they attack).

- Enforcer
The Boost makes the Enforcer very very fast for a short amount of time, so it can just dash beyond the enemy fleet. Cap mod drone allows it to cap a station significantly faster.

- Hunter
Though not a very fast ship the blink makes it very mobile (unless you have the short-ranged quick blink which doesn't really work well for stealing stations).

- Disruptor
Very fast and equipped with a powerful self-repair the Disruptor can easily snap a mining station and then blink up to 20k back to an ally.


Ships that are good at attacking/pushing a lane

- Hunter
High mobility (blink), a good range, high damage and thick armor make the Hunter a perfect lane pusher. It can hammer enemy ships from afar and finish them off at close range. Also it can provide powerful support fire for heavies.

- Leviathan
The Leviathan is the fastest of all heavies as long as it doesn't fire the tempest cannon. The beam is very deadly at close range and can easily melt away smaller ships. But the one thing that makes it the perfect lane pusher is the jump beacon. As long as there are not two or more high damage ships concentrating fire on the Leviathan it can even set up a jump point while in combat - the ship is so tanky it can just eat the damage and - after the egg has been layed - smash any opposition with the help of incoming reinforcements (which hopefully contain a healer as well).

- Brawler
The Brawler is not a lone wolf. It needs support, but with some buddies around it's a frightening lane pusher as it creates a 5k zone of death around itself nobody dares to enter. The Harpoon can be quite useful to pull in those nasty Protectors (or at least force them to jump out) but don't fire it too early or it might be wasted when it hits an asteroid.

- Colossus
Boost enables the Colossus to close distance quickly, just don't fire it too early. It's sheer mass and constant area damage put a great pressure on enemy ships and can easily force them off a point. Note however that, like the Brawler, the Colossus is not a lone wolf and doesn't like to fight alone.


Ships that are good at defending a lane

- All heavies (Colossus, Destroyer, Leviathan, Carrier, Destroyer)
Heavies tend to be big, slow and heavily armored and as such are perfect for defense. Just jump to the lane where the enemy is closest to your forward base (preferably closer than the middle mining station) and attack them directly. Even if you die you will do significant damage and be back before they can make any serious advance.

- Brawler
The Brawler is a fearsome close combat opponent and nobody wants to get within 5k of it. As such it is the prefect defender when the enemy is close to or even at your mining station. Just remember that if you're going to jump to a forward base that is swarming with enemy ships you should adjust your armor facing prior to the jump (so they can't immediately hit your weak nose when you drop out of subspace).

- Hunter
The Hunter is not only good at attack, harassment and capture, it's also really really good at not loosing a lane. A good Hunter can significantly hamper the enemy advance by slowly retreating (blink) and hammering the incoming hostiles from afar for as long as possible. In fact the Hunter is the only ship that can do this so well.

- Reaper
The Reaper has a fearsome midrange firepower and can really hammer ships apart at ranges between 8 and 15k. It is also quite maneuverable and able to back off with a decent speed (use strafe and backwards thrust at a ~35° angle).


Ships that are good at supporting other ships in a lane

- Hunter
Regular and heavy cannons have a great range and enable the Hunter to provide good support fire from afar. Blink allows the Hunter to periodically adjust it's position, dance around at the outskirts of an engagement and quickly jump in for the killing blow.

- Disruptor
Although it doesn't do much damage the Disruptor has a powerful detect-slow and the disarm can easily decide an even duel when timed well. Healing drones are great at repairing ships, but watch out for flak and fighters.

- Equalizer
The long range tracking weapon may not deal massive damage but in combination with a combat ship that can stack up to a kill pretty fast. Osprey torpedo is the perfect trolling weapon against smaller ships and Watchmans.
Don't forget that the Equalizer has a detect drone that detects cloaked ships and does damage to small craft or a recon buoy that tracks every non-cloaked ship and small craft wing within a huge 20k area.

- Watchman
Obviously this ship can't do much more than giving long range fire support, as it's essentially a flying gun with an engine strapped to the back. Mark target is great for amplifying the damage of an Enforcer or Ghost though and you shouldn't underestimate the Watchman in close combat - as long as no ship gets behind it it can still deal tremendous damage even at ranges below 5k while shrugging off enemy fire with it's 75% damage reduction shield.
Most important thing is to remember that the optimum range for both the Railgun and the LR cannon is about 35k, so move up to that distance. You're not helping when you hug the forward base and poke enemies at 45k for 50 damage per shot.

- Reaper
The Reaper has a very high forward firepower but doesn't like close range engagements where it can easily be outmaneuvered by faster ships. This makes it the prefect long range fire support ship.

- Carrier
The bombers and fighters have quite a good range and can give valuable fire support, especially against fast moving targets like Equalizers, Rangers or Raiders. Also don't underestimate the Carrier in direct combat - it may not have a high damage weapon but the sheer amount of health allows in to contribute to the fight for quite some time.

- Disruptor and Protector
Both ships are healers and have access to shutdown or disarm abilities. The Protector is a bit better at defending due to the shield, while the Disruptor is more mobile. A well-played supporter can really be a game-changer (ever more so in mid and late game) - a heavy ship or a Brawler with proper healing support is almost indestructible.

- Ghost and Infiltrator
Both of them have cloak which enables them to join the fight to their conditions. While the Ghost excels at doing enormous damage to high health targets the Infiltrator is most effective against light ships that he can slow with his Ion drones and heavily damage with his Ion blast when they collected 5 stacks. Just be aware that you won't get Equalizers with this as they can purge the stacks or boost out of the blast radius.

- Enforcer
Similar to the Ghost his vessel features impressive burst damage but lacks armor. The Enforcer is a perfect close range fire support ship and does very well in smaller engagements (1v1, 2v2) but doesn't like to be focused down by multiple enemy ships. Also it is very vulnerable to disables of any kind.

- Destroyer
The Destroyer is a formidable heavy-killer but quickly gets into serious trouble when engaged by smaller ships.


Gas Power 1

The Gamma station opens up for the first time in a match at the 8 minute mark. While it gives a decent boost to the team that gets it it's importance is often overestimated.

During early game resources are the most important thing. Gas is just a temporary buff, resources on the other hand are an investment that carries you through the middle and late game stages. If your team has only two mining stations while the enemy has four and you are devoting your entire fleet to a four-minute brawl over Gamma you are essentially giving the enemy a free level (probably more like one and a half levels) which will put you at a huge disadvantage even if you get Gas.
If the entire enemy team goes for Gas1 it is often better to just ignore Gas1 instead of abandoning your lanes during the early game stage.

However this also depends on your fleet setup - if you have a lot of powerful close combat ships you will probably win the fight at Gamma quickly and can return to your lanes in no-time, without giving the enemy free resources and with a nice boost.


Ships that are good at taking Gas 1

- Raider
The Raider is really not the best ship for a Gas station brawl but it is fast and can entirely deflect fire from one direction for quite some time. As such it is the perfect scout to move in before the station goes online (at about 7.30) and start the cap asap. If enemies jump in the Raider can hide between the station structures and wait for reinforcements while it vomits mines at close-by enemy ships.

- Hunter
Fairly tanky, powerful weapons and can reach the station almost instantly (blink).

- Enforcer
Mobile ship with high damage weapons and blink2target. The cap mod drone really helps to win the capture battle, just remember that you need to be there first to start the capture.

- Brawler
The 5k death bubble does well in all close range encounters and Gas is one of them.

- Colossus
Despite being a Heavy the Colossus has boost which allows it to get to the station get (or back to a fighting position in the lane) quickly. Also it's huge area effect weapons are gold when enemy ships are trying to hide behind the station pylons to delay the capture until their reinforcements arrive.


Ships that are bad a taking Gas 1

- All Heavies except the Colossus
These vessels are slow and they shouldn't give up their forward position in a lane unless they have a good reason or are at the base/FB for repairs anyway. This counts most for the Leviathan - a quick Gas capture paired with a jump beacon can easily win you an entire lane. You may even be able to jump to E and do some serious damage to the enemy base.

- Reaper
The Reaper doesn't like close-range engagements and gets into trouble quickly when there's a hostile Hunter, Enforcer or Brawler at Gamma.

- Watchman
The Watchman can't help capping the station as it's helpless at close range. It might be useful for taking down enemies that are within the bubble though. Depends on how many enemies jumped to Gamma.



Midgame strategies

During the midgame the situation gets a bit mixed up. Your overall goal is to assault the enemy base and end the game but more often that's not easy to achieve and you need to get an advantage in levels or players alive first.

Your primary goal should still be to hold as many mining stations as possible, although you can afford to loose some of them for a brief duration if that gets you an advantage like the Gamma boost or wiping most of the enemy fleet off the map.
In midgame the level thresholds get quite high, so it becomes more difficult and time-consuming to achieve a level advantage. On the other hand the respawn timer rises with the ship's level so kills are more rewarding (as they remove the enemy ship from the game for quite some time) and the downtime after getting killed starts to hurt. So during midgame it becomes more important to stay alive and as such support ships start to shine. A well-played Protector can really be a game changer.

Midgame is the most complex stage of the game. In a balanced match it is constant back and forth with both teams trying to dictate the flow of battle. All the ship evaluations from the early game stages are still true, but the midgame adds some additional strategic elements to the game.


Steamroller
When three ships turn out insufficient to take down a forward base you might indeed want to funnel most of your firepower into one lane. This is rather dangerous because it leaves your other lane pretty much undefended, so watch your minimap and if you see an enemy ships approaching there jump over and defend the forward base.

Ships that are good as part of a steamroller
Ships that do well are basically all ships that are good at pushing a lane and supporting other ships (see above). Ships that have crowd control abilities (area effect weapons, disable, slow, shutdown) or any form of (self-)healing are exceptionally valuable.

Ships that are good at defending the weak lane
Ships that are very good at surveying a lane alone while the rest of the team pushes on the other side are ships are very good at avoiding damage and kiting (see below).

If your steamroller does well the enemy team might even panic and send all their ship to mount a defense allowing your lonely "weak lane defender" to capture an entire lane uncontested.

Ships that are good at defending against a steamroller
This strongly depends on how soon you see the steamroller crawling up the lane. If it's still far away long-range ships like the Watchman, the Destroyer and the Reaper can soften it up before it hits your forward base which will make the defense rather easy.

If it's already at your forward base you need durability and high damage. Your most important goal is to not let the enemy capture that forward base which is best done by placing either a heavy (Leviathan, Colossus, Destroyer, Carrier) or a Brawler inside the cap circle and to dispatch them as quickly as possible. As always go for the healers first and watch out for jump beacons if there is a Leviathan around.


Kiting
A ship that kites another ship uses it's superior speed and weapon range to stay outside the effective range of an enemy ship while slowly battering it down.
Ships that excel at kiting are basically all ships that can avoid damage while they pummel the enemy at range such as the Equalizer, the heavy cannon Hunter, the Ranger, the Infiltrator and to a lesser extend the Reaper and the Scalpel beam Raider.
The goal of the ship that is kiting is not necessarily to destroy the enemy ship but to persuade it into a chase it cannot win (which effectively takes the target out of the game) or to lure it into a trap (an Ghost waiting nearby or a Hunter/Enforcer/Brawler hiding behind an asteroid.

Kiting can be incredibly effective during early game when for example an Equalizer succeeds in drawing the attention of the entire enemy lane fleet and prevents them from getting any mining station so they quickly get a level disadvantage, but in teams with random players it inherits the risk that your team mates will abandon their mining stations and try to join you in your fight making the entire strategy backfire, so use it carefully.

Ships that are good against kiting ships
These are basically all ships with powerful long range weapons or abilities to quickly change position. Hunter, Reaper, Raider, Watchman and Ranger work well. Ghost and Infiltrator might work, too. However it is often better to just ignore the ship that's trying to kite you, especially when you have a healer close-by that can just outrepair all the damage done.


Backdooring
While this strategy might net you a quick win in early midgame (if the enemy team is slow and doesn't react properly) it becomes really interesting in late midgame and late game.
A fast ship - doesn't really matter which one as long as it is fast - swiftly passes the enemy lane fleet and captures their forward base. As soon as the station went down the entire team jumps to the enemy base to take it over as fast as possible.

Ships that are good at backdooring
Every fast ship. Equalizer and Enforcer work exceptionally well due to their sheer speed and Raider can use it's screen to deflect enemy fire while it performs the cap.

Ships that are good against backdooring attempts
The best way to prevent a backdoor attempt is by placing a heavy or a Brawler inside the station area. Usually fast ships cannot defeat them quickly in direct combat, however be careful if the attacking ship is an Enforcer which packs quite a punch.


Cross-backdooring
So you got one enemy forward base. But why stop there? From the enemy main base sector you can jump to the other lane and take that forward base, too. Not only does this allow you to get easy kills on ships like the Watchman or the Reaper when you appear behind them but it also allows your team mates in that lane to join the assault on the enemy main base. Those two or three additional ships can easily decide whether the game ends now or your assault fails.

Every ship can do that although mobile low damage ships perform best. Missing an Equalizer or a Raider for some time is better than sending out a Colossus or a Leviathan.


Jump beacons
Currently there is only one ship capable of creating an additional jump point that is not in a fixed location, more might follow. It might require some amount of teamwork but is a great tool to focus firepower in a lane. Best points to drop a beacon are at the middle of a lane (that will immensely help your Watchman), just before the enemy forward base and - obviously - within the enemy base area.
With the help of a jump point an organized team can quickly create a massive steamroller before the enemy has a chance to react properly.

Jump beacon on the Leviathan takes 10 seconds to power up, jump takes 7 seconds. So if you activate the beacon just before you jump to the enemy base you can minimize the time you're vulnerable. This can really be a life saver.


Assault on the enemy base
So you've breached the enemy froward station and you're eager to take down there base.

The most important thing to consider here is - can you actually take it? You need more ships in the capture zone than the enemy team (unless your ships have a higher level, then equal numbers are enough although the capture process will be rather slow), so if you have two attackers and the enemy team has three ships in the capture area you cannot capture it and there is no point in trying. It will only get you killed. To avoid this wait for your team mates to jump there, so you don't go in just to get slaughtered one by one.
The only useful thing you can do when you are there and have inferior numbers is to go back to a lane and take over a forward base, so the rest of your team can join the fight (you might also take over their mining stations at the main base area but that is risky and probably won't do much).

This is not only true when you attack the enemy base - which you should always do with the majority of your team - but also during the ongoing base battle. If you loose three ships while the enemy doesn't and it's clear that you cannot kill them or lure them out of the capture area then leave and re-assemble your fleet at one of the forward bases (sometimes it's even better to completely break off the assault and jump home) and start a new attack when you have the strength to actually bring things to an end. That is way better than get your entire team killed and subsequently loose most of the lanes you’ve conquered before.
Also frequently open up forward bases (if the enemy closes them) so your respawned team mates can join the base battle again. Leviathan beacons are a very valuable source here, just make sure you do drop them when your team mates are ready to jump so it doesn't get wasted.


Base races
Sometimes a situation arises where both teams have taken out the enemy forward base and are about to jump each others main bases. The whole situation turns into a race who can capture the other team's station faster.

The most important thing to know here is: Base races are BAD. And unless you're entirely sure that there is no way you are going to loose this race then abort your assault and go back to defend your main base. You can kill the enemy ships and then still take down their base while they are all dead. If you're in doubt leave one ship behind that keeps the forward base open.
Even if the situation looks good the enemy might send a few ships back that may manage to delay your capture just for the few seconds they need to get theirs done.



Gas Power 2
The second Gas Power offers the same bonus as the first one but gives a decent resistance to base damage on top of that. If your team clearly dominates the match this is your tool to end the match early. Get it and then invade the enemy base as fast as possible before the bonus wares off.

In a rather balanced match Gas2 is more important than Gas1 because it comes at a point were it's no longer that easy to achieve a level advantage, but you can still live without it. If the enemy gets it just mount a good defense, stay together, let them come to you and fight rather defensively until the bonus wears off.

One important note here. When you want Gas2, go there EARLY. Like at least 30 seconds before it comes up, better 40. There's nothing worse than arriving at Gamma and see that the entire enemy fleet already hugs the station.

Also don't stay at Gamma after the station has been captured by either team. Get out there as fast as possible. The ONLY reason to stay at Gamma after the cap is when the enemy team got the bonus and you have a good chance to kill most of them before they can jump out. Because dying will make them loose the bonus. Otherwise - get out!


Gas Power 3
This thing is the real game ender and you do want it - and if you can't get it you do at least not want the enemy to have it.

Getting there early is even more important than with Gas2. At the time when Gas3 comes up the capture power of ships has already gone pretty much through the roof so a single ship can capture Gas3 within 10-15 seconds, which means that if you haven't been there before the capture started there is nothing you can do about it.

Once you got Gas3 go directly for the enemy base (or kill their team and then take their base).



Late game strategies
Late game is probably the most straight forward stage in a match. When both teams have reached level 9 the fighting about the mining stations is over and there only one goal left: Destroy the enemy base.
Every late game strategy aims on either killing the entire enemy team or making a quick strike to take down their base. Respawn times are high, so if one team manages to kill most of the other teams' ships while staying alive it will most likely win the match.


Sneak attacks
During late game the capture power of ships goes through the roof. A single ship can easily capture an enemy base in less than 20 seconds. So a valid strategy is to hide behind an asteroid close to the enemy forward base and when they have all moved out you go in, take over the forward base, jump to their base and capture it. This works even better when there are allied ships in the lane, prepared to follow you within a second. Together with them you can easily overpower a single defender before the rest of the opposing team can hop in to defend.

Ships that are good at mounting a sneak attack

- Ghost and Infiltrator
Obviously both are cloaked and can't be seen by the enemy. Just make sure that you're far enough away from the forward base to not be revealed by nervous Hunter, Ranger or Disruptor firing a detect blast.

- Equalizer
One of the fastest ships in the game but also one of the tiniest ones the Equalizer can easily hide behind any scrap of dirt. And it has boost gate which allows it to instantly reach the main base after it jumped there.

- Hunter
The Hunter is not the fastest ship (actually it's rather slow) but it's a very mobile one. This is especially true for the ranged blink Hunter which is able to blink 15k in a split second. It can easily pass the entire defending lane fleet and capture the station when there's nobody in the bubble. Sure, the Hunter will probably die, but if there's another mobile ally ship in the lane that one can instantly blink/boost into the main base capture area and take it over before the surprised enemy fleet can jump back and stop it.

- All other fast nimble ships
Basically any fast ship that fits behind a rock can mount a sneak attack, that includes the Raider, the Ranger, the Disruptor and even the Protector.


Counter attacks
These often happen after one team tried to take the enemy base and got (almost) entirely wiped out while the majority of the defending team stayed alive. The survivors now have about one minute to mount a counter offensive while their opponents are entirely unable to do anything about it (because they're respawning).
Fast ships can easily cross a lane and capture a forward base within less than a minute and that's enough for their team mates to jump to that now undefended main base - and almost certainly win the match. Some strategies from the opening chapter (like the two-staged rocket or chained boosts/boostgates/blinks) work well here, too.

As a good pilot you should prevent such a situation from happening and if you cannot capture it leave the enemy base BEFORE your entire team gets killed. You're not helping anyone when you throw yourself in the meatgrinder alongside them.


Ships that are good at spearheading a counter attack
These are basically all fast small ships, although Enforcers (ranged boost) and Equalizers perform the best due to their speed abilities.



Appendix

Well, that's pretty much it. The only things left to say are: act smart, get into proper weapon range (yes, I'm looking at you Destroyer, Watchman and Leviathan players) and use your point defense.

Good hunt!
 
Erstes Exemplar der neuen Präsentationsvideo-Serie:

Da sieht man auch mal was für einen abartigen Detailgrad die Schiffe haben - der ist tatsächlich so hoch, dass das Spiel die aktuelle Anti-Aliasingfunktion der Unreal4-Engine nicht nutzen kann, weil die damit schlichtweg überfordert ist und alles zu einem schwammigen Detailbrei verwurstet.
Im Moment ist der einzige Weg ein "perfektes" Ergebnis zu bekommen in "higher than native"-Auflösungen zu spielen (also z.b. in 2063xWhatever was dann auf 1400x900 runtergerechnet wird - die Auflösung bleibt dieselbe, aber die Kantenglättung hat viel mehr mit dem sie arbeiten kann, was das Endergebnis trotz gleicher Endauflösug viel besser aussehen lässt).
 
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Am Montag, dem 25. Januar 2016 hat Fractured Space seinen finalen Wipe, alle Schiffe die danach erspielt werden bleiben für immer.

Gleichzeitig ändern sich auch die Tech Trees und die Kosten der Schiffe.
Generell sind alle Schiffe gleichwertig (von aktuellen Balancingproblemen mal abgesehen), Schiff die weiter hinten im Baum stehen sind lediglich spezialisierter und damit schwieriger zu spielen (Ghost, Ranger, Interceptor) oder für Anfängerspiele ungeeignet weil sie entweder ohne ein gut koordiniertes Team praktisch nutzlos sind (Leviathan) oder neue Spieler noch in der Lage sind gegen sie vorzugehen (deshalb sind die Langstreckenbeschussschiffe so weit hinten im Baum, die haben sich beim Free Weekend als absolute Newbiekiller erwiesen).

tech-tree-usr.png


tech-tree-zarek.png


tech-tree-titan.png





Außerdem ändern sich die Startschiffe, weg von den sehr speziellen (und anfängerunfreundlichen) Schiffen Colossus, Hunter und Protector zu:

USR Starterschiff Pioneer:
USR_Pioneer.jpg

Ein Allrounder mit AOE-Geschützen, einer starken einzelschüssigen Zweitwaffe, Aufklärungsping für den ganzen Sektor, Sensorboje und Langstreckenraketen.

Zarek Starterschiff Venturer:
Zarek_Venturer.jpg

Ein Hybridschiff (halb Combat, halb Support) mit Hitscanlaser, panzerbechendem Geschoss, Schildboje, Plasmaraketen und Reparatur-AOE-Pulse.

TDS Starterschiff Sentinel:
TDS_Sentinel.jpg

Ein schnelles Angriffsschiff mit Smart guns, ungelenkten Hochgeschwindigkeitsraketen, Verlangsamungsraketen, Area Boost und Energieaufladeboje.


Spieler die bis zum Wipe ein bestimmtes Level erreicht haben bekommen zudem einen speziellen (bzw. ggf. mehrere) Schiffskin:
- Level 5 Bronze Pioneer Skin
- Level 10 Silver Sentinel Skin
- Level 20 Gold Venturer Skin
 
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Welp, it just went free2play. It's still Alpha and they didn't make ANY advertising but well - if you wanna try you can give it a go.
It's a pretty good game (probably not in the newb player bracket but then that's true for all team games) even with the RNG crew "progression" shit they just added.