Vaygr Platforms
The
Vaygr's static Platform defences come in two
sizes: small and large. The small version is just a simple set of kinetic
gun turrets that can shoot down Fighters and harass Corvettes. The larger
version uses missiles, which can strike targets at long range but take
forever to reload and don't seem to do anywhere near as much damage as
the missiles found on the Destroyer or Battlecruiser. Vaygr weapon Platforms
start of with about 5000 hit points but enjoy
10,000 hit points once fully upgraded, compared
to the Hiigaran's 8,000. They seem identical
in armour, speed and behaviour to the Hiigaran
versions. And of course, they can't move, either. Best results can
be gained if you try and make some effort to hide these things. They lose
much of their effectiveness late game when bigger shipping starts to dominate,
but using Distortion Probes or dust clouds where
you can should let them get some shots off before being discovered. But
the Vaygr enjoys an extra Platform that can, in the right circumstances,
almost give it the game - if you know how to take advantage of it. The
Hyperspace Gate.
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Gun Platform Light Static Turret |
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This is a basic static turret designed for shooting down light targets,
stopping early Strikecraft rushes in a
multiplayer game. Like anything that tries to shoot these small ships,
it tends to miss far more than it hits, but not as badly as regular
point defence weapons. Despite having four small kinetic guns, that
shoot 40 points of damage, this thing will
be easily overwhelmed by most attacks with its ridiculously low rate
of fire. The Vaygr and Hiigaran versions of this unit are practically
identical to each other, save for looks. See Hiigaran
Gun Turret. |
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Prerequisites
Platform Control Module |
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Perks
2 Platform Armour Upgrades |
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Pros
Not too shabby at hitting Fighters
Cheap to set up, and doesn't use precious production
slots
Cheap to upgrade
Better armour than Hiigaran platforms when fully upgraded |
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Cons
Slow and clumsy, like all Platforms.
Can only be given one movement order (or interrupt
one movement order) before it clamps itself in the one spot forever.
Unable to be repaired nor re docked.
Really, only a small step up from regular (inadequate)
point defences.
Starts to labour against Corvettes.
Countered by Frigates and Capital warships. |
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Missile Platform Heavy Static Turret
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This is the advanced Vaygr turret, designed to attack heavier shipping.
Actually, its not too bad, provided it actually decides to take a
potshot and you have sufficient numbers of them. Its range is colossal,
the same as a Battlecruiser's
main missile battery, although they quite clearly inflict far less
damage. You'll need a number of them in your defence screen in order
for their firepower to become useful. Again, being immobile, they're
sitting ducks against Capital warships and massed Strikecraft, especially
by those expert Platform smackers, the Pulsar
and Laser Corvettes.
This is the equivalent of a scaled down Heavy
Missile Frigate although its certainly a lot less robust and
the individual missiles only do 950 points
of damage. Nevertheless, I've found these things are excellent if
they're tucked away inside a dust cloud or next to a Distortion
Probe - especially near a resource patch. Use that immense
range to get those shots in. What you have is the recipe for a Resource
Collector space sniper. again, they're simply to help out your defences,
not destroy any attacks single handed. Regardless of their limitations,
though, getting this sort of long range striking power for the low,
low price of 300RUs is a steal!
This turret almost exclusively shoots Frigates
and Capitals if its got the choice - the
Frigates get top billing. A cloud of these things will do bugger
all to a Battlecruiser.
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Prerequisites
Platform Control Module
Research Module
Heavy Missile Platform tech |
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Perks
2 Platform Armour Upgrades |
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Pros
Fantastic range: same as a Battlecruiser's main weaponry!
Okay bang for buck.
Cheap to upgrade.
Better armour than Hiigaran platforms once fully upgraded. |
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Cons
Slow and clumsy, like all Platforms.
Can only be given one movement order (or interrupt
one movement order) before it clamps itself in the one spot forever.
Unable to be repaired nor re docked.
Actual missiles are pretty wimpy.
Slow to fire, and oh slow to track targets.
Can't hit Strikecraft!
Just as easy to take out as the Gun Platform... |
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Hyperspace Gate Portable Hyperspacing Platform
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This is the extra Vaygr Platform that permits ships without Hyperspace
Modules to jump across the map. StarCraft
players will immediately recognise these units as a reincarnation
of the old Zerg Nydus Canals. Hyperspace
Gates are like teleporters for all regular Vaygr vessels, including
Strikecraft - but not Capital Craft or
Motherships, who have to use their own
Hyperspace modules.
You build two Gates, move them to two widely spaced positions on
the map, and then connect them together by selecting one and clicking
on the other. Try not to connect them mid-flight, since they'll
both stop dead midway to their destinations! There's a 1000RU
activation fee, and then the Vaygr player has a permanent, two-way
wormhole in space to drop their entire force through. Its a bit
fiddly to set up, but once in place it can prove to be utterly devastating
to your foes - or it can save your bacon if things get tight. You
can connect remote resourcing or forward Carrier positions with
your main force or slip a Gate behind enemy positions (hidden in
a dust cloud or covered by Distortion Probes)
and surprise your foes from an unexpected quarter. Look after it,
though. Apart from having a bit more armour than a typical Frigate,
a Hyperspace Gate is completely defenseless.
At 2500RU's a shot (cost of building
and then activating) for a permanent wormhole in space, the Vaygr
has a distinct mobility advantage. Its highly recommended you make
use of Distortion Probes to
hide them and their fragility demands that you don't just plonk
them down anywhere. Half a dozen Bomber
Squadrons can pretty much demolish them in a single pass. You don't
necessarily have to park them near your target either - forming
short-cuts between your expansions or connecting up with your allies
on large maps is a great way to go.
There is one other problem you should be aware of: your opponent
can capture a Hyperspace Gate at the other end and then
use it to surprise you.
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Prerequisites
Research Module
Platform Control Module
Hyperspace Gate tech |
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Perks
2 Platform Armour Upgrades |
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Pros
it can Hyperspace all types of spacecraft!
Apart from the opening fee, all hyperspace travel is
free!
Fantastic on large maps. Almost essential, in fact.
Cheap to upgrade. |
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Cons
Slow and clumsy, like all Platforms - although I'm
told Hyperspace gates travel faster than normal platforms.
Can only be given one movement order (or interrupt
one movement order) before it clamps itself in the one spot forever.
Unable to be repaired or docked.
Its unarmed and easy to lose.
Can't take any Capital Craft or Motherships.
You need at least two of them for hyperspacing to work.
(Obviously!) |
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