DC Mod Strategies

Discussion on how to play against other humans.
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Matthew
Posts:186
Joined:Mon Mar 13, 2006 10:06 am
DC Mod Strategies

Postby Matthew » Sat Sep 09, 2006 1:24 pm

From playing a few games with Sky here's what I've learned so far.

A good race pick:

Demo
Aqua
Science +1
Tax +1
-gc
-def
Repulsive.

Play it like a tech race in a normal game at first. Go rlabs->fighter garrison->auto-factories then build your colony bases.

Since you are demo race it's a good idea to pick up Holo Sims and Virtual Reality Network for the moral bonus. You will also want Robo Factories, Robo Miners, Space Academy, Spaceport, Psionics and Terraforming

The strongest offensive weapons seem to bombers+anti-matter bombs on your early bbs and fusion beams later one once you can use the eveloping mod. C2 Shields will help some vs. the beams.

You can still use frigates for the monsters. Just use bpods+2mv nukes on each one.

It doesn't hurt to take some planetary defenses.

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Cabman
Posts:235
Joined:Fri Jul 29, 2005 5:58 pm
Location:Zabrze, Poland

Postby Cabman » Sun Sep 10, 2006 4:09 am

There are severall good races: Demo aqua tax (res/arti) Lhw, Dict sub lith arti Lhw, Demo lith LRhw, Uni aqua 2 prod Lhw tested so far. Each of these races is playable in DC and has chances to compete (and prolly many others :) )


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