Re: Planet Layouts(pictures)
Posted: Tue Jul 07, 2009 7:57 pm
Here are some possible dome locations for #'s 31-35 of the new lay-outs. I also did #51 to show another possible loc for the DT. Please remember that not all dome locations may be included - I'd love to see yours to compare! I'll edit this post as I create new ones, and I'll edit maps with your dome-locs, too, if I missed good ones.
EDIT: ADDED #36-50
#31
This is, in my opinion, the deadliest lay-out. The dragon-tail is close, but dome location #1 is tough. I've seen #2, but it's not nearly as effective as #1. Concentrated or narrow solar works best.
#32
I've only seen 2 locations used on this lay-out. Location #1 is my favorite, but #2 works ok on rockies.
#33
I usually go for dome locs 1 or 3 here, as they make you go through one of the twisty, narrow sections. However, 2 works well as a nuke eater if you are looking for another option.
#34
I'm less familiar with doming/invading this lay-out, but I've found that location #1 works as a nuke-eater, and works even better on low drag planets. For high drag planets, I like location #2 the best, and #3 second-best.
#35
This lay-out is a tough invade when domed well. My favorite location is #1 on high-drag planets, with #2 as a good second-option. #3 is a choice spot on rockies as it takes forever to get in and out.
#36
I've only seen 2 locations here. I've always stuck the dome in the top corner (spot #1) on low drag planets. On high drag planets, I invaded a particularly tough colony that had the dome placed at location #2. It had the main portion of its defenses concentrated above the dome blocking the easier cap run.
#37
I don't have any real insight into this layout. These are the standard dome locations for most players. #1 is the ring method, and it works better than most rings, but it's still a noob-ring. Dome-locs 2 and 3 are the nuke eater spots.
#38
This is a tricky colony to dome, IMO. Most newbs go for a ring with the dome next to it, but it's an easy take when they do. I recommend dome-locs 1 or 2, as you can put all your defenses right near the dome to maximize damage taken. Location 3 accomplishes the same thing, but it's an easier cap. Location #4 is about the same as 3, but a smidge harder cap run. If you have a weaker solar, go with #2. If you got a sick solar, go with #1
#39
I call this one the yin-yang layout, but now that I view it zoomed way out, it might not be that. Either way: Most newer players stick the dome at location #1 and laser the warp. This keeps all but skilled invaders from bothering with it. I personally like location #2, as it allows the solar to cover the whole planet. Dome-locations 3 and 4 are other acceptable nuke eater spots.
#40
I like dome-location #2 here the best because of the narrow entrance, and 3 also does the same thing (though most of the time location #3 has a ring at the warp). Location #1 is surprisingly more of a pain in the arse than it looks. As a nuke-eater, the lasers reach the warp, which causes more damage that expected. Also, many lasers must be killed at loc #1.
#41 - The Maze
For this layout, there's 3 fairly good options. #2 is simply deadly with a high BPM solar. Locations 1 and 3 are good for low drag planets - and they generally eat more nukes
#42
This layout is not one of my favorite, but these are the locs that I have used (and seen others use).
#43 - The Skull
This one completely stumps me. I never end up doming this layout because I simply do not know where to put the dome. Any ideas?
#44
I've only found 1 spot that can be defended well enough for me to dome the lay-out. It should be nuke-eater style, with all cannons by the dome.
#45
On this layout, I prefer to dome at location #1. I don't bother with a ring, either. If you want to make a ring, I'd suggest doming at #2.
#46 - The Super-Tall
If you plan to laser up the warp (defends similarly to superwide at warp), then make sure to dome at locs 1 or 2. If you don't want to use all your defenses at the warp, #3 works well as a nuke-eater and provides good solar coverage at warp.
#47
There are many good spots here. I highlighted 5 of them. Locations 1 and 4 are very similar, and very effective if the solar is strong enough. It's a PITA to invade a high BPM solar at those locs. Location #5 is common, although I feel it's about as easy as #2 to invade. If you aren't going to have a tough solar (e.g. 5k pop dome), I'd go for location #3. It's a safe bet.
#48
This planet type is almost always defended with a ring. The ring is tight, and the planet is small, so it's effective. It doesn't take too much brain power to figure out good dome-locs here. I personally like #2, but 1 works just fine.
#49
I find this to be a more difficult planet to defend. It seems that location #1 is the most popular among new players, but it's not very strong with lasers at the warp - Pretty easy drop nuke job. I prefer to dome at location #2 and make the invader take some solar damage.
#50
If you can get the placement correct on location #1, you can max the planet in front of the dome. This loc provides very good solar coverage getting in and out of the planet, and drop-nuking becomes useless after the first 1k tons or so, therefore making it fairly expensive to take. Loc #2 is the cop-out if you can't get the placement right on #1, but it's not a terrible loc.
#51 (DT)
Location #1 is the standard for most players, but I think #2 is much deadlier.
EDIT: ADDED #36-50
#31
This is, in my opinion, the deadliest lay-out. The dragon-tail is close, but dome location #1 is tough. I've seen #2, but it's not nearly as effective as #1. Concentrated or narrow solar works best.
#32
I've only seen 2 locations used on this lay-out. Location #1 is my favorite, but #2 works ok on rockies.
#33
I usually go for dome locs 1 or 3 here, as they make you go through one of the twisty, narrow sections. However, 2 works well as a nuke eater if you are looking for another option.
#34
I'm less familiar with doming/invading this lay-out, but I've found that location #1 works as a nuke-eater, and works even better on low drag planets. For high drag planets, I like location #2 the best, and #3 second-best.
#35
This lay-out is a tough invade when domed well. My favorite location is #1 on high-drag planets, with #2 as a good second-option. #3 is a choice spot on rockies as it takes forever to get in and out.
#36
I've only seen 2 locations here. I've always stuck the dome in the top corner (spot #1) on low drag planets. On high drag planets, I invaded a particularly tough colony that had the dome placed at location #2. It had the main portion of its defenses concentrated above the dome blocking the easier cap run.
#37
I don't have any real insight into this layout. These are the standard dome locations for most players. #1 is the ring method, and it works better than most rings, but it's still a noob-ring. Dome-locs 2 and 3 are the nuke eater spots.
#38
This is a tricky colony to dome, IMO. Most newbs go for a ring with the dome next to it, but it's an easy take when they do. I recommend dome-locs 1 or 2, as you can put all your defenses right near the dome to maximize damage taken. Location 3 accomplishes the same thing, but it's an easier cap. Location #4 is about the same as 3, but a smidge harder cap run. If you have a weaker solar, go with #2. If you got a sick solar, go with #1
#39
I call this one the yin-yang layout, but now that I view it zoomed way out, it might not be that. Either way: Most newer players stick the dome at location #1 and laser the warp. This keeps all but skilled invaders from bothering with it. I personally like location #2, as it allows the solar to cover the whole planet. Dome-locations 3 and 4 are other acceptable nuke eater spots.
#40
I like dome-location #2 here the best because of the narrow entrance, and 3 also does the same thing (though most of the time location #3 has a ring at the warp). Location #1 is surprisingly more of a pain in the arse than it looks. As a nuke-eater, the lasers reach the warp, which causes more damage that expected. Also, many lasers must be killed at loc #1.
#41 - The Maze
For this layout, there's 3 fairly good options. #2 is simply deadly with a high BPM solar. Locations 1 and 3 are good for low drag planets - and they generally eat more nukes
#42
This layout is not one of my favorite, but these are the locs that I have used (and seen others use).
#43 - The Skull
This one completely stumps me. I never end up doming this layout because I simply do not know where to put the dome. Any ideas?
#44
I've only found 1 spot that can be defended well enough for me to dome the lay-out. It should be nuke-eater style, with all cannons by the dome.
#45
On this layout, I prefer to dome at location #1. I don't bother with a ring, either. If you want to make a ring, I'd suggest doming at #2.
#46 - The Super-Tall
If you plan to laser up the warp (defends similarly to superwide at warp), then make sure to dome at locs 1 or 2. If you don't want to use all your defenses at the warp, #3 works well as a nuke-eater and provides good solar coverage at warp.
#47
There are many good spots here. I highlighted 5 of them. Locations 1 and 4 are very similar, and very effective if the solar is strong enough. It's a PITA to invade a high BPM solar at those locs. Location #5 is common, although I feel it's about as easy as #2 to invade. If you aren't going to have a tough solar (e.g. 5k pop dome), I'd go for location #3. It's a safe bet.
#48
This planet type is almost always defended with a ring. The ring is tight, and the planet is small, so it's effective. It doesn't take too much brain power to figure out good dome-locs here. I personally like #2, but 1 works just fine.
#49
I find this to be a more difficult planet to defend. It seems that location #1 is the most popular among new players, but it's not very strong with lasers at the warp - Pretty easy drop nuke job. I prefer to dome at location #2 and make the invader take some solar damage.
#50
If you can get the placement correct on location #1, you can max the planet in front of the dome. This loc provides very good solar coverage getting in and out of the planet, and drop-nuking becomes useless after the first 1k tons or so, therefore making it fairly expensive to take. Loc #2 is the cop-out if you can't get the placement right on #1, but it's not a terrible loc.
#51 (DT)
Location #1 is the standard for most players, but I think #2 is much deadlier.