[Vorp!] Vorp! Advanced Defense Tactics

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Too many times, I’ve asked players to defend, only to be greeted by silence or complete failure on their part, resulting in a frustrating loss.

Vorp! is a team game, and if you don’t work as a team, you’ll lose, and be to blame because of it. In order to avoid having it happen to me over and over again, I want to teach you some basic and advanced defense tactics that will hopefully help you play better with me, and better in Vorp.

WHAT ISN’T DEFENSE

When defendinga base, your first priority is to make sure that your structures remain intact. Good defending does NOT mean killing as many ships as you possibly can. Enemies can sense this and will lure you into their base, away from strategic points that they’re interested in hitting. People forget so quickly that winning a match in Vorp is dependent on the base. Clever veterans will take advantage of kill-hungry PVP noobs by controlling where they fight, in order to get their win.

Often, I see many players in defensive ships do two things that lose a game for the team they’re in:

  1. Going offense / PVP when they’ve been repeatedly asked to go defense (esp. if they are in a ship that has very strong defensive capabilities like Iron Wolf, Dread, Craw and Undu)
  2. Believe that proper defense means killing ships / drones in the center area between both enemy bases, 100% of the time.
  3. Get lured away from holding strategic points only to lose the structure that they were defending.

It’s important that people playing Vorp! avoid making these mistakes over and over.

WHAT MAKES GOOD DEFENDER

Good defense means having strong awareness of the Vorp! mini-map, and standing on or close to key points in your base that allow you to protect your structures from enemies. In other words:

GOOD DEFENSE IS STRICTLY ABOUT KEEPING YOUR STRUCTURES HEALTHY AND INTACT.

You will often kill enemies to protect your structures, but killing enemies is ONLY a means to an end – protecting your structures. Managing to make an enemy retreat or teleport is almost as good as managing to kill one, and is ALWAYS better if you do so without losing coverage of your structures as a result.

The good defender will NEVER leave their position to give chase to an enemy in remote places, because they know that this is most likely a trap to either get the defender killed, or to have another infiltrator kill a structure.

The good defender knows that protecting the turrets is their most important priority, since those turrets help in defending enemies because of the damage they deal, and are the only measure of protection for the shield or emitter.

Therefore, the best defender knows that defending structures comes FIRST, and that killing anything is done in the name of making sure a structure remains intact.

ESSENTIAL OPS AND TECHS FOR DEFENSE

If you intend on playing defensively ahead of time, the Deep Scan op is absolutely essential when trying to figure out where enemies are going to attack next. It helps you proactively move to the best position to frustrate them, giving your team tons of time to kill the enemy base.

I’ve used a combination of “Energy Cost” and “Damage Increase” for most ships when I play defensively, although “Damage Reduce” might be appropriate as well for certain styles of play.

WHAT ARE YOU DEFENDING

There are 5 kinds of structures that you must worry about. Structures often negatively impact the amount of core shields you have in your base. This is what the core shield score looks like:

You can find this number at the top center of your screen when playing a match. When your core shields reach 0, your core becomes vulnerable for attack.

THE FRONT AND MIDDLE GATE

There are two gates in your base. They look like this:

They can be located here on your minimap:

When all three turrets attached to each gate goes down, the gate goes down. While it remains up, any ship that tries to go through the gate will be slowed, making it an easy target to be killed. Killing a gate has no impact on core shields. You gain or lose no core shield points if your gates are destroyed.

Your front gate protects access to your entire base. It will usually be the first thing to be contested in a match. Most of the time, either the right or left turret will get attacked first. The center turret will usually be attacked once both right and left turret are down. Sometimes, a team will attack it second, but it will rarely (if ever) be targeted first.

The middle gate is useless. From a defensive standpoint, if an enemy is attacking it and you are strategically placed, they are giving you a free kill, because they’re spending energy on a structure that has very, very little strategical significance. If you are not in a critical defensive position, anyone attacking the middle gate should be dispatched quickly / easily.

THE FOUR SHIELD TURRETS + BATTERIES

There are four of these in your base and they look like this:

 
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The position of your shield batteries & shield turrets are as follows:

Killing a shield turret has no impact on core shields. Killing a shield battery reduces the amount of core shields by 200 energy.. Each time this happens is very bad for your team.

The front left shield (1) will often be the one attacked first. This will probably be followed by an attack on the back left turret (2) of your base. Then, it may be followed up by an attack on the back right turret (3). The front right turret (4) is usually attacked last since it is so close to your depot, although this will not always be the case.

THE EMITTERS + PAIR OF FLAME TURRETS

Emitters and flame turrest control how quickly your core shields drain every 3 seconds.

There are two sets of sets of two shield emitter flame turrets + shield emitters. They can be found here:

When both shield emitters are healthy and up, your core shields go down by 1 point every three seconds. With one shield emitter down, your core shields go down by 3 points every three seconds. With two shield emitters down, your core shields go down by 5 points every three seconds.

When your front emitter turrets or shield are being attacked, this is known as a front door. When your back shield turrets are being attacked (but the shield itself is being left alone), this is known as a halfdoor. When your back emitter is being attacked, this is known as a backdoor.

THE FLAME RADAR

A unique turret stands in the back of your base, and shoots flames at an enemy ship heading to your core. Here’s how it looks like and where it is located on your map:

Though not high priority defense structure, this turret acts as an early-warning system – a radar – showing you the position of incoming enemies coming from the left side of your base. This is especially useful when your core is vulnerable and you need to determine where the enemy is intending to attacking from.

THE CORE TURRETS AND CORE

Your core turrets and your core sit at the back of your base.

When your core is vulnerable, it has 5000 health points. The enemy’s goal is to get your core down from 5000 to 0. The flame and missile turrets can be very good in helping you defeat incoming enemies as they circle your core attempting to kill it.

 
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I like how you enlarged the minimap and drew arrows. Makes for an interesting discussion point.

 
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THE FIVE BASIC DEFENSIVE POSITIONS

There are five basic defensive positions that you should assume if this is your task in a match. The more experienced you are, the faster and more intelligently you will go from one position to another. Where you should be depends on which structures are being attacked. Here are the positions on the minimap:

POSITION 1: “CENTER / MID

Center position is the most common one players tend to go to when they think of defense. This is the first defensive position you should take when starting a match.

Center position gives you many benefits. You’re close to your depot and can easily run to defend the left shield if necessary. You can roam left and right close to your own walls to detect enemies trying to infiltrate your bases on the side. It can also “force” the game to be played in the middle by quickly neutralizing an enemies ability to enter your base. This position should be held as long as possible in the opening of a match, and you should stay there as long as the enemy isn’t attacking other parts of your base and your front gate is still up.

WHEN TO LEAVE THIS POSITION

Once your front gate is down, this position becomes much less attractive. If your front gate is down, 90% of the time, enemies will try and force their way into your base to do two things: either kill your left turret or kill your front emitter. You won’t know which until they try it. The problem with being all the way in front is that you’ll be forced to chase an enemy back to your front emitter or (even worse), all the way to the left turret if they attack there first.

Generally speaking, once your own front gate is down, the good defender will let the PVP noobs and base killers control the upper center while he will drift back to roam around Position 2 – “Left Shield / Emitter”.

POSITION 2: “LEFT SHIELD / EMITTER

The left shield position is one of the most strategic places that the defender can place himself. The goal of this position is to remain idle waiting for enemies in the left circle (2) while roaming to the right circle area if opponents are heavily attacking the front emitter.

The advantages of this position is obvious. You can easily switch back and forth between defending the front left shield / turret, detecting enemy ships if they try to backdoor, while staying very close to the center to protect your front emitter.

WHEN TO LEAVE THIS POSITION

This position becomes less attractive once your front left turret and front emitter are destroyed. If this is the case, you’ll need to make a decision based on where the enemy is attacking. If the enemy is heavily attempting to infiltrate the right side of your base, then you should immediately head towards Right Shield position. However, it’ll be much more common that the enemy try and kill your back left shield or backdoor you at this point. In both cases you should head to Left Depot position.

 
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POSITION 3: “LEFT DEPOT

Left Depot position has you standing at the entrance to your back left shield.

This position gives you easy access to your shield, scares ants and clanks trying to backdoor and gives you quick access to your depot if you get overwhelmed. Camping this position usually doesn’t last long, because by now, the enemy will be frustrated by your defense and will attempt to hit shields / turrets in position 4 or five. Nevertheless, this is the most strategic area to be in once your front shield and front emitter are down.

WHEN TO LEAVE THIS POSITION

This position becomes less attractive when the enemy begins to attack the right side of your base. In fact, if you suspect that they’re doing so (or deep scan tells you), then you should immediately head to Right Shield, and alternate between it and Back Door or Left Depot as you see fit.

POSITION 4: “BACKDOOR

Backdoor is an important position to go to in the early game when devious ants, undus and clank attempt to backdoor you, and in the end game, when you have only a few shields and the back emitter left.

If you it’s early in the game and you notice a blip on your radar going towards the back of your base, YOU MUST afterburn to this position as quickly as you can in order to preserve your back emitter.

It’s wise to stay here and camp this position if your emitter is up, but you still have one or two healthy shields in the back right / left. This position gives you the most amount of coverage and flexibility, should the enemy chose to attack your emitter or your remaining shields.

WHEN TO LEAVE THIS POSITION

You should really only leave this position if your back emitter gets killed, and you still have remaining shields in your base. If this is the case, move towards the position closest to your remaining shields. Most of the time, this will mean that you’ll head towards Right Shield position and stay there until it’s time to defend your core.

POSITION 5: “RIGHT SHIELD

Right Shield is the one most often used in end games, and the most critical one.

The most important thing to remember when in Right Shield position is NOT to run off and fight enemies in non-strategic places in the base. The enemy will do everything they can to lure you away from this position so that another enemy can come in and destroy a structure.

Your job is to scare enemies away, frustrating them while your team kills the enemy base.

You should never leave this position if it’s the end game and you have no other structures that are intact.

 
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You posting moar? Let me reserve this for lulz!

 
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DEFENDING YOUR CORE

Placeholder. tl;dr – stay around the core. Don’t fucking leave it! ever. unless you’re being asked to by someone who knows what they’re doing. More to come on this.

DEFENDING IN GROUPS

Thankfully, you’ll often not be the only one defending your base. By making sure that everyone knows the key defense positions, my favorite strategy to use is splitting defense between areas 2+3 and 4+5. With two defenders, I’ll ask one to cover 2+3 once the front gate goes down, while the other maintain a forward stance, ready to quickly fall back to 4+5 if there’s any sign of enemy threat. Usually, the defender with Deep Scan should cover 4+5, so that they have advanced notice whenever sneaky ants and other ships try to infiltrate from the right side. A jabber or craw is ideal for this position.

 
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SHIP-BY-SHIP DEFENSE STRATEGY

There are a few ships that excel at defending structures, and others at killing them. We’ll take a look at a few of them, what makes them so good, and strategies to maximize your defense with them or against them:

DEFENDING WITH IRON WOLF

Iron Wolf is easily one of the best defensive ships in the game. It’s amazing at protecting structures and players, because of its shield (also known as Territory Defense) and its laser beam (also known as Alpha Cannons).

As defense, the first thing you should do is level each of those loadouts. I recommend the order 2,4,2,4,4,2 (if you find you need better shields early) or 2,4,2,4,2,4. Anything after this is up to personal preference, although I personally like to level Iron Wolf (5) first to get more energy before getting into torps, and lastly Claw. Some have said that claw is great, but I’ve had mixed results.

The most important thing to do with Iron Wolf is to shield shield shield. You should CONSTANTLY have shield up around structures, or in the line of fire of ships. Remember that shield doesn’t just protect a structure, but it can neutralize Drone Hunter (so shield your big capital ships), it can stop craw and ant torpedos, and can also protect your team from Undu’s timewarp (BunBun notes that this is untrue, it doesn’t protect against Undu slow).

Great Iron Wolf ships run to the defense of ships or structures, prioritizing them intelligently, quickly dropping a shield to provide relief for dying ships.

DEFENDING AGAINST IRON WOLF

DEFENDING WITH CRAW

DEFENDING AGAINST CRAW

 
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DEFENDING WITH CLANK

DEFENDING AGAINST CLANK

DEFENDING WITH DREAD (by Darth_Sirov)

-Aim well, the BFG isn’t very spammable like most primary loadouts. Best to learn how the enemy moves then aim where they’re most likely be, even if you miss, the explosion should at least register some damage.
-While it has powerful high damage skills, the slowness (dps & movement) will often be your downfall if you get in too deep.
-While it rocks in creating suppressive firepower, and killing 1-2 ships per skirmish, it’s most often well-suited to defend. Not saying that you should always play defensively, but given the amount of ANT/Clank combos around, a well-placed nuke will screw them up badly.
-Talking about the nuke. Learning when to use it as well how to aim it for maximum effect is an important factor in a lot of skirmishes. Best used in the middle of fights when they’re too distracted to notice. Also, if you’re using Deep Scan, it’s great for plotting out where the attacks are coming from and where they’re going so you can position yourself. From there, toss a nuke when they go round a corner and catch them.
-Pack mines are extremely important to Dreadnaught, given that enemies that get too close are Dreadnaught’s primary weakness. Best used in tight spots or near walls. One trick is to ram a ship and then drop the mines.
-Minigun is also nice to deal some extra damage, but it takes a while to hit enemies (given that the damage per shot is low and that you’re too slow to move around).

DEFENDING AGAINST DREAD

 
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DEFENDING WITH TURBO HAWK

DEFENDING AGAINST TURBO HAWK

DEFENDING WITH UNDULOREAN

DEFENDING AGAINST UNDULOREAN

DEFENDING WITH SS (by Texas)

SS is the most awesome enterprise class ship that is suitable for any task including defense.
The most heroic action, as any man familiar with the good book knows, is to be able to heal the sick and raise the dead, and you my apostle have the power to lay hands on and heal your friends, and this is where your initial upgrade effort goes. 33231122555444. Shields are for wimps, superhero SS pilots have little need of them.
With its high energy capacity, all loadouts are spammable. Just get in to the middle of the battle cloud and hold down keys ZXC for all loadouts and you’ll do some combination of hitting enemies and healing friendlies, and move around enough to avoid mines, flames, nukes, omen spheres and such, and try and avoid spamming afterburner while derping and bouncing around off the walls.
while it is has underrated damage skills initially, you can safely farm drones and go for Drone Wars and Atom Hound awards and level up and have a surprisingly powerful SS. Just don’t go far out of the base to farm drones or you’ll typically get farmed and contribute a load of atoms to enemy upgrades. Just remember, while you are farming drones, your friends that are actually valiantly in battle, and getting killed because you aren’t up healing them, or any other semi-productive attack or defense activity, while they are waiting to respawn will be watching you circling drones and be yelling profanely at you to quit Vorp forever.
Live long and prosper. If you are really derpy, and you’re on a laptop it probably means your CPU is close to overtemp, and speedstep is clocking it back to cool it off. When you see this it means quit playing Vorp for a while, and applies whether you are in an SS or other ship, but I just note that due to spamable loadouts and seeking/indirect fire weapons with not much aiming effort, SS is a little easier to play on slow derpy puter than most of the other ships.

 
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DEFENDING WITH ANT

DEFENDING AGAINST ANT

DEFENDING WITH CIRCE

DEFENDING AGAINST CIRCE

DEFENDING WITH TORPAZ

DEFENDING AGAINST TORPAZ

 
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Great read! This is a MUST READ if your new to VORP!

 
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Slight inaccuracy, Iron Wolfs Shield does not protect against slows.

 
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If you want, i can write the Defending against Circe and Defending With Circe sections for you. Would you like that?

 
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yeah i need everyone to write up the guides

 
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Great posts Brother, i am glad that others see the importance of some tactics. It is far too often, everyone hangs in the middle putzing around while the enemy slowly eats away your towers, and your team is just chasing enemies around. In a way, it can be critical to get the front shield down…it both sets the tone and either a offensive or defensive mode for the rest of the game.

I prefer to get the front shield down, then the emitter and them move to the batteries. Time and again i see people try to hit the bat first, waste a ton of time and then never get to the emitter.

This is a MUST read for all players, good work!

 
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yo spower. some mistakes. i believe batteries drop energy by 250, not 200. could be mistaken though. and another thing. You called batteries emitters up there in the pictures.
“The position of your shield emitters are as follows:” and you show the bats. fix it or noobs will think those are emiters!

 
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@xtac: Thanks for feedeback! Changed to reflect batteries instead of emits. Also, batteries drop 200 :)

 
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200 it is then :))
Very good work man. A’ material. they should sticky it

 
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Dunno if I should use my Dreadnaught Defense build here, then again, part of it is found in the unofficial Dreadnaught guide.

 
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post / report here, Darth. I want all ships covered.

I’m working on an Offensive Strat guide as well.

 
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Just the basics:
-Aim well, the BFG isn’t very spammable like most primary loadouts. Best to learn how the enemy moves then aim where they’re most likely be, even if you miss, the explosion should at least register some damage.
-While it has powerful high damage skills, the slowness (dps & movement) will often be your downfall if you get in too deep.
-While it rocks in creating suppressive firepower, and killing 1-2 ships per skirmish, it’s most often well-suited to defend. Not saying that you should always play defensively, but given the amount of ANT/Clank combos around, a well-placed nuke will screw them up badly.
-Talking about the nuke. Learning when to use it as well how to aim it for maximum effect is an important factor in a lot of skirmishes. Best used in the middle of fights when they’re too distracted to notice. Also, if you’re using Deep Scan, it’s great for plotting out where the attacks are coming from and where they’re going so you can position yourself. From there, toss a nuke when they go round a corner and catch them.
-Pack mines are extremely important to Dreadnaught, given that enemies that get too close are Dreadnaught’s primary weakness. Best used in tight spots or near walls. One trick is to ram a ship and then drop the mines.
-Minigun is also nice to deal some extra damage, but it takes a while to hit enemies (given that the damage per shot is low and that you’re too slow to move around).

 
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Can we get a sticky on this post!!!????

This almost makes me want to go play defense. Almost. :)

 
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DEFENDING WITH SS

SS is the most awesome enterprise class ship that is suitable for any task including defense.

The most heroic action, as any man familiar with the good book knows, is to be able to heal the sick and raise the dead, and you my apostle have the power to lay hands on and heal your friends, and this is where your initial upgrade effort goes. 33231122555444. Shields are for wimps, superhero SS pilots have little need of them.

With its high energy capacity, all loadouts are spammable. Just get in to the middle of the battle cloud and hold down keys ZXC for all loadouts and you’ll do some combination of hitting enemies and healing friendlies, and move around enough to avoid mines, flames, nukes, omen spheres and such, and try and avoid spamming afterburner while derping and bouncing around off the walls.

while it is has underrated damage skills initially, you can safely farm drones and go for Drone Wars and Atom Hound awards and level up and have a surprisingly powerful SS. Just don’t go far out of the base to farm drones or you’ll typically get farmed and contribute a load of atoms to enemy upgrades. Just remember, while you are farming drones, your friends that are actually valiantly in battle, and getting killed because you aren’t up healing them, or any other semi-productive attack or defense activity, while they are waiting to respawn will be watching you circling drones and be yelling profanely at you to quit Vorp forever.

Live long and prosper. If you are really derpy, and you’re on a laptop it probably means your CPU is close to overtemp, and speedstep is clocking it back to cool it off. When you see this it means quit playing Vorp for a while, and applies whether you are in an SS or other ship, but I just note that due to spamable loadouts and seeking/indirect fire weapons with not much aiming effort, SS is a little easier to play on slow derpy puter than most of the other ships.

 
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very nice!