Belters
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The Belters - a loose collection of independent traders, prospectors,
pirates, and privateers - share a common belief: that freedom from
tyranny is the right of all humanity. Belters are a rough-hewn, unruly
bunch of borderline anarchists. Led by unlikely hero Orion Sholes,
the Belters pilot an odd mix of captured and jury-rigged equipment:
the "Junkyard Armada."
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The Belters' junkyard orientations give them most of their unique
qualities. At the technological level, the Belters have the ability
to use technology in ways that other cannot, namely, without requiring
a technological base. This means that any Mk-1 and Mk-2 technology
picked up in space or previously researched can be used by Belters
pilots at any time. For example, if an Iron Coalition were to
stumble upon SRM Anti-Base 2, he would pick it up as would any
aware pilot. However, his team requires a Supremacy Center
to make use of the technology. The Belters, however, can replicate
the missiles right away and for the rest of the game. Only Mk-3
level ships (requiring an advanced station) require that they
possess a technological station. As such, adversaries of the Belters
are particularly careful about not letting technology into their
enemy's hands regardless of the Belters' chosen technological
pathway, because chances are it'll be used against them.
This is compensated for by the Belters' slow research time: 240 seconds, and
by the high cost of research. For example, technological research priced
at 5000$ for the Coalition is priced at 6250$ for the Belters. This impairs
the Belters financially and temporally. Conversely, their ship prices
are lower, and so they can purchase more capital ships earlier than other
teams, for example.
The low prices are also characteristic of their technological stations. Where
others like GigaCorp can spread quickly with cheap, weak expansion stations,
the Belters can spread quickly with cheap yet solid technological stations.
Coupled with their ability to maintain technology from lost technological
stations and incredible versatility in ship loadout, Belter pilots generally
have a very large array of choice for their ships and equipment.
The Belters are extremely flexible in terms of equipment, missiles and weaponry.
Many small class ships can mount weapons, such as nanites, which other
factions cannot. This leads to strategies like heavy interceptor nanites
and boosting stealth bombers, which are particularly deadly. Heavy interceptors
can even mount SRM Dumbfire Missiles, and every single small class ship
can carry a booster. This is useful for quick getaways for the scouts
and stealth ships, but is rarely useful in long distance travel due to
the poor quality of the booster.
The Belters are the least sophisticated faction. They are utilitarian. As
such, they have never bothered to enable their small-class ships to mount
any kind of shielding. They are completely devoid of small shield technology.
Although this leaves the small ships with less signature, it also makes
them slightly defenseless. The ships are given strong, dense hulls, but
cannot compensate fully for this flaw. Also, they are particularly bulky,
being a collection of ship parts fused together. As such, they maneuver
particularly poorly, and have a hard time accelerating.
After finding rescue probe technology in Coalition space, they attempted to
replicate the technology. They succeeded and pilots in eject pods can
indeed use those probes to be quickly sent back to the nearest station.
However, they did not succeed in creating specificity in the probe, which
thus works for every other factions. This means that pilots from any faction
can dock at such a probe, so Belter pilots are instructed to be particularly
careful in laying them around, hiding them to be sure that the enemy cannot
take advantage of them. The religious beliefs of the Belters led them
to name this technology a "sanctuary".
View screenshots of this factions unique Ships
& Stations
The following "Faction Perk" post was
written by Shizoku, with minor edits.
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Belters

Faction Perks
- Strongest Hulls (1.05)
- High Speed )1.15)
- Miners have great yield (1.25)
- Bases are cheaper (20%)
- Dumbfires can be mounted on Ints
- Scouts, Stealth fighters, carry booster. Bombers
can mount Lt. booster
- Can use all tech despite not having the requisite
tech base
- The only Faction to retain it's Level II tech after
a tech base is destroyed. (Like all other factions, research
that is not completed is not kept.)
- Lower cost ships
Faction weakness
- 4 minute research time
- Higher cost for tech (1.25)
- High mass (not always a bad thing, offset by (1.05)
turn rate(1.1) turn torque to help with the mass)
- Poor miner capacity (.8), slow mining speed (.8),
smaller paydays (-.25)
- Lack of shields scare off new players
Faction Specific Tech
- Omni Fighters
- A cloakable fighter, capable of mounting any weapon
available for a small ship, as well as any missile
for a small ship. Requires Starbase and one of the
following: Adv. SF - Adv Fighter - Heavy Int
Ideal Settings
- Like Bios, Belt's can survive on low amounts of money
quite easily. Ideal settings are Med/Med, plentiful
can be helpful for techbase spam as long as your not
against Giga.
Faction Strategies
- Heavy Bombers
- The Belter heavy bomber is the tank among bombers,
also with the Sup hull (GA) upgrades and AC 2/3, these
bombers can take on heavy interceptors. One of the
key items for Belter bombing is Nan 2, it is absolutely
crucial. With Belters, always encourage your team
to pick up all floating tech. The Belter bomber can
load light booster, which when it is being properly
rammed, can get up to speeds of 170 MPS. These bombers
are fun and fairly cost effective.
- Missile Frigate (MF) rush
- Purchase a tech base for 8K, then immediately get
a Shipyard (SY). One relatively cheap medium class
payment away and you have a missile frigate that can
use nerve gas to capture a base.
- HTT Rush- With good Belter settings,
and a proper econ, you can get HTTs by the 15 minute
mark. The Belter Int is the best dogfighter due to it's
large mass, but it does however load Nan making it an excellent
rammer. Belter HTTs can go over 200 MPS with proper
ramming. The key to getting the HTT so quickly to partial
invest TT, Adv EXP, Int and Sig 1 GA all at the same
time. Belters have a 240 second research time, so it
doesn't need to finish research off immediately start
with cheaper tech first, and put little increments into
expensive tech. Belters is sort of like Giga, in that
once you have your Adv EXP, you should be getting enormous
amounts of cash due to the yield. Due to this fact
and the defensive fact of your Ints, EXP is a great
tech to up first with Belters.
- Multi-Teching
- Belters Tech bases are so incredibly cheap that
with a good Belter commander, the only time he loses
is when there are no tech rocks left on the map. The
cheap tech bases makes going dual or Omni tech very
easy, even if you don't plan on getting anything from
the base aside from the GA's, it is almost still worth
it. The key that will make or break Belters, is the
amount of tech your team picks up. If items like DF2,
Nan2, Boost2, Mini2 and Gatt2 are brought in, you
will save a lot of time and money. Belters should
never have to buy Mark II tech.
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