Bios
| Originally spawned by GigaCorp genetic
engineering projects, the BIOS are physically and mentally
advanced, perfectly designed to withstand the rigors of
life in space. After the death of their leader - GigaCorp
founder Emmet Longstreet - the BIOS have launched a shadowy
crusade against "stale gene" humanity, with the goal of
dragging the human race into an evolutionary watershed.
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The Bios are a mysterious faction that is rarely sighted. Their soldiers
are genetically engineered for space travel and activity, and
their ships are designed to allow them to perform without being
detected. The Bios have particularly strong sensors, and particularly
stealthy ships. They were created by GigaCorp.
Research takes a long time when completed by the Bios. Achieving perfection
is never easy but leads to great results. As such, the Bios have
a very long research time: 10 minutes. However, because of their
advanced research techniques, everything costs half as much as
it usually does for others. Therefore, a technique often employed
by Bios commanders is partial investment. Also, their technology
stations are always advanced. They have no Garrisons, only Starbases.
No Shipyards, only Drydocks. This makes more technology available
at the beginning of a game and saves them a lot of time and money.
When the Bios build a technological station, they have to, like the others,
research the different ships that the station may provide. However, because
such research takes a very long time, they always have in database the
information necessary to build light versions of the different crafts.
As such, when building an expansion complex, for example, they have to
wait 10 minutes before interceptors can possibly be available. However,
they can use the light interceptor, a weaker but nonetheless useful version.
Note that the Bios start games with fighters as well as scouts, so this
measure does not apply for supremacy centers. Note that the Bios' enemies
are wise to attempt to destroy them or cripple them early in games. Bios
only get stronger with time, and at their technological peak are the strongest
of all.
The Bios hate to be detected. They prefer to remain in the shadows. As such,
their ships have particularly low base signatures, and their engineers
have equipped every single small and medium class ship with a heavy cloaking
device that can make all of their ships virtually invisible for a few
seconds, giving them enough time to flee from their enemy or to prepare
for a deadly strike. Since they are designed to have particularly low
signatures in the first place, they are very hard to detect, and their
stealth crafts are particularly lethal compared to those of other factions.
In fear of seeing their pilots captured and thoroughly analyzed by
the enemy, Bios engineers have beaten all others in eject pod
safety. Although compromising on pod velocity and station versatility,
all pods are equipped with a ripcording device. This outstanding
measure entirely eliminates the problem of pod rescue, and makes
a home teleport receiver a very worthwhile investment, and a very
important target for enemies of the Bios. However, Bios pods may
only dock at stations with docking bays.
The Bios economy is average. Although their technology stations
are slightly more expensive, they save a lot in all kinds of research
because of the half price and because all stations are already
upgraded. Also, because of the long research times, they don't
have pressing needs of income for different ships, and so they
can dedicate large funds to expanding with outposts and teleport
receivers. Their miners were devised to be stealthier, but are
not especially difficult to locate. The Bios are however fairly
advanced in He3 refining, and so have at least their own refinery
stations to accelerate the work of miners, unlike the Coalition
or the Federation.
View screenshots of this factions unique Ships
& Stations
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The following "Faction Perk" post was
written by Shizoku, with minor edits.
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Bios
Faction Perks
- Inexpensive miners (3000 each)
- Has a strong ship turn rate (1.2) and strong turn
torque (1.3)
- Quick build times (60 seconds) for OPs / Teleports
/ Refineries / Tech bases
- Low mass ships
- Has a 1.25 modifier for shield regeneration, which
is good for low Sig approaches.
- Has a 1.25 modifier for station hull and shield
repair
- Free enhanced carrier (SY flag dependent)
- Low signature (1.15)
- Excellent Sensors (1.15)
- Rescue pods (20 second) that can teleport home,
making a home rip a necessity
- Heavy cloak can be mounted on almost all ships
- Fighters can carry prox mines and minepacks
- Minepack 1 comes with a Supremacy
- Less expensive tech costs
- Advanced tech bases come standard
Faction Weakness
- Weak ship shield (.9)
- 10 minute research times, which now can be partial
invested by the commander with the new FAZ release.
- Expensive tech bases
- Weaker Hull (.9)
- Heavy cloak, which comes standard in most ships,
slows down accel and creates a sluggish feel. TIP:
Drop it from cargo to gain acceleration and maneuverability.
- Weak station hull (.9) and shield (.9)
Ideal Settings
- The lower the better. Bios tech is very cheap and
doesn't require large amounts of money to keep the
research going. You may need to forgo getting certain
Garrison tech in order to get a tech. But the low
money settings will hurt the enemy more than it hurts you.
Faction Strategies
- Supremacy/Garrison
- Bios have one of the best fighters in the game
due to hitbox size and gunmount locations. They also
have one of the best Heavy Bombers due to having Heavy
Cloak. They can be used by a skilled pilot almost
like a Stealth Bomber. Always get Heavy Cloak 2, as
Bios it will help any tech path. The quicker you can
get a Supremacy, the better off you will be. Most
commanders have the habit of investing too much money
into garrison tech. Get Adv. Scouts, Bombers, TP1
(for Sup at least) and Heavy Cloak 2.
- If your opponent has gone the Tactical
path, start Enhanced Miners. Yes, the tech doesn't
seem to cost much, but it adds up quickly. Before
you know it, you are getting a Tech at the 20+ minute
mark. Which means by the time you get MK 2 tech, the
opponent could almost have two MK 3 Techs. Heavy Bombers
with XRM AB's can sneak into a sector and potentially
kill the base without ever getting eyed (using asteroids
to shield them from being spotted). Bios TP2 is awesome
due to the low Sig scouts being able to sneak into
anywhere, combined with being able to rip in cloaked
bombers Bios is all about timing and stealth, than
overpowering an opponent. Thus making it a bit more
tricky to command.
- TP 1 Rush
- A nearly extinct strategy, but by the
10 minute mark, with a properly placed TP 1 probe
(behind a rock), you can rip in a fully Nanned bombing
run straight into the enemies home.
- Tactical - Like most TAC's, Bios is extremely weak
at the beginning so it is rarely used as a primary
tech. Use of Gunships does make it easier to defend,
but the purchase of GS often will tie up a large amount
of players when they should be out killing miners.
Most often, Bios Tactical is used for an end tactic
for Supremacy. Bios' AB3 Stealth Bombers are up there
with Rix's SB's for best in the game.
- Expansion - This tech is defendant
on what the team picks up. Due to the larger hitbox
and poor gunmounts of the Bios Ints, defending can
be difficult with MG1, I usually only go Bios EXP
if the team finds MG2. Although their Heavy Int's
are not bad, they can't compete with GT, IC, and Rix's
Ints. The redeeming factor to Bios EXP, is their incredible
HTT's. The Bios HTT can carry Heavy Cloak enabling
it to sneak up to the enemy base and get eyed around
1-1.5k if used properly.
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