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Garth Vader
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Saskatoon, SK, CA
Oct 1999 time: 22:17
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Unlike many here I like building both cruisers and early beamers.
My basic cruiser which I can build once I get battle pods, battle scanner, and class 1 shield is:
2 HV AF, AP, CO lasers
4 Pd AF, CO lasers
battle pods, battle scanner, reinforced hull (I take heavy armor instead if I have been able to trade for it). I like to build them with tritanium if I can get it, but that depends on if I need deut cells, or if I can trade for one of them.
I try to get up to planetary gravity generator fairly quickly because then you can have 5 of the heavy lasers on this ship.
I started building these because I often play telepathic and cruisers are the smallest ships you can mind control with. If an AI doesn't have ground based planetary defences you can take them over with a couple of these. I have often won games on huge galaxies with only lasers (in fact I just finished a game like that last night).
I also like cruisers for defence, because you can have more of them and they will still be able to take out a couple of battleships.
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GameGeek
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quote: Originally posted by vmxa1
Oh I forgot Dautless. I don't count EMG as a special. I won't have Dautless, unless creative. |
If Dauntless is the device I think it is (intelligentes leitsystem = retargets rockets to next foe if target is destroyed), I find Dauntless to be something of a double-edged sword. I frequently continue to pack a few rockets into my ships if my opponent has radiation shields and I don't have disruptors yet. While the Dauntless is great for ship-to-ship, if that last enemy ship or sb is destroyed with too many rockets still on the loose, all rockets immediately target the planet. Can devastate a planet's pop. Admittedly, this isn't usually a problem unless I'm fielding a relatively large fleet, or if the planet's pop is pretty small.
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MORON
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Vancouver, Canada
Jun 2001 time: 13:17
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I use beamers or missiles depending what I techs I have.
When playing with warlord, usually I go supercomp -> Zort/Robo and rely on missiles and the uber power of Armor to win my battles, as early beamers don't do enough damage. I usually rely on missile destroyers with an pinch of cruisers and grow into missiles bbs and orion killing EMG missile ships.
Without warlord, I have to tech all the communication stuff for command points and grab energy weapons along the way. If I have good comp (creative or trade) I can get beamers before phasers, but normally the need for chemistry to clean up robo pollution and armor and that pure swarms works better than mixed beam/missile ships means I don't.
I think that small missile ships gives the most bang for the buck (damage/cost) until phasers and that is most important for starbase/battlestation cracking. Early beams can't hit/kill the small ships before they retreat....
besides, an whole screen of 200+ missiles looks kinda cool. With dauntless (usually stolen), an missile fleet will not lose against an beamer fleet (especially with warp dispator-defense bounse-stacked frigs dodging beams) until the specials and mods starts stacking.
If I have an significant missile fleet, perhaps due to tele rush + robo, I'll might keep the missiles in one task force until I'm ready to refit all of them. While late game beams might kill most of my ships one turn one, once the missiles hits, they'd be hurting too. As far as I know, no battlestation/ground battary/starfort combo can stop an broadside from 4+ missile BBs at the same tech level.
Last edited by MORON on 31-12-2004 at 11:44
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