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genius23
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missileboats are great for multiplayer, u dont even need PP to own with mirvs, simple arm fast eccm nukes will do great, since my customraces also revolve around unitele, i would sell marine barracks and build battleshiphulls filled with 2shot missiles until the commandpoints are used up, send in ur fleet of missileships together with an empty frigate, on 1st turn fire 1st salvo and turn around, on 2nd turn, fire the 2nd and move away from the enemy and retreat with all missileships, the empty frigate stays behind until the missiles hit (or miss), best targets are planets and starbase, that cannot retreat, since u probably lack dauntless guidance, if ur firepower is insufficient to take out both, starbase and missilebase, just destroy one and come back for the other a few turns later. if u do make it to the mirvs upgrade the battleships but include a deck of cheap nonmirved nukes to soak up any antimissilefire before the mirvs. when all enemies are destroyed or have fled ur retreated battleships will rejoin the empty frigate to mindcontroll the colony or bombard it to oblivion.
if the other guy digs in and creatively researches emg mercs to take orion, u will have difficulties destroying a heavy armor, reinforced hull, tritanium, ecm starbase, then dont try, blockade the system and use ur superior production to build lots telepathic spies, I once had such a researcher surrender to me after my spies sabotaged his starbase. a nice combo for this strategy is also feudal, telepathic, omniscient, stealth, large, rich, artifact, lowG HW, they can have a cruiserhull hovering over your newest colony very early, but they will fall behind if they dont succeed in mindcontrolling an alien homeworld within a few turns.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:17
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I use as many slots as I can, that is I go
nuke
nuke
until I run out out of space or slots.
I do not put eecm on missiles as by the time I have that and they are small enough to hold them, I switch to beamers.
To me the the first slots are for CHAFF, that is why they need FST when you get it. I will not make many firigates, in fact if I am Tele, I do not make any if I can get away with it. I will go for Cruisers so they can Mind control.
nuke fst (maybe mirv
"
nuke fst mirv heavy arm or merc mirv fst
" use all but the last two slots
Pulson
"
Make as many in each slots of two shots as you can fit.
This is roughly how I make them. I am not saying this is the best way, but it does the job. If you are using Crusiers or BB you can move up on the first round and fire. This gives them less time to counter the missiles and you will not get bust by them at this stage. By the time they can pose a threat, I switch to beam ships. I just used this on Huge, impossible 8 players last night as Uni Tol. Without Creative, if you do not get some steals, it may force you to wait longer to switch to beams. That happened to me as I had only Laser for beams until I researched Plasma Cannons. They sucked too as the anntenuation made them do so little damage. Once I got Disrupters, I when to Titans and dropped missiles. The lack of some of the enhancements for beams made it weak until I could go Titan and then steal some improvements. NO race had relations with me at any time (not repulsive).
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:17
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Yup, it will put you over the hump if the difference is less than 10% armor damage or 5% systems damage. In the beginning you would have say a Cruiser with 90/30 structure and armor (reinforce hulls no Heav Arm). So your margin is at most 12 hit points. That can work. It more likely pays off with a Star base. Soon you will be at the point where you do not care as once you go on the attack, you have the best of it, otherwise you would wait. Those 4 picks can do some good in production or research or food. In fact just avoiding having to take negatives to offset that pick is useful. IMO it does not matter what you choose for any level other than Impossible, you can win regardless on lower settings. I do not think that is true at Impossible level. You can lose there with just a bad location, let alone some of the racial picks. Feudal and Uncreative come to mind as two that can be deadly. Cyber is not deadly, just not required IMO. I am not trying to change anyones play stye, only want to give an assement for others. Especially if someone can point out where I got it wrong, in case I missed a point or misunderstood the workings. I mean it may be fun or funny to see the ship come back to health. One thing that is useful about it is if your are not in your own system and are out blasting planets, being Cyber can get and keep your ships healthly for faster assaults. Again though, do I need that?
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genius23
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after battle your ships will be repaired if u are either cybernetic, have an ARU on board, you have the adv dmg controll tech or the ship is piloted by a leader with the engineer ability. iirc ARU repairs twice as much as cybernetic repairs and both stacks.
cybernetic is a bad pick if you are playing on a high difficulty or vs humans because ur pop will consume 1/2 production unit each turn per pop unit and that slows down early devellopment (maybe it works out with tolerant+production bonus) but there is a cheesy way to use the cybernetic pick, initially start the game as lithovore, which helps u devellop, once you research genetic mutation, go cybernetic, which frees up the picks from lithovore as those 2 are mutually exclusive and invest them in something like warlord/+ship offence/+ship defence now massproduce with ur well develloped productionbase selfrepairing ships with experienced crew (absence of farming tech should not hurt at that point, since u only require 1/2 food per pop) and win the game.
however I do like cybernetic, imagine a transdimensional, +50 ship defence, cybernetic warlord, incorporating some more devices like augmented engines, inertial stabilizer, reinforced hull and one of your ships could defeat a whole fleet of the ai alone by dodging most of the shots and repairing the damage they do take. ofcourse that would be pointless vs a human player, who would simply design ships with weapons that allways hit and with a powerrace would have virtually won the game even before the cyber transD warlord has finished building automated factories. i simply like it when a small fleet of my newly designed shipclasses can stand against an enemy superior in number and technology, as vader said, they might have neutronium and you tritanium, now that will be a glorious battle. CHARGE!
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