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originalbork
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quote: Originally posted by vmxa1
I suspect he was talking about exploits, not true cheats. A cheat would using a code or an editor, an exploit would be using the empty frigate refit. As long as all are using the same rules, there is no problem. I would think that players that try to get an advatange by using an exploit would find no one willing to play them soon as is the case in some games on some boards. By now most at Moo2 sites are familar with each other, I would expect. |
Are you talking about refitting an empty frigate for the money cheat or as a runner in a missile battle?
If you are talking about doing it for money it is a cheat because it gives you production toward taxes and then let's you reuse the production basically doubling your production. It has been considered a cheat since the players on Kali identified it. It also drastically slows play because players must adjust every planet every turn.
If you are talking about a frigate runner that is just a combat technique for early mid game.
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mufa
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quote: Originally posted by vmxa1
The Dem give +50 to sci and prod,
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I think Dem give +50 to sci and tax, and uni gives +50 to prod and food
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macraig
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Under the overpass
Mar 2003 time: 21:17
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Here's my recommendation for using missiles in a task force:
"Archer" ship:
NO COMPUTER
best shields
Battle Pods
Shield Capacitor
Multi-Phased Shields (later)
Hard Shields (later)
Fast Missile Racks (later)
MIRV missiles of best type, TWO rounds each launcher
Modify with Fast, ECCM, and Heavy when feasible
NO other weapons, JUST missiles
NOTE: you might want to have a mix of both Fast and
non-Fast, or both best and lesser types
"Lancer" ship:
Your choice, but basically an energy-weapons ship, along with bombs, etc. You might think of this as the "everything else" platform. These ships should be VERY heavily armored. Heavy anti-missile and anti-fighter defenses are a good idea also.
Tactics:
The basic premise is to fire all missiles ASAP and then Retreat them, leaving the Lancer-class ships to absorb return fire and mop up after the missiles hit home.
It's best of course if Fast Missile Racks are installed, otherwise it takes an extra round to empty your magazines. The Archers' shields should absorb energy-weapons fire until they can make their exit; they won't be around long enough to be threatened by missiles. Before I achieve FMR, I usually fire the first volley and then turn to run, and fire the final volley just before retreating.
Either fire ALL missiles at the same target, or if different targets then move a bit and stagger launches so that missiles don't all travel together. This is critical because the AI's favorite anti-missile trick is to explode its ships and blast all nearby missiles. If you've used a mix of fast and slower missiles, that can help.
Once the Archers have retreated, the Lancers will have to bear the brunt of whatever missiles and fighters were initially targetting the Archers, so make those the first priority, then follow the missiles in and finish the job!
If you design your missile ships as I've suggested, they should adopt the fire-and-retreat strategy even in Auto mode (I've seen it happen more than once).
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