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GePap
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of the Big Apple
Nov 2001 time: 23:20
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After a certain point any ship you design will beat the AI, since its ships are so pitifull late game.
I prefer using more space for systems than weapons, since systems can give a huge advantage. Achilles makes all weapons ignore armor, structural doubles damage and High energy bonus doubles energy. So a sigle plasma cannon with all of these will do more damage than 4 or 5 plams without, since once you overcome shields, the enemy ship is toast. If you put in inertial nullieirs, then you can load up on weapons with a limited arch, since you can turn without cost, and you on top of that get a significant boost to bean defense.
A for timewarped-phazed ships: they are great. Add ship transporters (wrong name: the tech that moves the ships 20 spaces instantly) and what yuou have is a ship that cn instantly cross deep into the enemy battleline: open fire at point blank range, then beocmes impervious to damage, since the enm will never be able to hit it. One just has to be sure of being able to end a battle in 5 turns.
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Ekanata
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I've just had an interesting experience. Since other race already have R.Hull, and AM Rocket, I decide to research Interceptor, and build destroyer class Carrier (carry 2 interceptor).
In an early battle with Sakrra, to my suprise, my one destroyer kill 2 destroyer and 2 frigate. This destroyer carrier design became my favourite early defender until I have sufficient technology, industry and shipyard (starbase) to build mirv ships.
During early stage, electronic computer seems overwhelmed by those little fighter, not to mention that ships weapon are ussualy front munted while those fighter are chasing/firing from behind. And those fighters can also 'chew' missiles on their way to target ship. I think this frigate carrying massdriver/fusion interceptor might also kill a star base which doesn't have reinforced hull & shields (Too bad I got my cd broken before I test the theory ).
Edit : Corrected ship's class name.
Last edited by Ekanata on 21-01-2003 at 13:31
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bakalov
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Sofia
Nov 2002 time: 07:20
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Interceptors are nice vs. missile boats because they cannot be targeted by missiles. Very cool if you have warp dissipator to prohibit them from retreating ....
Actually you have to be creative to use that :-)
Last edited by bakalov on 20-01-2003 at 12:39
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Ekanata
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quote: Originally posted by bakalov
The carriers are good vs missile ships, missile ships are somewhat good vs beam ships and planets, and the beam ships are good vs. the carriers (they usually easily destroy the fighters). |
Carriers can be a good early design, due to victim's low armor, low shield and low active defence accuracy and power.
Missiles can be a good mid design, due to battle pods and many missile mods availability and decent manufacturing power.
Beams can be a good late design, due to miniaturization, advance computer, special devices/weapon mods availability and no ammo requirement.
quote: Originally posted by bakalov
And hey, cxwf, it is easy to kill the guardian when you have so much tech .... try to kill it only with cruisers and frigates with modded merculites (some with EMG). Some people claim that this can be done before turn 100 in prewarp :P and I agree with them :-) |
It require design and manouver which makes three waves of missiles hit the guardian sequencially within the same turn.
The first wave is decoy that will waste all guardian's PD weapon and spatial compressor. Watch the timing and amount to avoid PD and spatial compressor touching the next wave.
The second wave will be mirv designed to take down the shield. Make sure you send many extra in order to compensate for guardian's ecm and lightning field.
The third wave is EMG-ed mirv that will make the killing blow.
Last edited by Ekanata on 21-01-2003 at 16:11
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Ekanata
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quote: Originally posted by Urban Ranger
Spatial compressor is not a defensive device, it is an offensive weapon. The defense is lightning shield, which doesn't get "wasted" - it is always on. |
In my experience, when guardian's PD weapon is insufficient to eliminate missile thread, it will use spatial compressor as last resort. After that the remaining missiles will be facing lighting field and ecm jammer which is always active just like you said.
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originalbork
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It amazes me that there is a whole thread on ship design for SP. From what I have just played (first games in 4 years) I only build 5 ships before the end of the game.
Scout - No Computer (NC) (wastes money) Extended Fuel Tank (EFT)
Runner (Frig) - Battle Pods Augies Extended Fuel (Can double as a scout to find wormholes)
BM-1 BP, NC, Reinforced Hull (RH), Augmented Engines (AE)
2 sets of 3 Nuclear Missiles Fast (2 shot racks always), The rest, about 14 are NM Fast, Mirg, ECCM spread out over all slots.
BM-2 after getting irridium fuel cells you replace the first 2 sets of nukes for fodder with fast mercs and you will get about 16 Mirv Nukes Here.
BM-3 After getting Zort, you build the same ship but make the fodder mercs, fast and heavy and replace the mirv nukes with mirv mercs.
These are the only ships you need to exterminate and conquer with 7 ai on impossible, prewarp and ave galaxy somewhere around turn 150-170. You will not lose a ship to the ai if done properly.
The only tech I have at the end of the game is through
Robos,
Anti-matter drive (the last definite tech I get),
Zort,
Space Academy,
Super Comps,
Soil Enrichment,
Tachyon Comm (heading to Sub Space at the end, I would never take tach comm in a MP game though),
Anti grav harness (need that ground combat)
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mufa
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quote: Originally posted by vmxa1
(11/12/98) After many other trial designs, I have refitted a new Orion Globe. It now contains many other new options. See for yourself. This is now the official Orion Globe configuration.
(01) Stellar Coverter
(**) Phasors ( f ) sp,af
(**) Phasors (360) sp,af
(**) Phasors (fx ) hv,sp,af
(01) Plasma Torp. NR,env,eccm,ovr
(01) Disruptor (360) hv,af
(01) Ion Pulse (360) af
Achilles Targetting Unit
Battle Pods
High Energy Focus
Hyper-X Capacitor
Phasing Cloak
Structural Analyzer
Subspace Teleporter
Time Warp Facilitator
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nice DS, are you not using any shield at all ? Because I tried to make this ship and after putting all the specials I have only 355 space available
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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To tell you the truth I can not remember anything much about it as I have not made one in a long time. What level was the tech for miniturization?
Here is what one would expect to see in a battle:
The time warp facilitator turns(version 1.31) works like this:
In each round,
_________________________________________
You start enemy start
Turn 1: you Turn 1: enemy
Turn 2: enemy Turn 2: you
---- ----
Turn 3: you Turn 3: you
----
go back to turn 1 go back to turn 1
_________________________________________
After both sides have taken a turn, the final turn (3rd turn) goes to the ships that have a time warp facilitator on. Know your turns so that you can shut off all your un-used weapons and allow the ship to recloak.
Therefore, if you are using this ship, and you are attacking first, SKIP THE TURN!!! Let the enemy go first. If the ship is the only ship standing up against the enemy (highly recommended), then when you skip your turn, the enemy will have nothing to shoot at because you have NOT decloaked yet. THEN you attack, and the Phasing Cloak and T.W.F combo will work. And if the enemy attacks first, the all is well, as long as your ships in that fight are cloaked.
If you do it right, you can sustain up to 10 rounds undiscovered, 10 turns to do whatever you want. Unless the enemy runs before they're all destroyed, but through my experiences, I doubt that they'll run before you finish mowing them down.
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mufa
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quote: Originally posted by vmxa1
The time warp facilitator turns(version 1.31) works like this:
In each round,
_________________________________________
You start enemy start
Turn 1: you Turn 1: enemy
Turn 2: enemy Turn 2: you
---- ----
Turn 3: you Turn 3: you
----
go back to turn 1 go back to turn 1
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I just wander what is happening if the opponet has ships with TWF too. You can still shoot and remain cloacked ?
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