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ship designs in mid and late game

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  • #16
    I use AP lasers in the early game so I always fear an AI with HA. I like using it rather than reinforced hull because my luck tends to be bad, once a ship of mine starts getting the structure damaged it blows up or gets immobile real fast, even with R-hull.
    Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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    • #17
      Originally posted by Garth Vader
      I like using it rather than reinforced hull because my luck tends to be bad, once a ship of mine starts getting the structure damaged it blows up or gets immobile real fast, even with R-hull.
      We all like to use HA, but the problem is that if you are not creative, you must pick AF over HA. I often do not even take Class I shields and may not have the T-arm, if I am a tele. I may need to pick the fuel cells instead, oh the pains of non creative.

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      • #18
        I always have to trade/steal it too. I wish I could get missile base too. That's a tough tech pick.

        I always take class 1 though. What do you take, Mass driver?
        Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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        • #19
          I am not consistent about that pick. Sometimes Cl I other times Mass Driver. It depends on what I see as my most likey beam picks before 3500RP. I just do not see the Class one shields as a big help. I wish planetary missiles was in the bunch, I can forgo all of the stuff in that group. Instead we get AF/MB/HA and only get one of them. I want all of them (wah wah). In one sense it is not a tough pick, since I must have AF, on the other hand, it is rough as I like all of them.

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          • #20
            I always take class 1 because I don't get another till class 5.

            In one sense it is not a tough pick, since I must have AF, on the other hand, it is rough as I like all of them.

            True, same with me.

            The Zortruim group is usually worse as I always want all, and the one I pick is usually different depending on what I can steal.
            Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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            • #21
              Yup, I skip Cl III often in favor of rad shields and may not have any shields till V as well. Rough huh. Last nights game, I did not take the Rad Shield and could not terraform some planets, that hurt.
              I seem to have more luck stealing Z-arm and often get to this point with it in the bank. I got it and did not get Rad until the game was in the extended tech.

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              • #22
                I guess what you take can depend on the sort of opponents you have. Some tend to pick certain advances over others.
                (\__/) 07/07/1937 - Never forget
                (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                (")_(") "Starting the fire from within."

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                • #23
                  I go for class 1 shield as well. Not that I think it's optimal, because shields are among those techs that seem to jump to you first thing when you start spying or conquer.
                  "The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
                  "I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.

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                  • #24
                    I never use Auto Repair.. Because none of my battles last long enough for it to matter.. it is always a landslide in one direction.. either by ships blow them away easy, or i am outgunned so bad that i would lose the battle anyhow.. i just use the space for additional weapons..

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                    • #25
                      Alphy. I agree. Between defense and offence, I tend to go for more guns every time. I even forgo heavy armour in favor of more guns most of the time.

                      About the only reason to go for defensive systems is if you know that the enemy has the initiative. In which agumented engines are more valuable anyway...
                      "The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
                      "I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.

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                      • #26
                        Class I shields are a toss up. Sometimes I take them others I take Mass Drivers. It depends on what the next beam I intend to get is. Here is what you get: strength = 5 * (class * size). Class is 1, so str = ship size times 5. At the time you have class I, it will be 3*5 or less, until you make BB. It will not absorb a lot of damage, but some. The regen is 30% per round. This is spread over the 4 shields. So say 8% on CA is less than 2. If you are being hit by weapons tha do less than 2 damage, you got no problems. So it is a take it or leave item, not a big deal.
                        ARU is just a waste IMO, as every one is saying, take the extra weapons, unless you are making at least titans and maybe only DS. Here it is more useful than an extra weapon. This is because the large values can keep the ship alive and they already have plenty of weapons, one more will not help as much as being repaired.
                        Moom, you just can't justify taking a weapon for HA. It triples armour. That is 100 * 3 = 300 for the lowest improved armor. What weapon is worth that until very late in the action?

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                        • #27
                          actually i dont take HA either.. what is it together with? factories? or space port? anyways i always just use reinf hull that is the next best thing. true, you will start losing systems faster but thats ok.. besides armor piercing will not bother that much..

                          i think that i saw in some thread that HA is supposedly immune to armor piercing... not so as far as i have seen.. or perhaps the enemy had achilles or something.. but i have seen several times the enemy shoot past my heavy armour..

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                          • #28
                            Sorry, I was not clear again. I do not pick HA out of the the three choices (MB/HA/AF). This is probably the toughest choice, but you must go with AF here. I think we were talking about using HA, if you had it, not picking it. So if you traded or stole or were creative and had HA, it would be unwise not to use it and go for an extra gun IMO. EMP and AP pierce armor except you get partial protection if HA or X-armour for AP. Nothing stops EMP.

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                            • #29
                              Originally posted by vmxa1
                              Moom, you just can't justify taking a weapon for HA. It triples armour. That is 100 * 3 = 300 for the lowest improved armor. What weapon is worth that until very late in the action?
                              Well, your numbers are right, but I find I don't need it against the AI. First punch is everything with beam boats, so I usually go for that. My governing equation is number of best heavy beams/CP.
                              "The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
                              "I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.

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                              • #30
                                Well many paths are valid, but I figure that keeping a ship alive for another round is the top consideration. If I have 2 less beams, but do not die in the first round, I am better off. If I have no fights that can kill my ship and I can count on that, then fine. If that were true, then a few less guns is of no concern either, as I can not lose. So the three scenarios are 1- I can't lose 2- I can't win 3- it is up for grabs. Forget 1 and 2, only the last one can be impacted. In the early part you will have less ships than they do so it is rare to have the edge in numbers and often at the stage I will not have the edge in tech yet either. So in a straight up fight 1 on 1 it is about surviving. He I had triple armor, I like my changes better than if not. They will not be using AP weapons at this point, so if they have 100 and I have 300 I will win unless they can hit be more than 3 times as hard. If they can do that I got bigger problems. So if you are not doing any fight of the 3rd category, then it does not matter.

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