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-   -   Best Starships... (http://forum.shrapnelgames.com/showthread.php?t=16175)

Iansidious May 22nd, 2004 01:03 AM

Re: Best Starships...
 
I forgot one thing that all of you would agree on. Null space beats all torpedo's hands down http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif .

bearclaw May 22nd, 2004 05:11 AM

Re: Best Starships...
 
Quote:

Originally posted by Iansidious:
I forgot one thing that all of you would agree on. Null space beats all torpedo's hands down http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif .
<font size="2" face="sans-serif, arial, verdana">No arguments here. Love those things.

Longinus May 22nd, 2004 05:16 AM

Re: Best Starships...
 
Xiati Battleship III all the way... it has near 100% coverage.

I load it up with 2X Tachyon cannons, an ionic disperser, 4X toxic injectors, emissive armor.

Hell it's great slowing the enemy with the disperser and rough it up a bit with the tachyon cannons, then give it a final blow of 4X toxic injectors. http://forum.shrapnelgames.com/images/icons/icon7.gif

Simeron May 25th, 2004 07:50 PM

Re: Best Starships...
 
Well, I suppose I'm wierd but I like the Abby Carrier simply because of the 500-600 extra tons and the fact that I rarely need more then the weapons it has on it to kill any ship in the game.

Simply put, I eat other ships in one volly of pychic flailers and Toxic injectors. I have Null cannons or Plasma on the front (Null) or side (Plasma) to fire first at longer range so the PDC shoot at that missle and the Tox missle gets through every time. Normally it takes 2 missle for a cruiser and below, 3 for a battleship or 2 missles and a twin burst of flailer.

I have yet to see any ship survive a full salvo from my carrier and I don't even use fighters. They seem like a waist of credits to me. Rather use the extra tonnage for defensive gear and repair bots.

Would be neat to be able to play against other players and test my config out. I'm currently level 32 gear and nothing can touch me. Even the null cannons do jack to me (minor damage that is fixed in 2-4 ticks).

I have to really say that I am convinced crew killing is the way to end an enemy ship's existance faster then any other. I never expect the plasma torps to hit, I only use them to pull the PDC fire for the Toxic Injectors. Then, flail away to end the battleship or larger, nothing below that survives the missles.

Base stations are boring as hell and I don't really count them. You simply pop a plasma out the tube, then the Null Cannons, watch all the PDCs fire at the plasma letting the NCs go into the ship and after 10-20 NCs, the station is blowing up...yawn.

Now, I want to clarify, I have only played the game on the hardest level without any mods and one thing I know from SEIV Gold is the MODS change things TREMENDOUSLY.

Which is why I am here today...hunting for mods..lol.

But I figured seeing how nobody has said they like the carriers, I would chime in.

Phoenix-D May 25th, 2004 09:47 PM

Re: Best Starships...
 
Hmm. You know it occurs to me bases in Starfury don't get the main advantage they do in SE4- mounts.

It'd be a lot harder to kill a base if the sucker was firing on you from more than your normal range with harder hitting weapons..

Baron Munchausen May 26th, 2004 01:07 AM

Re: Best Starships...
 
I think we could give them some other advantages, though. Increase the tonnage a bit and add more slots for armor and shields, for example. They are stationary, after all. What practical limits are there on the amount of 'stuff' you can pile in one location in space?

Phoenix-D May 26th, 2004 01:10 AM

Re: Best Starships...
 
Quote:

Originally posted by Baron Munchausen:
I think we could give them some other advantages, though. Increase the tonnage a bit and add more slots for armor and shields, for example. They are stationary, after all. What practical limits are there on the amount of 'stuff' you can pile in one location in space?
<font size="2" face="sans-serif, arial, verdana">Increasing armor and shields without increasing range or dealing with the level 1 weapons issue just means it takes the player longer to batter them down from complete safety.

Nothing in space is really stationary, you do need to station keep some. More importantly for a defense station as the size goes up the ratio of surface area to volume goes down. To a point this is a good thing but eventually you've got lots of volume that can't be used for putting things on the outside of the station- like armor or guns.

Baron Munchausen May 26th, 2004 01:18 AM

Re: Best Starships...
 
Possibly we should make some 'dedicated' weapons just for bases and setup specialized designs (you can see how to do it by the example of carriers in the default files). Shouldn't be too difficult. Just bulky, like the SE IV style of adding components with seperate entries. Hopefully there will be mounts in SE V at least. http://forum.shrapnelgames.com/images/icons/icon7.gif

Simeron May 26th, 2004 08:50 AM

Re: Best Starships...
 
Well, if my cloudy at 3am memory serves in the ancient Star Fleet Battles game there were special "base only" phaser 4s that were just ugly evil hit them from across the map hard weapons.

HUGE weapons (like 300kt) with HUGE range (like say 300) that did nasty damage (1.5 times normal weapon).

Now THAT would be a nasty base station.

The biggest yawn about the station was that I could park my ship out of its range and then kill at my liesure OR I could charge in and stop at point blank range and the weapons on the station quickly got wiped out.

Also, has anyone figured out how to get Sithrak Ships?

SamZaWild May 31st, 2004 11:55 AM

Re: Best Starships...
 
Hmmm...What about fighters, i hear they are useless.What are their best kinds and what is the best cruiser ?

[ May 31, 2004, 10:56: Message edited by: SamZaWild ]


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