![]() |
Re: A Questionaire - redux
Weapon or Facility -- Value/Strategic/Tactical
Long Range Scanners -- 0 'Send in an old ship ECM unit -- 10 'Essential Combat sensor -- 10 'Essential Tractor/repulse beam -- 2 'I tend to use smaller ships Scattering armor -- 10 'Essential Stealth armor -- 10 'Essential + excellent early on Cloaking -- 0 'Waste of space. Use stealth armour Tachyon (engine destroying) cannon -- 4 'When they ignored shields they were an 8 Frigates -- 7 'Test the strength of an enemy fleet APB cannon -- 3 'Offence and defence rule. Damage is secondary Null space cannon -- 5 'Ditto > Name your favorite ship type/size and why. Light cruisers coz thats where you get the heavy mount. I stop researching ship construction for a while after I get here. Later on I use battlecruisers and battleships. With a speed advantage you can sometimes avoid slower fleets. > How far do you research propulsion and why? General up to level 1 contra. Late in the game if I have nothing better to research I'll go to quantum 1 > Do you use training facilities and why? Always. Bar the religious talisman you live and die on your ships offensive and defensive capability. Its probabaly different against the AI but I wouldn't know. Cheers, Askan |
Re: A Questionaire - redux
Let me add two more to the list:
</font>
|
Re: A Questionaire - redux
1. Emissive armor -- NA/0/0 - Still only using SE IV 1.49
2. Shields -- NA/10/10 Perhaps Master Computers should also be added to the list? [ September 18, 2002, 07:02: Message edited by: Baron Grazic ] |
Re: A Questionaire - redux
Emissive armor -- NA/8/8
Shields -- NA/10/10 Now in regards to Training Facility, what exactly does it do in games solely against the AI using mostly Tactical combat? Does it increase/decrease hit percentages? I thought Training Facilities only helped out when playing against other players and when using Strategic Combat. I haven't played on PBW yet so i've never felt the need to build Training Facilities http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: A Questionaire - redux
Quote:
|
Re: A Questionaire - redux
Quote:
Thanks everyone for your answers to date. This is turning out to be very informative and I would suggest that all newbies (like myself) take heed. Quote:
[ September 18, 2002, 17:42: Message edited by: Elowan ] |
Re: A Questionaire - redux
ECM unit -- 8
Combat sensor -- 8 Tractor/repulse beam -- 1 Emissive armor -- 5 Shields -- 7 Scattering armor -- 7 Stealth armor -- 1 Cloaking -- 1 Tachyon (engine destroying) cannon -- 8 Frigates -- 1 APB cannon -- NA (never used it) Null space cannon -- 10 How far do you research propulsion and why? Usually max it just because I can. Do you use training facilities and why? Never, because I have use the two most overpowered items in the game, Null Space and the Talisman. The only way to counter that combination (of course I have PD's too) is to double my ship output and then catch me. - takr - takr |
Re: A Questionaire - redux
Since the original questionaire is long and since I've made some edits (added what I should have included in the first place) -- is there anyway to use a link to jump to the original msg? That would seem better than [Bump]ing it. I could use the page 2 URL but that doesn't take you to the questionaire itself just to the top of the page.
|
Re: A Questionaire - redux
First part: On a scale of 1-10 with '0' being 'no value' plz rate the importance of the following (in your experience) in SEIV:
Weapon or Facility -- Value/Strategic/Tactical Combat sensor -- NA/10/10 unless you are Religious Tractor/repulse beam -- NA/5/5 - nice for star bases to shoot enemies away with then push them out of the enemy's weapons range, but otherwise not very useful Shields -- NA/10/10 unless enemy likes PPB Emissive armor -- NA/8/8 - I have 1.78 so -30 to every attack is helpful Scattering armor -- NA/4/4 - too bulky, use Scanner Jammer instead, though +15 to defense is nice Stealth armor -- NA/7/7 - it's a cheap cloak for early on, but it loses its value as soon as the enemy discovers penetrating scanners Cloaking -- NA/7/7 - unless you research it soon the enemy will probably have penetrating scanners already, but if you do get lucky you can wreak some havoc http://forum.shrapnelgames.com/images/icons/icon10.gif Tachyon (weapon destroying) cannon -- NA/??/?? - never used it, figure, why not destroy the whole ship anyway! http://forum.shrapnelgames.com/images/icons/icon10.gif Ion Dispersal (engine destroying) cannon -- NA/??/?? - never used it, I guess it might be good for use in a combo with repulsor beams or something... Frigates -- NA/5/5 - they make good scout ships but that's about it APB cannon -- NA/7/7 - a decent weapon but the PPB is better, if somewhat shorter-ranged Null space cannon -- NA/5/5 - Only if the enemy is really big on defenses. Divide 60 damage by a 3 turn reload rate and you're only getting 20 damage a turn! (Then again, take a look at the Shard cannon... it doesn't even pierce shields and it only gets up to 35 damage!) Second part: How far do you research propulsion and why? Quantum Engine I - what's the point of QE II and III? Oh boy, I spend hundreds of thousands of research points and what do I get? My engines are 40 minerals cheaper! http://forum.shrapnelgames.com/image...s/rolleyes.gif That's why I made a Holly Hop Drive at the maximum level of propulsion... Do you use training facilities and why? Yes, they give you a +20 to attack and defense, though it takes a while to train your ships... do you research Computer Complexes and why?? Yes, +30 to research plus another +30 from the system complexes is a BIG boost to research! Third part: Master computer -- NA/8/8 - Saves space and minerals on larger ships, and protects against subverters! Yay! -- if you use an MR, do you add an Auxillary Bridge? -- Y/N What is a MR? Do you mean MC? If so then no, I hardly ever use auxiliary command anyway... I never even thought of putting one with a MC! I add an AB to my larger ships with MC since MCII only costs 20kt and the AR 10kt. I do that in the event that the ship gets infected with a virus. Good idea or bad and why? Wouldn't you still have a big movement penalty from the lack of life support or crew quarters? I don't remember the exact penalties (what is it, reduced to 1 if no bridge, cut by 1/2 if no LS, cut by 1/2 again if no CQ, reduced to 1 if no supply?) but it's probably not worthwhile, unless your ships have 12 movement or something... Smallest ship with QR -- __? Hardly ever research resupply anyway, but if I did get QR I would probably put one QR escort in every fleet. |
Re: A Questionaire - redux
Guys - you're doing great! http://forum.shrapnelgames.com/images/icons/icon10.gif
I'm learning a lot and it's helping to crystallize some of my own ideas/trends. For example: QR - I've been putting it on Lt. Cruiser and up, but one on a heavily armed/shielded/armored excort vessel of cruiser size with 1-2 in each fleet would leave me 20 kt/ship for armor, MC or ... on all other ships. I've added this to the original questionaire: Quote:
[ September 18, 2002, 23:15: Message edited by: Elowan ] |
All times are GMT -4. The time now is 02:09 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.