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-   -   Weapon Platforms (http://forum.shrapnelgames.com/showthread.php?t=23122)

Smolf March 13th, 2005 12:19 PM

Weapon Platforms
 
This has maybe been discussed before but how do you outfit your weapon platforms?

I usually research large WP as soon as possible then add a combat sensor, and some direct fire weapons using a massive mount. Maybe a few PD if the enemy is using missiles.

I have read somewhere that it's a waste of space adding shields because the WPs are so easy to hit and quickly get destroyed. And most people research shield depleters or phased weapons which makes the normal shields more or less useless.

Is armor a better choice than shields? (not considering organic armor which can regenerate).

RudyHuxtable March 13th, 2005 12:37 PM

Re: Weapon Platforms
 
I think your best bet is to use better and better long range weapons, frankly. It sounds simple, but hey. I never use shields or armor.

Smolf March 13th, 2005 01:11 PM

Re: Weapon Platforms
 
But before you get access to some decent mounts, missiles will have a longer range. So do you use missiles if they have the longest range?

Captain Kwok March 13th, 2005 01:24 PM

Re: Weapon Platforms
 
Point Defense is too effective to make Missiles any sort of long term threat. It's best to use direct fire weapons on platforms once you get some decent damage levels researched. Shields actually are quite useful on weapon platforms, better than armor. I can't recall even if the specialty armors work on platforms. Note you only need one platform with a combat sensor and it will transfer the ability to all of them. Also, there is no point to putting ECM on platforms since the planet has -200% combat penalty to defense.

Ragnarok-X March 13th, 2005 02:00 PM

Re: Weapon Platforms
 
In addition, i prefer firepower over hitpoints. Should the enemys fleet be able to combat your weapon plattforms, they will be lost immediatly anyways, since all hostile ships will fire, not mentioning mounted planetary napalm. Put a lot of Anti Proton Beams on them, there is nothing better to do. While im at it, when fortifying warppoints with satellites, be sure to not use phased beams or anti proton beams Simply use High Energy Discharger, they are smaller and stronger in firepower. The reason they are not used on ships is their range, which doesnt matter on satellites, since they start adjacent to wormholes anyway.

Smolf March 13th, 2005 02:07 PM

Re: Weapon Platforms
 
Isn't it correct that the attacker in simultanous games move first? That means that he will move his ship out of range before the satelittes get a chance to shot at him.

So your high enery dischargers will not be able to hit him and he can just avoid the satelittes until he's ready for them (ie using longer range beams etc.)

Renegade 13 March 13th, 2005 03:08 PM

Re: Weapon Platforms
 
Nope, the defender moves and fires first.

Ragnarok-X March 13th, 2005 03:55 PM

Re: Weapon Platforms
 
Ty Renegade http://forum.shrapnelgames.com/images/smilies/wink.gif

Renegade 13 March 13th, 2005 08:52 PM

Re: Weapon Platforms
 
No problem. http://forum.shrapnelgames.com/images/smilies/happy.gif

Strategia_In_Ultima March 14th, 2005 05:50 AM

Re: Weapon Platforms
 
Armor regeneration doesn't work on units as they don't take partial damage. A WP is either working or destroyed. If you use armor, choose the one with the best resistance-per-kT ratio.

I'd suggest placing one or two WMGs on your WPs - non-mounted - so that you're able to get the first shot. As for the rest, I prefer ripper beams, as they are small and very strong. PD is best used on stats IMO.

Alternatively, if you're using a mod where the PD is toned down, or where you have strong seekers with high seeker dmg resistance available, you should place some PD on your WPs as well, and/or those super-strong missiles. The extra PD will provide you with a defense against the strong seekers, while the ones you use can be used to kill off enemies at long range. Take, for instance, Capship Cruise Missiles (as I don't know any other modded seeker with high resistance) which is strong on the attack, has a very long range, and has 100kT damage resistance, so that you'll need at the very least two shots to destroy it.

Smolf March 14th, 2005 08:11 AM

Re: Weapon Platforms
 
Quote:

Renegade 13 said:
Nope, the defender moves and fires first.

You are right. I found it in the newbie FAQ.

6.8.4.1 In Gold, the defender goes first in combat.

But I'm still sure that I saw the opposite i my game... I watched a combat replay in my multiplayer game and the ships moved first http://forum.shrapnelgames.com/image...s/confused.gif

Smolf March 14th, 2005 08:13 AM

Re: Weapon Platforms
 
Quote:

StrategiaInUltima said:
Armor regeneration doesn't work on units as they don't take partial damage. A WP is either working or destroyed. If you use armor, choose the one with the best resistance-per-kT ratio.

Can shields recharge on WP?

Strategia_In_Ultima March 14th, 2005 09:09 AM

Re: Weapon Platforms
 
I don't know, I thought they didn't because they were units/planets but it could be..... you'd have to ask Fyron or somebody else who's been here since Space Empires -XVI.

And: stick to the ripper beams! They can devastate enemies as they come close enough to the planet for the Napalm bombs..... so no more Ride of the Valkyries for the planets with Ripbeam-equipped WPs.

Smolf March 14th, 2005 10:21 AM

Re: Weapon Platforms
 
Quote:

StrategiaInUltima said:
And: stick to the ripper beams! They can devastate enemies as they come close enough to the planet for the Napalm bombs..... so no more Ride of the Valkyries for the planets with Ripbeam-equipped WPs.

Ripper beams? What do I need to research to get those?

Do they fire automatically when ships enter their range? They reason I ask is that if they have a very short range (less than 6-8 squares) it's possible for the bombers to stay out of range and just make small sorties to drop their napalm bombs.

Frederick_d_Ohlmann March 14th, 2005 10:23 AM

Re: Weapon Platforms
 
Propulsion lvl 7, then High-Energy weapon. The best ratio dmg/weight, but short rang. On a big WP, range of 9 I think (including +6 of mount)

Strategia_In_Ultima March 14th, 2005 11:08 AM

Re: Weapon Platforms
 
They do not fire automatically. Unmodded ships cannot get within ragne 6 and out again in one combat turn, so even if they drop one volley of bombs on your planet, you'll be able to fire back.

Smolf March 14th, 2005 12:21 PM

Re: Weapon Platforms
 
Thx.

A range of 9 should be enough to hit incoming bombers... unless they got solar sails, best engines etc.

Suicide Junkie March 14th, 2005 01:02 PM

Re: Weapon Platforms
 
Quote:

Smolf said:
Can shields recharge on WP?

No, but they do apparently count for double hitpoints against regular weapons.

Ragnarok-X March 14th, 2005 02:18 PM

Re: Weapon Platforms
 
Pretty nice to see everyone is agreeing with my post about usage of ripper beams. Then again i really wouldnt use them on weapon platforms, even is taking the +6 range modifier they can be outranged. WPs = APB, Wormhole Sat = RP, Planet defense Sat: APB or PD.

Smolf March 14th, 2005 02:43 PM

Re: Weapon Platforms
 
They would work against short range bombs but can easily be out ranged by beamweapons.

Maybe it's a good idea to use a combination of short range/long range weapons. Then you can defend against more diverse opponents

Strategia_In_Ultima March 14th, 2005 02:51 PM

Re: Weapon Platforms
 
Like I said; WMGs (one or two, or perhaps a few WPs of them, spprox. 25% of cargo space) for the initial long-range first strike, and RBs for the close-in dirty work against the Napalm bombers.

NullAshton March 14th, 2005 02:52 PM

Re: Weapon Platforms
 
Massive null-space cannons are nice too.

Ragnarok-X March 14th, 2005 03:57 PM

Re: Weapon Platforms
 
Nice, but too expensive, especially mounted. Not mentioning size. Only if you have spare ressources and time.

Smolf March 14th, 2005 03:59 PM

Re: Weapon Platforms
 
Is it possible to drop a WP on a enemy planet together with troops? Use the WP like some sort of tank

Ragnarok-X March 14th, 2005 06:09 PM

Re: Weapon Platforms
 
No it isnt http://forum.shrapnelgames.com/images/smilies/laugh.gif You could however create a new modded troop size with lets say 200 kT and pumpt it full with ground cannons to create some kind of overlord oder juggernaught or whatever you like to call it. it will only help in ground combat though.

Blueentity March 15th, 2005 07:18 PM

Re: Weapon Platforms
 
WP’s can be specialized like other ships as well, one with massive shields, one with long-range beams and one with big damage guns, one with PDC. If you use them, be sure to have some designed for quick build, and some for completeness. WP’s can be taken as cargo and dropped on newly captured/colonized planets, but not before. Since the planet’s size tends to swamp any ECM, stealth or strategic armor really doesn’t really help on WP’s. Might as well use normal armor for better damage absorption/space, unless you are trying to hide that nifty new weapon from a long range sensor for a few turns.

Also, run the simulator a few times to see if shielding helps. Since WP, like other units, when partially damaged, are fully functional, I find that guns tend do better than shields. A partially damaged ship may be “dead in the water” or have to retreat; as long as your WP has 1 hit point remaining, it’s at full strength.


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