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Best weapon against planets?
Ranged (missiles, et al) or direct fire? Bombs seems obvious enough as well as Troops.
I ask because I had the AI hand me my head when I attacked a large planet with a fleet armed with Large Mount level 5 PBB's as well as a few level 5 CSM's. Is that in the FAQ? I didn't see it there or in the Strategy Guide. Sigh. |
Re: Best weapon against planets?
Just bring more ships. Planetary defenses have painfully finite limits on firepower.
APBs tend to work better because they are longer ranged, allowing more fleet stacking. The extra damage over PPB helps as well. Missiles can be useful if the planet has poor PDC coverage. |
Re: Best weapon against planets?
If the planet has not too much WPs, hit 'em with a few WMGs to damage or destroy at least part of them, then close to within APB/PPB/CSM/etc. range and pound some more, thus providing covering fire for the PN-armed ships.
Simply set all ships to Max Firing Range and it should do the trick. For some ships (APBs, PPBs, anything whose damage decreases with range) you might wanna set Optimum Firing Range, though they might get bludgeoned that way - anyway, if you send in enough ships, it should work. The WMG ships would serve as first-strike attack ships, and as heavy artillery once the battle was underway. Even if they wipe out the med/short ranged ships, the WMG artillery will keep on firing, hopefully outside of enemy weapons range. The med ranged ships could get in one or two volleys of fire, causing hopefully a reasonable amount of damage, and hopefully the combined WMG/mid-ranged hit will have withered down the enemy defenses enough to allow your bombers to get through. After that, it's just "I love the smell of napalm in the morning" and recolonize. |
Re: Best weapon against planets?
I like planetary napalm. Depending on the ships, mounts and mods you use, you can get your napalm to do like 2000 damage at range 5 http://forum.shrapnelgames.com/images/smilies/happy.gif If you have the ressources, loads of ships with APBs are fine as well.
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Re: Best weapon against planets?
Great! Thnx all! http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Best weapon against planets?
So far I play exclusively against the AI and believe me, I've spent a few sleepless nights pondering this question! http://forum.shrapnelgames.com/images/smilies/happy.gif The following comments apply to stock SE IV, strategic combat mode only:
The basic problem is the extended range of planet-based weaponry. For both APB and PPB, the LWP mount outranges the same weapon's LS mount by two squares; the HWP mount has a four square advantage; the MWP, six. Thus when both sides are equipped with the same weapons, the planet will sometimes (LWP), usually (HWP), or almost always (MWP) fire first. The goal of the attacking fleet is to avoid this first volley if possible or if not, then to survive it with minimal losses. The first solution is obvious: attack with large numbers of hi-tech seekers, which outrange planetary direct fire weapons. AFAIK the AIs don't adapt their WP designs to players' strategies, so it should be possible to overwhelm the AIs' "standard" PDC defenses with enough seekers. Drawbacks to this strategy include: (1) In mid and late game, PDCs generally make seekers obsolete for ship-to-ship combat. If so, the player would be squandering resources on a single-purpose anti-planet force when they might be better spent on dual-capability ships. (2) Due to the limitations of the strategic combat AI, ships don't always fire their seekers at the same time. A fleet theoretically capable of penetrating planetary defenses with a single coherent volley may in practice fire staggered salvoes and do no damage whatsoever. (3) Since seekers already in flight don't "know" when a planet's defenses are down, the chances of overkill are high. That's not a problem if the objective is to glass the planet, but it's a serious drawback when attempting captures. If it's impractical or undesirable to avoid the "danger zone" entirely, the next best approach is to minimize exposure. Under SE IV's I-move-shoot, you-move-shoot tactical combat scheme, this can be done by increasing ship speed. For example, if a ship has a tactical speed of six and a danger zone of two, then in two-thirds of the cases it will still fire first (assuming random initial ship-to-planet distance). If a direct fire fleet gets caught in the danger zone, or if it's too weak to take out the enemy WPs in one turn, it will have to survive enemy fire as best it can. The player can minimize enemy accuracy (ECM, Stealth/Scattering Armor, fleet/ship training, racial traits) and/or maximize ship survivability (size, shields, armor). Perhaps a few dedicated decoy ships (optimum range strategy, heavy shields/armor, one PN) can draw WP fire away from more vulnerable units. In practice, a player may use all of these approaches in a single game. Early on, when speeds are low and ECM/PDC capability is primitive or non-existent, the player may rely on seekers for both anti-ship and anti-planet duties. Later, as game technology advances, he may employ various combinations of speed, ECM, and shields/armor. I like to capture enemy planets, so I don't use seekers at all. In my current game against 5 TDM AIs, I've equipped most of my ships with PPBs, ECM, Stealth/Scattering Armor, shields, regular armor, and Solar Sails (tactical speed 6). The PPBs have a limited range, but they're cheaper to develop than APBs and they negate the AIs' normal shields. I also try to keep repair ships with my "capture planet" fleets; so far they've salvaged perhaps half a dozen ships the enemy WPs couldn't quite finish off. |
Re: Best weapon against planets?
what, no one mentions tectonic bombs? just sit out of fireing range on the edge of the map, and turn the thing into a heap of space-rocks.
For the overly wealthy, build a stardestroyer and bypas planetary defenses entirely. |
Re: Best weapon against planets?
Too easy, and too little left.
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Re: Best weapon against planets?
easy? it requires a vastly superior infrastructure to build and maintain those expensive ships, pluss the spare research points to climb up the SM tech tree to the point of being able to build them.
Sure, it might be easier in a large quadrant. but in a small one, its a big trade off. and 'too little left' depends entirely on your philosophy of conquest. I try to role play more than is tactically prudent. sometimes i capture, sometimes i glass. or, you know, sometimes i capture and then jetison the population into space. or load them into transports and give them kamakaze orders. its extravagant, sure. but oh so fun. |
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